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lispisgone

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    Curious George
  1. I have been playing Kerbal heavily modified for RSS the past 4 years (as a retired orbital mechanic) Real fuels, deadly reentry, SETI Unmanned before manned, (FASA has always been a favorite, as most of my play-throughs begin by emulating the US space program) remote tech and any tech trees what support them (to name the big ones, my games usually run 70+ total mods with great success... and most importantly, CLOUDS AND LIGHTS! I have spent the past 2 days ciphering thru all the boards and the various versions of said mods, but none appear to work together without some weird ass bugs. Can you recommend a mod collection that will? I thank you in advance for any time you can commit to me. Otherwise, keep up the good work and I'm sure I'll figure it out eventually. Also, out of laziness, I have been using ckan to take care of the dozens and dozens of mods.. would i have better luck to install them manually in a particular order? Since you gentleman (and possibly a lady or two) are the experts in this field, I was wondering if anyone has a list in a txt file somewhere of the ones which work best with the current build? My saviors... - Kerbal Bowser
  2. First off, everything is working great for me.. over 80 mods running on a RSS/RP-0 build. Amazing job However, the fuel/oxidizer/mono and consumption gauges don't work with Real Fuels (obviously). How would I modify this gauge to point to, Kerosene for example?: "public override string GetName() { return "Liquid Fuel"; } public override string GetDescription() { return "Remaining liquid fuel in percent."; }" What would be really sweet is if it could be told to look for any of the possible fuels (or oxidizers, etc.) on the craft, total them all, and return a new, actual percentage.. I love coding, I just don't have the time these days to learn a new one.
  3. Good Afternoon Gents, and Ladies.. Firstly, I want to extend a huge THANK YOU to all of the contributors here who have helped me troubleshoot and dial in a heavily modded 6.4k installation. Indirectly. Just reading your back-and-forth has helped me find and fix numerous conflicts. However, I am stumped this time. I have a comm sat which I imported from a previous game, which loads under local control every time I build and launch it. I have tried replacing the OKTO control module, but I simply don't have it in me to reconstruct the 150 part beauty and launcher from scratch. Is there a variable in the .craft file that I can change to enable linked control (and by default, the flight computer?) Thanks kindly!
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