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Station Parts Project [stock welds by the DoPToOT]


little square dot

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can you add vanguard plugin module compatibility? it allows you to have parts that store kerbals and then you can have a hatch part and it can interface with all hatchless kerbal storage parts. so you can have 1 hatch part and 3 hatchless kerbal storage parts and you will be able to access the kerbal storage parts with the hatch and get out. sorta like the lackluster mod. you should try it

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can you add vanguard plugin module compatibility? it allows you to have parts that store kerbals and then you can have a hatch part and it can interface with all hatchless kerbal storage parts. so you can have 1 hatch part and 3 hatchless kerbal storage parts and you will be able to access the kerbal storage parts with the hatch and get out. sorta like the lackluster mod. you should try it

I just use Crew Manifest. It does what you've described and doesn't require additional entries in the part .cfgs.

I don't know how vanguard works, but f you're determined to use it, check out the part.cfg's of pods that reference the plugin.

It might be something as simple as adding an entry like this to the part .cfg:

MODULE

{

name = vanguard

}

pm me if you need help getting it up and running.

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About 200 hours, 10 cases of NOS, and a penchant for subjecting myself to horribly monotonous undertakings that somehow seem to be good ideas at the outset. =)

A word of warning: staring at notepad for 12 hours straight will make you go loopy.

I can imagine. Staring at series of if/elseif/else blocks for hours to define what can deploy when made me go a bit loopy.

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So how, exactly, do you get the telescope to actually telescope? The part description mentions mumechlib.dll enabling such things, but I tossed that in and absolutely nothing changed.

Sorry 'bout the slow reply dude... I didn't see your post until now.

You have to set up action groups in the VAB/SPH for camera activation and zoom in/out functionality.

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Hello, I'm trying your mod and really like it, I just have a little bit of a problem with the lights.

I'm trying the "sans porthole" version, but some of the pieces still do come with lights on them, like the docking ports and the light on those really are too bright to my taste. And being a bit new there, I was curious to know if there is a way to "dim" those lights, and restrict their range some ? As I would not mind to have them giving some "life" to my station, without making it shining brighter than the sun out there lol.

Thanks in advance for any tips.

Edit : Found a kind of "chainsaw" way, that remove the lights fully from those parts. Not exactly what I wanted at first, but until someone give me some tips I will use that.

Hey Stavinsky, unfortunately the "chainsaw" method is the only one available at the moment, assuming you mean that you removed the lights from the .cfg's altogether.

Due to part module limitations we can only add one fully functioning light per part, so your options would be to either have one light that functions normally, or multiple untoggleable lights stuck on.

Unfortunate point #2 is that the lighting in KSP is a touch wonky. Lights seem to become exponentially brighter with each subsequent light that is placed facing roughly the same direction.

If you would like me to post a version of the docking port with just a single, fully functional light, I would be happy to do so.

Btw, if you happen across a way to dim lights in your travels, let me know!

Edited by little square dot
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  • 2 months later...
  • 1 month later...

This module manager file will add all parts without tech tree info into first node

@PART[*]:HAS[#module[Part],~TechRequired[]]:Final

{

TechRequired = start

//TechRequired = advRocketry

entryCost = 1000

}

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How do I do that?

I tried opening my module manager file, but I only get a bunch of simbols. Do I add it there or do I have to create a new one?

Step 1: Make a text document (.txt format, it's the standard notepad format).

Step 2: Paste the above into the document.

Step 3: Go to files, choose Save as... and, in the popup in the "file type" field, you choose "all types". Then name it anything you want, but ending with .cfg, e.g. cfg.cfg, techtree.cfg or asdf.cfg.

Step 4: Place that file in your GameData folder.

Step 5: Done.

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is the inflatable crew habitat actually inflate and deflate?

if so mine wont work

This mod is just stock parts welded together, so I'm almost certain that the "inflatable" crew habitat can't actually inflate or deflate. It only looks like it does.

If you want crew habitats that actually inflate/deflate, I'd suggest Porkjet's inflatable habitat pack

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