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Radially Attached Experimental Data Storage Container (New download link)


Talisar

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Is there any way to make somthing store more than one sample ? for example if one was to modify the .cfg of the kas Boxes, to store samples but have the smallone store less than the large ones.

and by that i mean turning them into storage containers so they can store samples themselves, not store the storage containers.

so far I haven't found a way. It seems hardcoded to 1 of each type (EVA data/Sample Data) of data.

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You could always put more then one container on the craft, it will tell in the flow text if the same data is already stored.

It's to the point where I not only do this, but I arrange them in sets of two on a radial decoupler with parachute so I can make sure they make it down to kerbin intact. xD meaning I'll have four-to-eight sample containers per craft now. c.c

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Sadly the .cfg edit directly in the part fries. You need to use this one; add it to the KAS "addModule.cfg" file.

/////////////// sample box /////////////

-snip-

Note: DO NOT store this again in a container. it WILL lose all data.

Aww Tassyr, you stole my thunder. Although, I changed the attachOnStatic = False to true. I figured you could place it on the ground, collect a sample then pick it back up. I was just about to test it when I saw this!

EDIT: I tested yours, Tassyr, and was unable to place it into a container. It's not showing up on the list of stowable equipment.

Edited by sharpspoonful
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Aww Tassyr, you stole my thunder. Although, I changed the attachOnStatic = False to true. I figured you could place it on the ground, collect a sample then pick it back up. I was just about to test it when I saw this!

EDIT: I tested yours, Tassyr, and was unable to place it into a container. It's not showing up on the list of stowable equipment.

Odd, it works fine on my end... Lemme tinker a bit more o.O

Yeah, just tested it, works fine o.O

http://i.imgur.com/GJPMwQl.png

No idea why it'd break on your end... what other mods do you have?

Edited by Tassyr
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Its in my SIG. I should probably slim down.

EDIT: I double checked it and it looks like I lost the last bracket when I copy/pasted. It's fixed.

Hey, in that case I have a question. Do you have issues moving the containers around with a kerbal on EVA in zero g? I'm working to fix a glitch where Jeb plays ballerina in space whenever he's carrying one.

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Any chance of a more stock-like texture? It stands out the way it looks now.

What did you have in mind? I grabbed the color directly from stock parts, and I ended up making the door and handles stand out because it kind of got lost, being so small and grey.

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It looks too clean. Squad parts have worn out edges and a certain color palette. The yellow handles and the grate like texture look the most un-Squad. You could convert the Squad textures to png with this: http://kerbalspaceprogram.com/mbm-to-png-file-converter/. It might give some insight in what colors they use for what, common details included in the textures, etc. It's hard too exactly pinpoint what makes some a Squad part, but I hope I've given you somewhat of a clue what to look for.

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It looks too clean. Squad parts have worn out edges and a certain color palette. The yellow handles and the grate like texture look the most un-Squad. You could convert the Squad textures to png with this: http://kerbalspaceprogram.com/mbm-to-png-file-converter/. It might give some insight in what colors they use for what, common details included in the textures, etc. It's hard too exactly pinpoint what makes some a Squad part, but I hope I've given you somewhat of a clue what to look for.

But it matches the FusTek parts pretty well. No one ever said it was stockalike you know...

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It looks too clean. Squad parts have worn out edges and a certain color palette. The yellow handles and the grate like texture look the most un-Squad. You could convert the Squad textures to png with this: http://kerbalspaceprogram.com/mbm-to-png-file-converter/. It might give some insight in what colors they use for what, common details included in the textures, etc. It's hard too exactly pinpoint what makes some a Squad part, but I hope I've given you somewhat of a clue what to look for.

I agree. I really like the look of this part, but I try to only use stockalike mods and this would be much better if it blended in with the stock parts and didn't stand out.

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  • 3 weeks later...
  • 2 weeks later...
  • 2 months later...
Sadly the .cfg edit directly in the part fries. You need to use this one; add it to the KAS "addModule.cfg" file.

/////////////// sample box /////////////

GRAB

{

stockPartName = TAL.Radial.Experiment.Storage.Container

evaPartPos = (0.0, 0.00, -0.15)

evaPartDir = (0,0,-1)

physicJoint = true

storable = true

storedSize = 5

attachOnPart = True

attachOnEva = False

attachOnStatic = False

attachSendMsgOnly = False

}

Note: DO NOT store this again in a container. it WILL lose all data.

If you use Module Manager (many mods already require it!), you can do this without editing cfg files for either KAS or another mod. Just create a new .cfg file and put it somewhere in your GameData directory. Then, use the built in function from KAS to add grab-ability:


@PART[TAL_Radial_Experiment_Storage_Container]
{
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.00, -0.15)
evaPartDir = (0,0,-1)
physicJoint = true
storable = true
storedSize = 5
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}
}

Check out my KAS Extension Mod for more goodies like this!

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  • 2 months later...
Ive been cheating and using this for a long while now, its a great part!

I wouldn't consider it cheating, since the lander I'm using them with has a science lab attached (Yes, somewhat inefficient, but screw it, it's working beautifully)

I'm going to see about writing a MM file to make it compatible with KAS's remove/attach system.

Edited by Jivaii
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I'm going to see about writing a MM file to make it compatible with KAS's remove/attach system.

It's literally 4 posts above yours:

If you use Module Manager (many mods already require it!), you can do this without editing cfg files for either KAS or another mod. Just create a new .cfg file and put it somewhere in your GameData directory. Then, use the built in function from KAS to add grab-ability:


@PART[TAL_Radial_Experiment_Storage_Container]
{
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.00, -0.15)
evaPartDir = (0,0,-1)
physicJoint = true
storable = true
storedSize = 5
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}
}

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