ebigunso Posted July 5, 2015 Share Posted July 5, 2015 I made an unofficial CTT patch for this mod which, among other things, moves the pod to Heavy Command Modules. Click here to get it.Sweet! You're a hero XD Link to comment Share on other sites More sharing options...
Jivaii Posted July 6, 2015 Share Posted July 6, 2015 Was the bug with USI-LS fixed? Or was that found to be on USI-LS' side?The bug where the capsule engines would auto activate on launch. Link to comment Share on other sites More sharing options...
DaPatman Posted July 6, 2015 Share Posted July 6, 2015 Was the bug with USI-LS fixed? Or was that found to be on USI-LS' side?The bug where the capsule engines would auto activate on launch.From a few pages back:It's reported already, and I remember RoverDude acknowledging it ages ago, but he seems kinda busy with MKS right now. It's definitely triggered by USI's presence. BDAnimation etc unrelated.EDIT:So, I made a silly experiment. I'm too lazy/sleepy/something to actually properly code, but I did peek into sources, and noticed ModuleLifeSupport inherits from BaseConverter. I'm too lazy/sleepy/something to actually check, I just assumed that the stock ModuleResourceConverter also inherits from it. So, after checking that removing the file "fixes" the bug, I did this, removed USI-LS completely, and sure enough, bug's back.So, good news everyone! It's a stock bug! Link to comment Share on other sites More sharing options...
Kuansenhama Posted July 6, 2015 Share Posted July 6, 2015 (edited) The Large Hitchiker/3 Kerbal lab modules are not appearing in my game. Is there a support mod or something that I need? Help please.Other than that, great work on this mod. Edited July 7, 2015 by Kuansenhama Link to comment Share on other sites More sharing options...
Xyster Posted July 7, 2015 Share Posted July 7, 2015 (edited) I made an unofficial CTT patch for this mod which, among other things, moves the pod to Heavy Command Modules. Click here to get it.How is this installed? Do I drop this into the CommunityTechTree/Tree folder?ThanksEdit: Figured it out by looking @ the manual for CTT. Edited July 7, 2015 by Xyster Link to comment Share on other sites More sharing options...
Boomerang Posted July 12, 2015 Share Posted July 12, 2015 The OP mentions an alternate config to remove the LES from the Taurus capsule, but I'm not seeing it anywhere in the unzipped folder. I don't mind manually removing the relevant bits of the cfg (it's what I've always done) but if this alt config removes the visual aspects of the LES from the capsule, I'd very much like to know where it's hiding. Link to comment Share on other sites More sharing options...
T.A.P.O.R. Posted July 18, 2015 Share Posted July 18, 2015 This is one of my must have mods.It looks great and helps reduce the part count on my old beast of a compute.What I'd really like to see some time in the future would be a version of the CSM which had a 2.5m docking port.I'd try it myself, but it'll take me 100 years to skill up. Link to comment Share on other sites More sharing options...
MarcAlain Posted July 18, 2015 Share Posted July 18, 2015 This is one of my must have mods.It looks great and helps reduce the part count on my old beast of a compute.What I'd really like to see some time in the future would be a version of the CSM which had a 2.5m docking port.I'd try it myself, but it'll take me 100 years to skill up. NEAR Future has a 3.75m - 2.5m capsule that holds 6. Link to comment Share on other sites More sharing options...
Badsector Posted July 23, 2015 Share Posted July 23, 2015 I'm trying those settings for the science lab, for me seems better balanced vs stockMODULE{ name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 1500 dataTransmissionBoost = 1.75 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = .15 ContextBonus = .35 homeworldMultiplier = .15 RESOURCE_PROCESS { name = ElectricCharge amount = 12.5 }}MODULE { name = ModuleScienceConverter scientistBonus = 0.3 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 1500 //How much science can we store before having to transmit? powerRequirement = 6 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research }SpeedUp enought the research without breaking the gameplayThanks again for this great modRegards Luca Link to comment Share on other sites More sharing options...
Boomerang Posted August 13, 2015 Share Posted August 13, 2015 Been slow in here, but I'd like to reiterate my previous request. If there's a model for the HCV that doesn't feature the LES engines at all, I'd love to get a hold of it. The way I used to disable the engine module but leave the animation module now induces a bug with the part. So if I don't want the LES, I've got to delete all relevant bits of the cfg and be left with a pod that always has the engine flaps deployed. Link to comment Share on other sites More sharing options...
bsquiklehausen Posted August 13, 2015 Author Share Posted August 13, 2015 Been slow in here, but I'd like to reiterate my previous request. If there's a model for the HCV that doesn't feature the LES engines at all, I'd love to get a hold of it. The way I used to disable the engine module but leave the animation module now induces a bug with the part. So if I don't want the LES, I've got to delete all relevant bits of the cfg and be left with a pod that always has the engine flaps deployed.We have no plans to make an additional model without the LES at this time. Link to comment Share on other sites More sharing options...
Boomerang Posted August 14, 2015 Share Posted August 14, 2015 We have no plans to make an additional model without the LES at this time.Thanks for the response! Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 14, 2015 Share Posted August 14, 2015 We have no plans to make an additional model without the LES at this time. I want one without the engines for my DEM. I also have an odd bug where if I hit "control from here" on the taurus pod then the engines activate. Link to comment Share on other sites More sharing options...
