Mandella

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About Mandella

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    Spacecraft Engineer
  1. This one here: And you just need the .dll somewhere in the gamedata folder. I have to say I don't know if that is your problem, it's just a place to start looking. And everything has dependencies -- lots of things can't be bundled, often for rights issues. Also, if you are setting up a new machine you know you could simply move your whole KSP folder over from the old one. It's one way to make sure you have everything. But anyhoo, if that doesn't fix you you're probably going to have to post a screenshot of your gamedata folder, plus some logs.
  2. Did you install Module Manager?
  3. [1.3.1] Kerbal Konstructs - 1.3.1 - 07.10.2017

    You could try KSC Switcher. I think there is a link to it from the RSS thread. Edit: Here it is: https://github.com/KSP-RO/KSCSwitcher/releases
  4. In relation to the directory issue, I have to say I prefer the Gamedata/Mod/PlugIn structure. Just include in the readme that if one wishes to keep one's settings on an update to not copy over the PlugIn directory. Of course, you'd have to keep in mind that often changes in the way that the settings are written might mean you *want* to overwrite the PlugIn directory on update. A possible bug report. While the new version of HyperEdit will transfer a ship to orbit just fine, it refuses to land at any specific coordinates at all (Land Here still works). The button just does not function. I am playing on Win10 KSP 1.3.1, but I am also playing with RSS, and with about a hundred other mods. I'll include logs if wanted, but with my nightmarishly modded game I wanted to see if anyone else is having a problem while playing in the RSS environment first.
  5. Is there a way to rig OSE Workshop to apply Tweakscale to the parts it manufacturers? I'm running a RSS game so nearly everything gets "upsized" at least once to fit the scale, which limits the uses for OSE. Admittedly this should probably go in another thread, but I don't think OSE is being actively supported anymore so....
  6. I think I have it figured out. The fuel selection type is set by a cfg in the Resources folder, and LiquidFuel/Oxidizer is not opened until the High-Performance Fuels node. Editing it to Advanced Nuclear Rocketry (or whatever, can't see the node from here) gives me the option like I wanted. Is this a bug or am I just editing in things I like? As far as I can see there is no reference to needing High-Performance Fuels to unlock the LiquidFuel/Oxidizer option in the Solid Core Upgrade flavor text, so I'm thinking it's just an error and the wrong node is specified in Resources.
  7. Sorry to quote myself but.... Looking at the cfg for the Solid Core (Labeled NERVA) I'm not seeing any information detailing any change in fuel type on upgrade. Same with the Timberwind and Vista. Could be I just don't know what I'm doing (always possible), but I think something got left out. Later I might try to hack in some values, but I'm still not really familiar with the modding syntax here so it'll take me a while to figure it out.
  8. Still down in the shallow end of the tech tree, is it just me or does the upgrade to the Solid Core Nuclear Engine not do anything? I see no difference in the output, no new engine label, definitely no option to enable an "afterburner" effect that would allow the consumption of hydrolox. Using 1.16.1.
  9. I just wanted to drop in and let you know how much I appreciate your dedication to providing fun and useful IVAs. It really works well with my playstyle, and does a lot to enhance my experience with your already externally visually interesting models. They're really cool, is what I'm trying to say. Thanks for taking the time to do them!
  10. So I'd like to move the Thermal Thruster down from the Experimental Rocketry node to Precision Propulsion. Now obviously I could directly edit the cfg for the Thruster, but that's a bad practice. Could I trouble someone to provide an example of code that I could drop into my own cfg that would make the change and not require editing the original cfgs? Thanks in advance, and sorry for being such a code noob here.
  11. [1.3.1] Kerbal Konstructs - 1.3.1 - 07.10.2017

    I'm with MadmanMorton up there. Thing is, I've got such heavily modded install that it's probably the fault of that somewhere, but I wanted to ask before I started heavy troubleshooting if there was any particular trick to running Kerbal Konstructs in an RSS setting other than just dumping the unpacked files into Gamedata? Also, is there a problem with dropping it into a game already running, or do I need a totally new savegame? Right now it's crashing before I even get to a menu, running Win10 KSP 1.3.1 RSS latest KK.
  12. Same with engine gimbals and RCS power and even the reaction wheels. Some unstable designs fly just fine with MechJeb if you pull down those values a bit (like half).
  13. Can't speak for Uberns, but I have to admit that I've been RPing it just that way. In my current RSS campaign I allow no nuclear rocket launches from Earth. Once in space, anything goes. Also, depending on how you advance along your science tree, you can get to beamed power before heavy lift nukes -- or at least you can in my somewhat modified tree.
  14. [1.3.1] Throttle Controlled Avionics

    I wonder if you could be talked into considering loosening that stance a bit, at least as an option? I've always thought you've placed the unlocks for the various parts somewhat too high in the Tech Tree. For instance, I've not been able to try out the highly anticipated Remote Vehicle function of the Squadron module because I'm still mucking about building stuff in low Earth orbit for this game (using RSS, obviously). I'd love to have a TCA-for-all option here, since it'd be a big help automating some of the more repetitive aspects of station building, but it's going to be a while before I head up that branch.
  15. [1.2] Real Solar System v12.0 Dec 8

    Thanks for bringing those to my attention (I didn't know they had been continued/updated), but it brings to mind something that has been bothering me for a while: Is there any mod that will allow me to simply double the size of the buildings in KSC? When building real scale launchers for RSS, well, they look pretty funny sitting on top of the toy stock pad...