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IronCretin

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Everything posted by IronCretin

  1. I fixed my core issue, but I'm still not able to change the fuel tanks. This is my menu for the tank: And this is the hypergolics tech node. I do have B9partswitch and part upgrades enabled, but the tech tree doesn't have the upgrade for the hypergolics switch that the files say should be there. The tank even says that it's switchable in the tooltip, it just doesn't show up in the menu. EDIT: I found the upgrade, it was in the sounding rockets node, not the hypergols one.
  2. I'm not seeing the Eaglet parts, I may need to reinstall the mod due to these errors I've been getting: [LOG 13:31:00.384] Applying update RationalResourcesSquad/RR_SquadTanks/@PART:HAS[#manufacturer[C7?Aerospace?Division],!MODULE[ModuleB9PartSwitch],@RESOURCE[Oxidizer]]:NEEDS[B9PartSwitch,RationalResources,!ConfigurableContainers/Parts,!ModularFuelTanks,!RealFuels]:FOR[RationalResourcesSquad] to ExplodiumBreathingEngines/Parts/Structural/mk1parts/MK1IntakeFuselageExL.cfg/PART[MK1IntakeFuselageExL] [ERR 13:31:00.384] Error - Cannot parse variable search when inserting new key refVolume = #$RESOURCE[LiquidFuel]/maxAmount$ [WRN 13:31:00.385] Cannot find key refVolume in PART [LOG 13:32:42.676] Applying update SkyhawkScienceSystem/Patches/Hypergolics/Hypergolics/@PART[*]:HAS[#SSS_HypergolicTank[True]]:AFTER[zzzSkyhawkScienceSystem] to ReStockPlus/Parts/Engine/125/restock-engine-pug.cfg/PART[restock-engine-125-pug] [ERR 13:32:42.677] Error - Cannot parse variable search when replacing (%) key lfo_volume = #$RESOURCE[LiquidFuel]/maxAmount$ [ERR 13:32:42.677] Error - Cannot parse variable search when replacing (%) key ox_volume = #$RESOURCE[Oxidizer]/maxAmount$ [WRN 13:32:42.677] Cannot find key lfo_volume in PART
  3. It seems like none of the tier 0 cores have hard drives, so I just edited the config to give them one. Followup question: how do I change the fuel type in tanks? I can't find an option in the menu.
  4. How do I set up antennas to auto-transmit? All my experiments are saying that there's insufficient storage space. I'm using the skyhawk configs, I asked in that thread in case its a problem with that mod.
  5. I'm trying to launch sounding rockets (using the cores from the CNAR mod and the kerbalism config) and my experiments all say "no storage space available" and there doesn't seem to be an option to transmit the science as it's generated. What am I doing wrong?
  6. Very nice, it's fun to start out with sounding rockets instead of the exact same "mk1 pod on a flea" a hundred times.
  7. https://spacedock.info/mod/1434/Near Future Launch Vehicles
  8. I didn't make that, I think I found it on google myself.
  9. Are you tired of installing mods manually by downloading endless zips from SpaceDock, hunting for their GameData folders, and dragging them into your KSP install? Do you also want to avoid the hassle of CKAN, or you want to use a custom or dev version of a mod? Then this tool is for you! This little command-line utility can pull mods from a variety of sources, including local and remote zip files, spacedock, and github. Github Requires Python 3.7 or later to run.
  10. Looks great, thanks for picking this up!
  11. 1.2.1 Russian translation by @TK-313 Spansih translation by @fitiales
  12. That would be great, go ahead!
  13. Flap orientation fixed, on the github now
  14. Transtage from the excellent Bluedog Design Bureau by @CobaltWolf
  15. The part placement/cost isn't balanced at all, I just copied the configs from stock parts. Once I have the landing gear in game, I'll go through all those and fix them up for a proper beta release. So it can hold two people in cargo mode. @Pappystein@awsumindyman I'll take a look at the flap issue, what specifically do you mean? Yes. Probable a few more sizes too
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