Boots Posted September 22, 2015 Share Posted September 22, 2015 I'm not sure if this has been reported yet, but on return from EVA I cannot grab [f] or board [g] the Taurus capsule when near the hatch.I don't even get the contextual menu/prompt to press said buttons. Link to comment Share on other sites More sharing options...
davidy12 Posted October 7, 2015 Share Posted October 7, 2015 Just curious, are you going to update for 1.1? Link to comment Share on other sites More sharing options...
bsquiklehausen Posted October 7, 2015 Author Share Posted October 7, 2015 Yes - we plan on an update for at least 1.1, hopefully featuring new content and some fixes/changes, and potentially a small patch for 1.0.5 depending on how much content we can finish and polish. We aim to add a few more parts to complete the full 3.75m set, then go back and find places where we can combine part models/textures and do a total conversion where we clean up everything and convert to .dds textures to reduce the RAM overhead. Link to comment Share on other sites More sharing options...
davidy12 Posted October 7, 2015 Share Posted October 7, 2015 Parts like...? Link to comment Share on other sites More sharing options...
bsquiklehausen Posted October 7, 2015 Author Share Posted October 7, 2015 Parts like...?ISRU converter, an adapter for 2.5m parts, some structural parts, and maybe some extra heavy landing legs. Don't expect any of this though - that's what I want to see eventually, but both jnrobinson and I have been busy, so you may not see all of those soon (or ever). Link to comment Share on other sites More sharing options...
Badsector Posted October 13, 2015 Share Posted October 13, 2015 I want add 2 mm_patch for who is interestedAdd Workshop ability at science labMM_Workshop.cfg@PART[TaurusScienceBay]:FOR[Workshop]:NEEDS[!KolonyTools]{ MODULE { name = OseModuleWorkshop ConversionRate = 1.0 // How much of a parts mass needs to be processed until it is done ProductivityFactor = 0.1 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing InputResource = MaterialKits // This resource will be used to process the items MinimumCrew = 2 // Amount of Kerbals needed for the Workshop to work MaxPartVolume = 3000.0 Animate = false } RESOURCE { name = MaterialKits amount = 300 maxAmount = 300 isTweakable = true }}@PART[TaurusScienceBay]:FOR[Workshop]:NEEDS[KolonyTools]{ MODULE { name = OseModuleWorkshop ConversionRate = 1.0 // How much of a parts mass needs to be processed until it is done ProductivityFactor = 0.3 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing InputResource = RocketParts // This resource will be used to process the items MinimumCrew = 2 // Amount of Kerbals needed for the Workshop to work MaxPartVolume = 3000.0 Animate = false } RESOURCE { name = RocketParts amount = 300 maxAmount = 300 isTweakable = true }}KIS storage for science lab bays@PART[TaurusScienceBay]:FOR[KIS]{ !MODULE[ModuleAnimateGeneric,bayDoors] {} MODULE { name = ModuleKISInventory maxVolume = 5000 externalAccess = true internalAccess = true slotsX = 12 slotsY = 8 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove }}Other balancing for the science lab can be improve science storage and reduce researchtime, improve research time with stock feelingsMODULE{ name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 1500 dataTransmissionBoost = 1.75 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = .15 ContextBonus = .35 homeworldMultiplier = .15 RESOURCE_PROCESS { name = ElectricCharge amount = 12.5 }}MODULE { name = ModuleScienceConverter scientistBonus = 0.3 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 1500 //How much science can we store before having to transmit? powerRequirement = 6 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research }RegardsLuca Link to comment Share on other sites More sharing options...
davidy12 Posted November 10, 2015 Share Posted November 10, 2015 Looks good on 1.0.5 guys Link to comment Share on other sites More sharing options...
davidy12 Posted November 10, 2015 Share Posted November 10, 2015 On second thought, maybe not. I think it's Baha. But everytime I use the capsule it makes on side of it go black then when I try to leave, it either freezes or it crashes. And I have 64bit hack on my game and I checked the amount of memory I was using when I forcibly tried to make it crash. And it's almost nothing Link to comment Share on other sites More sharing options...
bsquiklehausen Posted November 10, 2015 Author Share Posted November 10, 2015 On second thought, maybe not. I think it's Baha. But everytime I use the capsule it makes on side of it go black then when I try to leave, it either freezes or it crashes. And I have 64bit hack on my game and I checked the amount of memory I was using when I forcibly tried to make it crash. And it's almost nothingWe'll look into it! Thanks for the report. Link to comment Share on other sites More sharing options...
davidy12 Posted November 10, 2015 Share Posted November 10, 2015 Okay, it may not be because of that (Baha, Interstellar Fuel Switch problems), I'll try an replicate it and see if it'll happen again. Though everything appears to be working model and physics wise. Link to comment Share on other sites More sharing options...
HafCoJoe Posted November 12, 2015 Share Posted November 12, 2015 (edited) As a heads up I am planning on adding WindowShine support for Taurus. EDIT: Compatibility pack is now complete! See the OP under Mod Support to have a peek for yourself. Edited November 12, 2015 by Avera9eJoe Link to comment Share on other sites More sharing options...
Inverurie Jones Posted December 12, 2015 Share Posted December 12, 2015 In which node on the CTT is the command module currently hiding? Link to comment Share on other sites More sharing options...
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