Smart Parts Wanter

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About Smart Parts Wanter

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    Excited Kerbanaut

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  1. Thank you so much for your reply, please please please TAG me, if you upload any custom tweakscale configs, so I can try it a.s.a.p
  2. So you just delete one of the lines which contains tecture right? I would also guess that removing the MODULE would also help, haven't tried it yet; MODULE { name = FStextureSwitch2 textureNames = UmbraSpaceIndustries/Kontainers/Assets/Kontainer_00;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_01;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_02;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_03;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_04;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_05;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_06;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_07;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_09;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_10;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_11;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_12;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_13;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_14;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_15;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_16;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_17;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_18;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_20;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_23;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_22;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_19;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_21;UmbraSpaceIndustries/Kontainers/Assets/Kontainer_24 objectNames = textureDisplayNames = MetallicOre;Uraninite;Substrate;Minerals;Karbonite;Commodities;MaterialKits;Metals;Polymers;Supplies;Ore;Machinery;Recyclables;SpecializedParts;Fertilizer;Hydrates;Gypsum;Dirt;Silicates;Silicon;RefinedExotics;ColonySupplies;Organics;Rock useFuelSwitchModule = True fuelTankSetups = 0;1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16;17;18;19;20;21;22;23 repaintableEVA = True nextButtonText = Next Cargo prevButtonText = Previous Cargo moduleID = 8 I'm currently using 1.3.1
  3. I really need to upscale these parts, I need at least "4" or something, how can I approach this? I am also wondering how and why these spesific numbers were chosen. By the way I edited the CFG file, added new numbers and scalenames but I don't see any change in options in game.
  4. Anyobody figured out which parts in the CFG to edit for this issue?
  5. I don't know if you replied to me but if so, I just create this file with notepad and put it in the decals folder? What do I name it? I'm currently playing on my server which runs 1.3.1, would it be problem if I update this mod anyways?
  6. How would one go about editing CFG files of this mod to make it compatible with tweakscale?
  7. Oh I see. Well, glad I could point out something which was not intended. Thank you so much for your rapid reply and concern.
  8. Hello, I'm having troubles with rover autopilot, I searched in this post and it seems it's broken? Can anybody confirm that? I'm setting waypoints but there's no "follow" button appearing only "drive" when I use drive, it drives to an unrelated area, no matter which controller I'm running from.
  9. Hello, In some youtube video I saw dust particles coming out of the long tracks. But now I'm in game and there are no effects, is that feature removed or am I missing something, that it depends on weight and stuff? Wonderful modelings and wonderful mod by the way. I'm just wondering if it's changed.
  10. Hello, Thank you for such wonderful mods. I was wondering if it was possible to implement an EVA feature where we can discharge the capacitors manually?
  11. Hello, First of all thank you so much for a great, useful mod. I use your mod along with "Near Future Electrical" & "Near Future Solar" If I'm not mistaking they are listed as "supported mods", however I can't see the parts from that mod being calculated. For example; I would like to use "SOL-B Expanding Curved Solar Array" but no matter how many I attach to my ship in VAB, my power production remains 0 in AmpYear. Am I missing or doing something wrong perhaps? There's also this another lovely part which is called "IFS Electric Capacitor (EC2501)" it doesn't exactly "produce" electricity but it converts certain amounts of megajoules to certain amounts battery recharge. Same goes with the lovely Capacitor Banks... It would be wonderful to see these parts and curved solar arrays also being calculated by AmpYear. You wrote "drop me a line" if we wished to see further additions, so please consider this as my grain of salt in the soup.
  12. I thank you for your reply. But you gotta admit, CKAN provides a lot of usefulness too. If only it had a "Revert to version" option too... =) Anyways, I had to revert manualy, CKAN still sees those folders as latest versions but I copied the earlier ones. I have updated and had reverted roverdude's mods and PlanetaryBaseInc, and it is fixed. Since roverdude mostly only edits the supported version number, and this mod's latest version has some dramatic changes, I suspect that, installing the lovely PlanetaryBaseInc's latest version on a 1.3.1 game folder, might brake the ships which has parts with it. So beware people. Using latest versions of a mod with an old version of KSP is not a good idea =D
  13. DoctorDAvinci, I thank you so much for your concern, but I just deleted my log file (I now I'm stupid) since it was nearly 300mb. But I reverted all my updates and it's fixed. The mods I reverted are; CommunityResourcePack, PlanetaryBaseInc, NearFutureSpacecraft, 000_USITools, UmbraSpaceIndustries I suspect PlanetaryBaseInc most between these, since it seems the most dramatic updates are than with it's latest version. So, in conclusion, if you guys try to update these mods on a 1.3.1 folder, please beware!