Aelfhe1m

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About Aelfhe1m

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  1. Create a new ModuleManager patch file containing the following: CC_EXPERIMENT_DEFINITIONS { name = SSPX EXPERIMENT { name = sspxFishStudy ignored = true } EXPERIMENT { name = sspxPlantGrowth ignored = true } EXPERIMENT { name = sspxVisualObservation ignored = true } } That will cause Field Research to ignore the three experiments introduced by SSPX when generating contracts.
  2. MM allows the use of folder paths in NEEDS (added in version 3.0.7) so CC-core and CC-full could be distinguished based on the presence or absence of theConfigurableContainers/Parts folder (at least based on the way they are configured in CKAN)
  3. Obvious question but are you dragging the items from the part list to the KIS inventory panel? KIS doesn't use the click to pick up/click to place that the rest of the editor does.
  4. In CKAN go to the Settings menu and "Compatible KSP Versions" and check the boxes for 1.7, 1.6, 1.5 and 1.4 that will tell CKAN that you want to allow it to install older versions of mods. For KSP 1.7.3 most, but NOT all, mods released for the 1.4 to 1.7 versions of KSP are usually compatible - always check the mod's forum page for any information about compatibility. For 1.7.3 you should never try to install a 1.8 version of a mod. There were a lot of changes to the way KSP works with plug-ins between versions 1.7.3 and 1.8. The only exception would be pure part mods with no plug-in DLL which MAY work depending on how their shaders are configured.
  5. To plan for the return trip then yes you generally read the DV map backwards but there's no need to include all the values all the way back to Kerbin since you can take advantage of Kerbin's thick atmosphere to aerobrake for capture and re-entry and ignore any legs with the little arrow symbol pointing towards Kerbin. Launching from a planet's surface back to low orbit should take the non-aerobrake DV listed for landing (1450 m/s for Duna and over 8000 m/s for Eve). For a return from Duna orbit the DV is thus about 360 + 250 + 130 (+ up to 10 plane change). A return from Eve orbit would be 1300 + 80 + 90 (+ up to 430 for plane change) Note for going to and returning from other planets timing is very important. You want to make sure the angle between Kerbin and your target planet is correct for both legs (see https://ksp.olex.biz/ for a helpful online guide for eyeballing the angles). If you don't make your transfer at the right time it can cost a LOT more DV than shown on the chart. There are also some tutorials you might want to check out on the wiki section of this site: https://wiki.kerbalspaceprogram.com/wiki/Tutorials
  6. Yes, that's the part I was referring to as well. It should be in the Manufacturing category in the VAB/SPH.
  7. There's an option in the MKS difficulty settings to enable the new classes in rescue contracts. The space camp option is slightly more tricky and would require a patch to be written for the T+ contract. It looks possible based on the contract cfg file. Possibly best to create a clone of the original contract to give a choice between a "basic" camp that would give three Kerbals a random specialism each or an "advanced" camp that would give the more powerful stock classes. Again possible with contracts or some sort of custom part mod extension (similar to Field Training Facility/Lab mod perhaps) but you're effectively demoting them since the core classes are supersets of the specialisms.
  8. Don't know if it's responsible for your problem but you've got the KSP 1.8 of Hullcam installed. Try switching it to the previous release.
  9. It's intended for use with the following optional mod in order to make replacement/expansion parts to attach to your base/station on EVA.
  10. The actual docking was manual - see https://history.nasa.gov/alsj/CSM11_Docking_Subsystem_pp87-92.pdf and the section on the Crewman Optical Alignment Sight
  11. First thing you could try is using the search function in the VAB (it's the box in the top left just above the part icons list). Look for duct or asparagus (the latter should be fairly unique to fuel lines). If you can't find it still then it might be being hidden or moved into a category that isn't showing up for some reason. Try opening your GameData/ModuleManager.ConfigCache file in a text editor then you can search for name = fuelLine to find out what the post patching settings for that part are. Since you can see it in R&D there should be an entry in the cache for it Some things to look out for include TechHidden = true, category = none or TechRequired = <some strange value>
  12. @dunebugmi Two methods. Refer to the modules by their index: @MODULE[ModuleEnginesFX],0 { } //engineID = AirBreathing@MODULE[ModuleEnginesFX],1 { } //engineID = ClosedCycle or by using some unique value @MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]] { } //engineID = AirBreathing@MODULE[ModuleEnginesFX]:HAS[#engineID[ClosedCycle]] { } //engineID = ClosedCycle I prefer the second method where possible as it is self-documenting and won't break if things ever get reordered in the original mod Also changing MaxThrust won't affect the efficiency just the power. To change the efficiency you need to edit the ISP values which are in the atmosphereCurve sub nodes. The first number on each line is the air pressure (in atmospheres) and the second is the corresponding ISP.
  13. VESSEL { pid = XXXXXXXXXXXXXXXXXXX persistentId = XXXXXXXXXXXXXXXXXXX name = Kerbin Orbital Station type = Station [SNIP] PART { name = XXXX // must have a MODULE { name = ModuleCommand } [SNIP] VESSELNAMING { name = Kerbin Orbital Station type = Station priority = 20 // 0 to 20 } } [SNIP more parts] } Simplified to show relevant parts. If there are more than one parts in a vessel with a VESSELNAMING node then the highest priority one wins. If there are multiple of the same priority then its the one closest to the root node. New parts added in the editor default to a priority of 10.
  14. Usual reason for KSP to stall loading is an old incompatible version of a mod being installed. From your mod list I would suspect either: Hooligan Labs - not recompiled although some people report it still working it could have a conflict and your screenshot shows Heisenberg failing which has HL as a dependency or DMP if you installed via CKAN (since CKAN offers the wrong version of the mod) If it's not them then check all your mods to make sure that the most up to date versions are installed and if that still fails then post a copy of your logs for a more detailed analysis.
  15. OK now I feel stupid. Just tested with a clean 1.8 install. The option to use the magboom as a resource scanner only appears if you disable stock scanning in the SCANsat settings: