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Draugr

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    Bottle Rocketeer

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  1. I'm having problems constructing the RO version of the Saturn V / Apollo mission rocket. In normal FASA I know there's a .craft file that comes with the assembly all completed, but obviously that's not importable into RO FASA. I can get *close* between Wikipedia and various fragmented explanations on the forums, but is there any good, start-to-finish assembly tutorials online for this? ETA: The FASA-supplied heat shield also seems to be missing the AblativeShielding resource from Deadly Re-entry. DR-supplied heatshields have the resource, but this doesn't. Is this intended - are we supposed to be using only shields from that pack?
  2. Tried installing this a little bit ago, CKAN completed the process, but after 20 minutes it hadn't even gotten through the FASA parts (one of the first mods it tried to load). Clean KSP install to start with. Not sure what is going on :S.
  3. Hey all. I have my own .cfg file I've been using to modify MechJeb to automatically apply to all pods, and unlock at certain points in the career tree. It doesn't appear to be working anymore, however, since the beta release - that is, the game is behaving as though the .cfg file is not being loaded at all. I can't remember where I found it, but it's worked flawlessly up until now - any pod has Mechjeb functionality that is unlocked at key points in the tech tree. I'm not sure whether or not this is related to the beta update, or perhaps some manner of change in the actual Mechjeb files, but I don't have any clue what is wrong or how to fix it. I was wondering if perhaps some of the more mod-savvy users on here might be able to help me. Below is what I have right now: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } }
  4. This might be a bit of a dumb question, but how do I actually *install* the mods? The "apply all changes" button is gone from the experimental version, replaced with a "go to changes" - and all that does is list the changes that are scheduled to be made.
  5. You can't, as far as I'm aware. Renaming planets breaks stock functionality due to how KSP references planets.
  6. Installed this along with RSS/RO. It looks absolutely drop-dead gorgeous...except that "Jupiter" has the same green hue as Jool, and the same goes for Venus/Eve. Not all the planets are in the right location, either - Minmus is back in orbit around Kerbin, and Mun has the old textures again. Other planetary bodies, however, have the correct RSS textures. I overwrote RSS files with those included in the package and came up with a warning about the current version of RSS being incompatible. The game seems to run fine otherwise, and before I installed KSPRC, the planets were all in the correct positions with the correct coloration/atmospheric effects. ETA: Not a big deal anymore, had to disable EVE and by extension this mod as well. I was able to start up a few times, but then I couldn't even get to the menu before running out of memory. I may have to try setting up a 64 bit install in a month or two when the mods I use are all sufficiently updated for it. I did try disabling just the soundtrack mod, and that freed up enough space for KSP to run fine, and all the planets were in the right spot - wrong colors (for RSS) again, though.
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