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kretze

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Everything posted by kretze

  1. In the current Community Fixes there is finally a fix for the light problem with the LY-10 and LY-35 landing gear. https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/122 @PART[SmallGearBay]:FIRST { @MODULE[ModuleWheelDeployment] { @slaveModules = 9 } } But if you play with RealismOverhaul it doesn't work. RO removes "ModuleWheel..." modules and sets "KSPWheel..." configurations. The control is then completely taken over by KSPWheel. //this is actually the 'small' gear @PART[SmallGearBay]:NEEDS[KSPWheel]:FOR[RealismOverhaul] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelDamage]{} -MODULE[TweakScale]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.12 ... MODULE { name = KSPWheelDeployment animationName = LandingGearSmallDeploy ... Is there a way to implement this fix with KSPWheel? And if so, who would need to integrate that (KSPCommunityFixes, KSPWheel, or somewhere else entirely)?
  2. now i have 2 ideas for engineers teams handling https://imgur.com/a/FoB81KT
  3. [Request] Suggested improvement for handling VAB Boost points when using multiple launch sites in RP-1 Current handling of VAB Boost points (According to my observation and following the source code) - when triggering a VAB Boost Point -> this is assigned to the currently active ksc - If an engineer quits or dies, all his boost points will also be deducted from the active ksc (regardless of which ksc they were previously assigned) * this could result in the termination of an engineer with 20 boost points and an active ksc who only has 10 kct points manually assigned and has received 6 boost points, there the kct points are set to 0 (or 0.1 if checked and intercepted) -> this means that this location would in principle no longer be usable and the manually assigned kct points would also be lost New functionality (request) Example: Personal 3x Engineer - Eng1 with Team +6 - Eng2 with Team +3 - Eng3 with Team +2 Default assignment of teams is the first launch site activated via KCT with the 1st point (KCT-DataStorage lists all active launch sites) 1. Launch site is the main KSC (Headquarter) where the staff is working on and their personal VAB Boost Points (immediate & legendary) are applied The teams are assigned to the headquarters by default It should be possible to assign the engineer teams to another launch site. This has the advantage that you can boost a production at another location with staff (teams). when a team moves to a new location, the team points are deducted at the old location and activated at the new location after 24 hours (simulates the travel time of the staff) Eng1 Team -> Vandenburg (manuell assigned) Eng2 Team -> Cape Canaveral (default assigned) Eng2 Team -> Cape Canaveral (default assigned) when an engineer leaves or dies, it is always known where his boost points are used and you can remove them in a targeted manner.
  4. yes, that's it. thanks for the quick troubleshooting and help. https://imgur.com/a/x86eLC7
  5. Tested with clean KSP install and only Patchmanager + last Mechjeb2 stable Version (via CKAN) same problem... Aircraft Approach & Autoland only shows hardcoded runways. https://imgur.com/a/pPtfNdZ LandingSites.cfg from ModuleManager.ConfigCache
  6. It is not possible to add individual runways. i want to do this because i play with rss & rp-1 and only want to use the runways of the used locations. Either the content of the landingsites.cfg is not loaded / adopted or it is always overwritten with the hardcoded runways from the MechJebModuleSpaceplaneAutopilot.cs. I tested it by adding my own runway entries in front of or behind the existing ones in the landingsites.cfg. currently i only provided my own RSSlandingsites.cfg with 2 individual runways. (deleted original file landingsites.cfg) each time it is KSP Runway 09, KSC Runway 27, Island Runway 09 & Island Runway 27 with Kerbin coordinates Modulemanager Cache
  7. I have an update on this topic My first post related to KSP 1.7.3 and FAR 0.15.11.2 (since RP-1 only runs with KSP 1.7.3) I tested it again today with KSP 1.8.1 and FAR 0.15.11.4 after seeing on github that there was a revised configuration management installed in 0.15.11.3. In a new KSP 1.8.1 installation + far 0.15.11.4, I cannot reproduce this configuration change. is it related to all the realism and some other mods with RP-1? I will do more tests. ---- Info for identifying the problem the changes i found in CustomAreoData.cfg (0.15.11.2) BodyAtmosphericData { index = 1 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 1 viscosityAtReferenceTemp = 2.0000000000000002E-05 referenceTemp = 288 } i found 2 mods that change this value - FAR & RSS
  8. FAR undermines ModuleManager Cache With constant changes to the CustomFARAeroData.cfg file, the ModuleManager cache can no longer be used. This is not particularly noticeable in small installations. I currently use RP-1 + Kerbalism and various part mods. The ModuleManager must import over 86600 patches when KSP is starting. Because the CustomFARAeroData.cfg is always changed and thus has a new SHA256 hash, the MM cache is no longer used. Each start of the game currently takes 10-12 minutes because of patching. It is very annoying. KSP LOG: [LOG 21:42:24.994] Checking Cache [LOG 21:42:26.559] SHA generated in 1.562s [LOG 21:42:26.559] SHA = E0-E4-3C-AD-9D-D3-84-CB-B9-37-BF-24-2A-27-25-E9-E9-39-01-2C-B4-25-3A-BF-EE-28-5E-82-07-F6-8E-A6 [LOG 21:42:27.312] Changes : Changed : FerramAerospaceResearch/CustomFARAeroData.cfg.cfg [LOG 21:42:27.312] Cache SHA = E4-69-DE-4A-51-48-6E-A8-5D-BD-C1-99-00-3A-31-DF-96-5D-4E-9D-00-C8-16-12-62-E6-0C-1B-09-AA-DB-4D [LOG 21:42:27.312] useCache = False [LOG 21:42:27.313] Pre patch init
  9. Do you plan a compability to Real Fuels Mod? Some contracts with restriction of not use solid fuel are not completeable. (PGM-11, Saturn-1, SM-65 Atlas,...)
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