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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)


NecroBones

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is there a way to turn off the + on each and every single part that now shows up since i added both this parts pack and its expanded version? they are rather distracting

Edited by Higgs
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7 hours ago, Higgs said:

is there a way to turn off the + on each and every single part that now shows up since i added both this parts pack and its expanded version? they are rather distracting

 

I'm not sure I understand. Where are you seeing this? Screenshot?

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@NecroBones upper right corner of every part in the list. its the same on every single tab.

C6FMJDs.png

these + marks appeared after installing Space Y heavy lifters and its extended 7.5m pack. im not sure if this is MM doing this, or something with in your parts packs, but, id like to be able to turn these off, any info is appreciated :)

Edited by Higgs
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@Laguna @Andem

I direct your attention to this image. It was taken <as of this post> less than 5 minutes ago. the ONLY difference between this image and the one directly above your post Laguna? is that Module Manager AND both Space Y Heavy Lifter and its 7.5m expansion are removed from my game data folder. Those "+" are directly related to either of the Space Y packs or Module Manager. It is NOT a stock feature. It is distracting, and I would like some way to shut those little "+" down as they add only distraction to me. Sure they are useful to some, but, to me, they take away. 

nBnHrIn.png

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@Higgs

Ok, after a bit of testing, it turned out I slightly misremembered something.  Custom categories can be added if you enable Advanced Mode in the editor (that large arrow in the upper left of the part picker), but the '+' symbols don't appear until you actually add a category.  I've always used custom categories, even when I had just stock parts, so forgot that little detail. :)

SpaceY adds its own custom category (enter Advanced Mode to see it), so that's why you're getting the '+' symbols.

Just delete the "Category" folder from SpaceY's folder in Gamedata, and that will remove the '+' signs.

Edited by Laguna
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10 minutes ago, Higgs said:

oh? neat. will give that a whirl @Laguna and silly question, but that deletion should strip it from all parts? ill probably know before you reply but, never hurts to seek opinions right? and again, thanks for the input :)

Yes, from what you said, that will delete all the '+' symbols since it appears that was the only custom category you had, the one provided by SpaceY. :)

 

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15 hours ago, Merkov said:

This pack already has a 3.75 to 5 m fuel tank. Also, Necrobones' Modular Rocket Systems mod has larger RCS tanks that might interest you (check out the link in the OP or Necrobones' sig)

An Fuel Tank Plus too :) Both are must have. 

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FYI, I expect my mods to still work in 1.2 without any significant changes. I haven't started testing yet though. One thing that I will probably need to add at some point, though not critical, is the auto-strutting nodes that the fairing bases have now in stock. I think I also need to add "ModuleDataTransmitter" and "ModuleKerbNetAccess" data to the probe cores. And maybe the landing leg sound effects in Lithobrake and MRS. I see some nice color-changer stuff in there for command pods too. Otherwise, my diff of the part CFGs isn't showing much to be concerned about.

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For various reasons I'm still on 1.1.2, will the latest version of this mod work for 1.1.2 or, if not, where might I lay my hands on version 1.12.9?

 

Edit: Actually I think I just managed it by editing the link provided on the front page: http://ksp.necrobones.com/files/SpaceY-Lifters/SpaceY-Lifters-1.12.9.zip

Hooray for logical link nomenclature!

Edited by Bishop149
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On 9/24/2016 at 0:16 PM, Bishop149 said:

For various reasons I'm still on 1.1.2, will the latest version of this mod work for 1.1.2 or, if not, where might I lay my hands on version 1.12.9?

 

Edit: Actually I think I just managed it by editing the link provided on the front page: http://ksp.necrobones.com/files/SpaceY-Lifters/SpaceY-Lifters-1.12.9.zip

Hooray for logical link nomenclature!

 

Glad that worked. :) But yeah, the newest versions of SpaceY should still work with 1.1.2, as long as you're using the correct versions of other mods that it interacts with, such as ModuleManager.

 

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So, NecroBones, do you have the time to either figure out how to re-configure the OMS systems to operate purely as RCS thrusters and/or make oversized linear RCS ports? It'd be useful for ullage on Real Fuels rockets, and it's kinda annoying to sprinkle the bottom of my second stages with dozens of the stock linear RCS ports.

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4 hours ago, Whovian41110 said:

Of course necrobones should have priority!

Absolutely.

Besides, my brain is still reeling from getting my Mars lander working in RSS+RO.

What i should have said was that I lokoed at the diagrams and thought "race to mod", but then over-rode that thought when I immediately thought "this should be part of a SpaceY thing".

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15 hours ago, Whovian41110 said:

Hey @NecroBones, will there be a Duna Colonization System of parts?

There is a very good mod called Lithobrake Exploration Technologies for landing stuff, plus due to the size of the beast, that would be a Space Y Explanded lifter you would need :confused:

A big command pod like the PPD-1 from Near Future Spacecraft would be great to build a Duna Kolonization Ship since Necrobones makes light parts (which means mooooooooar mods ^_^)

 

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16 hours ago, Whovian41110 said:

Hey @NecroBones, will there be a Duna Colonization System of parts?

16 hours ago, TiktaalikDreaming said:

I was just looking at the published diagrams and thinking there's going to be a race to make a mod for that beast. Then (of course) I thought of SpaceY.

 

Heh. Indeed. :) Actually I'm tempted to make the SpaceX ITS boosters in RSB, but SpaceY could use something too, of course. We have the R-series engines here, which are meant to be the parodies of the Raptor engines. But gosh, a 42-engine booster? That's insane, and right up SpaceY's alley. :wink::D

 

16 hours ago, Starman4308 said:

So, NecroBones, do you have the time to either figure out how to re-configure the OMS systems to operate purely as RCS thrusters and/or make oversized linear RCS ports? It'd be useful for ullage on Real Fuels rockets, and it's kinda annoying to sprinkle the bottom of my second stages with dozens of the stock linear RCS ports.

 

Yeah I can probably look at that. A linear port would be useful.

 

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