• Content Count

  • Joined

  • Last visited

Community Reputation

61 Excellent

1 Follower

About Sahadara

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. On the OP you suggest using scaled up systems for better balance with the incredibly powerful engines KSPIE gives us. If we go with a full 10x scale, what do you recommend for improving balance of stock parts? I don't believe KSPIE will work with RO will it? SMURFF does a good job of making rockets have better mass fractions but the engines are still underpowered. Any suggestions for something that will pair well with KSPIE?
  2. I noticed there are upgrades for the Daedalus engine available in the tech tree before the engine itself is available. Is this intended?
  3. I noticed there are upgrades for the Daedalus engine available before the engine itself is available. Is this intended? Edit: I've realized this isn't the right thread for this question. Disregard.
  4. Really minor thing I noticed. In the toolbar the button to bring up the FAR menu is there, but it doesn't have its icon, it's just black. Tiny issue so I'm not sure if I need to post logs or anything because it doesn't affect gameplay at all, it's just kind of annoying. If logs are needed I can post them. If this is just the way it is I can deal with it but I was curious if there was an easy fix. (Tried installing through CKAN as well as manually).
  5. How might I go about modifying the parameters to stock contracts? Specifically I want to increase the minimum altitude at which rescue contracts will spawn Kerbals. I'm playing with RSS and the last rescue mission I accepted spawned a Kerbal in orbit within the atmosphere. Any help on how to tweak this setting? Additionally, would it be possible to tweak which parts the rescue missions can spawn a Kerbal in? Some of the modded parts I have can contain Kerbals but don't have an EVA hatch, so the Kerbal can't get out when that's the only part. Is there a way to make these contracts only pick from parts that have hatches? Thanks in advance for any help.
  6. Thank you! I'm still new to module manager and this is very helpful.
  7. Hmm. I had read posts by others saying that the density was something like 5 times higher than RP-1. I believed that they'd used the tank volume rather than the arbitrary ksp unit. But I might have misread. I'll have to check myself. If I do want to change it, how do I go about targeting the resource? Would I have to do anything differently because it's a stock resource rather than a mod introduced one? Also would I be able to do something like mass*=.2 to reduce it by a factor of 5? Thanks for the help!
  8. In line with what I previously asked, is there a way to change the mass of a stock resource? I'm trying to get realistic mass fractions with a combination of SMURFF and my own configs. SMURFF changes the mass tanks but doesn't touch the mass of the fuel which is also way too heavy. Is it possible to make Liquidfuel lighter with module manager? If not is there another mod that allows this? Thanks in advance.
  9. Thank you! I'll try this as soon as I can. My PC is out of commission right now and I'm waiting on repairs.
  10. Oh that's weird it didn't quote like I meant it to. I haven't found one yet I'll have to look. But thank you for the help! I'm just trying to figure out how to apply a patch to every part from a mod.
  11. So if I found a common identifier in all the parts, how would I then target all parts with that identifier? Sorry I'm very new to creating patches.
  12. Is there a way to edit all parts from a given mod? Say I wanted to scale up every part from one mod, how might I write a patch that scales them all by the same factor? Is this possible or would I need to specify each part in the patch? Sorry if this is in the wiki. I looked and couldn't seem to find it. Thanks for any help.
  13. Will do. My PC is currently out of commission due to some faulty RAM but I'll be trying that as soon as I get it back.
  14. Hmm. This is what I did but I will try again with a cleaner install to see if it was interference from another mod. Thanks for the quick reply.
  15. How would I go about changing/removing tech limits? I tried changing the max diameter allowed at each upgrade tier as well as making the upgrades available at sooner tech nodes (need those big parts earlier in RSS) but it seems to have no effect. Actually it seemingly worked for the tanks but not any of the other procedural parts. Help would be appreciated. Note: I'm playing with RSS but not RO so I don't have those configs interfering.