innomin8
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Bottle Rocketeer
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Got an answer on this in IRC. Thanks all For posterity, the repeated keys are important in some cases.
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Hi Guys, Got a question regarding how the MM Configs actually apply to the game. There's an example in the ModuleManager tests which looks (cut down for brevity): MMTEST { name = valueCopy MODULE { name = module1 multiVal = one multiVal = two } } @MMTEST[valueCopy] { @MODULE[module1] { +multiVal = three } } Now the test expectation in that same file expects multiVal to appear three times, but my question is as follows: * Is this how the game treats them, or do these get reduced into Keyname/Value pairs? * If they are treated separately, does that actually matter most of the time? I'm working on something which will be externally parsing and validating module files, so I'd like to understand that behavior before I finish implementing this part. Thanks
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[RESOLVED] Phantom Thrust Issues
innomin8 replied to Hallofo's topic in KSP1 Technical Support (PC, modded installs)
In my experience, this is caused by trim being set on the craft. Disable SAS and see if your craft starts to spin on it's own. Alt-X should reset your trim and most likely resolve the issue. -
Any chance you can move the required resource into the configuration files? That would make the mod re-usable with anyone who wants to replace the resource chain (such as making it use a different kind of resource) without needing to re-release the DLLs. Thanks
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[1.3.x] SETI, Unmanned before Manned [Patreon]
innomin8 replied to Yemo's topic in KSP1 Mod Releases
Hey guys... is the Procedural SRB in Seti-CTT balanced for something other than stock aero & scale? I've got it in my game right now, and a simple craft with HACS + Communotron 16 + Procedural HRB (default size) has 4580m/sec of Delta-V and that seems way too high to me.- 2,515 replies
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