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Errol

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Everything posted by Errol

  1. I thought it was part of near future electrical or something...
  2. I had found a similar .cfg in the old community module manager patch database, and was going to use it but then thought it might conflict with something I already have installed, hence my question.
  3. Does anyone know which mods offer EC consumption for lights as a feature? I thought I saw that listed somewhere, but with 20+ KSP forum tabs open, can't remember where I saw that now..
  4. I've been looking at the lovely IVA's described here: https://github.com/MOARdV/MOARdVPlus/wiki/MAS-FASA-Retro-Seat-1 I'm wondering how difficult it would be to adapt them for the mk1-3 pod?
  5. I've been looking at the lovely IVA's described here: https://github.com/MOARdV/MOARdVPlus/wiki/MAS-FASA-Retro-Seat-1 I'm wondering how difficult it would be to adapt them for the stock mk1-3 pod (and/or restock)?
  6. @Snark, is any of this actionable on your end?
  7. @Angel-125 What is the difference between stock, CRP and pristine?
  8. Is this bug still a thing? I think I've gotten my save into this state... EDIT: Whoops, I started from the beginning of the thread and didn't realize this is what all the most recent posts are about...I will just use the cheat menu to complete the contract and move on. Thank you for your time.
  9. I don't understand what you mean by this.
  10. Just want to report that this is indeed working with ksp 1.11.2 and at least 200 other mods. Also bumping this link back to the end of the thread for convenience.
  11. I am using TUFX with Astronomer's Visual Pack and I'm finding that the orbit prediction lines from maneuver nodes are really dim (almost invisible) when I zoom in to a certain point (kinda hard to plan maneuvers while being forced to zoom out to see be able to see what I am doing). Resolved when I remove TUFX. I really don't know what any of the settings for tufx do, does anyone know if any of them are specific to orbit lines? I'm also using scatterer and E.V.E.
  12. Did anything ever come of this idea? I think that this is also muffling sound track editor...all my nice ambient space music is bass only now
  13. I have noticed that remote tech 1.9.10 (and possibly earlier?) seems to break the antenna functionality of the default actions mod by snark. I should also mention that I'm using restock plus, but having that without RT seems fine. @TaxiService or anyone got ideas on this one? I'm pretty sure these lines from the RemoteTech_Squad_Antennas.cfg are at fault, but I have no idea how to fix it (been out of practice with ksp and mm.cfgs for a few years): ... @MODULE[ModuleDeployableAntenna] { %name=ModuleAnimateGeneric ... { I've been messing around with the antennas patch for default actions, but nothing I try seems to work;
  14. I can't seem to find a way to run simulations from the alternate launch sites available in making history (woomerang and desert). Does anyone know if this is possible? If not, would it be possible to add via mm patch? If not, @linuxgurugamer could you add those options?
  15. Personally, I'm not going for RO/RSS...I'm just looking for extra things to have to design for. At the end of the day I am still playing a game that I want to have fun with, so having a couple options that aren't as strict allowing silly/kerbal things to still be done is in line with my play style.
  16. From now on I think I will be using mostly seperatrons and rcs for ullage. I think those are the most common methods, besides using pressurized hypergolics that is; which is covered by the patches (high ignitor counts and no ullage simulation on some engines). I've only double checked the making history patch, as I work through my career save I'll likely end up checking and updating some of the other ones, but I don't use very many part mods. Mainly just the restock+ and mk2 & mk3 expansions.
  17. Sorry about the double post, but I have some significant additions to add to this discussion. First, @linuxgurugamer, the making history patch had a bunch of the part names incorrectly capitalized, resulting in patches not being applied. Couple other small balance changes too (RV1 gets internal ignitors instead of external because that only makes sense and the gas-cycle engines (LV-TX87, LV-T91, KE-1, RE-I2 and RK-7) have ullage simulation turned on): When I went over the balance of the stock patch a few years ago there was one thing I left out due to lack of information. It was related to ullage motors; I couldn't find out if they ran on liquid fuel (by firing up just before staging, and then being shut down when the main engines start up a few seconds after separation) or solid fuel, as this situation has a one time need for ullage. As a result, I completely left out the vernier engines from the stock .cfg (come to think of it, not even sure how they would work with engine ignitor, being controlled by rcs and all...). Online I could only find photos of the aeroshell for the ullage motors, though I did eventually find a mention somewhere that they had an "independent fuel source." I have since found out the actual answer in the Haynes Owner's Workshop Manual for the Saturn V:
  18. @garwel This doesn't sound too difficult. Do you mind implementing this and bundling with commNet Manager?
  19. Would this thing I found in ckan be a viable solution? https://spacedock.info/mod/1529/CommNet Manager
  20. What the math, a P.hD with a youtube channel, addressed this a few years ago:
  21. Ran into this problem myself. Tried adding an s to kopernicusSolarPanels, that didn't work. Then I tried removing the NEEDS and the kopernicus line altogether, and that worked: Also, @Snark I have noticed that remote tech 1.9.10 seems to break the antennas cfg. I should also mention that I'm using restock plus, but having that without RT seems fine. @tomek.piotrowski, anyone got ideas on this one? I'm pretty sure these lines from the RemoteTech_Squad_Antennas.cfg are at fault, but I have no idea how to fix it (been out of practice with ksp and mm.cfgs for a few years): ... @MODULE[ModuleDeployableAntenna] { %name=ModuleAnimateGeneric ... { EDIT: Been messing around with the RT patch today, but nothing I try seems to work;
  22. Ahh, ok, I guess what confused me was that when you hold ctrl to go all the way to zero the engines stay running at the minimum allowed throttle setting instead of cutting off like when you press x. The gravity turn autopilot control of the throttle does ignore the throttle limit extended function though. I posted in that thread too, not sure how complicated it would be to make throttle control from the gravity turn ai optional, but you do maintain that one too...
  23. @linuxgurugamer I've found a bug/incompatibility with throttle limit extended where the throttle control from the autopilot in this mod bypasses the throttle limits functionality. Could you possibly make the throttle authority for the autopilot optional?
  24. @linuxgurugamer I just discovered that the throttle limit extended mod does not play well with engine upgrades (engines that receive upgrades no longer have limited throttles), meaning the ignitions upgrade patch from this mod breaks throttle limit extended. For me at least, this is a big problem as imho these two mods are meant to be played together. I would recommend removing the upgrade patch from the download, or at least changing the file extension to .txt and mentioning that those patches are optional and/noting the conflict in the OP.
  25. This can be done with an mm config. It is available in the community module manager database: EDIT: @linuxgurugamer I seem to have found another bug and incompatibility. The 'x' keybind for setting throttle to minimum ignores the throttle limit extended functionality. Also, the mod gravity turn's throttle adjustments also seem to bypass the throttle limits.
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