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strudo76

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Everything posted by strudo76

  1. Quite often you'll see that with depreciated parts too. That way the part can be left in the game for existing craft, without being able to be used in new craft.
  2. Hi Micha I've had a bit of an idea, but I have not much clue as how to implement it. Since this mod already does something similar, I though it might be something you'd be interested in looking at. or maybe giving me a hand with if I decide to take it on myself. First stage is I'd like to make some of the bigger vanilla science experiments take time, like the Kemini and KEES do. Things like the Goo and the Materials Bay. How easy/hard would that be to implement? Second stage is I'd like to add completion times to other things, and things from other mods. Things like attaching things using KAS, and merging components using the construction docking ports from MKS. I understand that might require a better knowledge of how those other mods operate (or even require some liaising with those mod's authors to work support in). I just feel there is scope to make things take longer where they should be a complex job, rather than the instant result that is more common throughout the game. Thoughts? I can put together MM patches pretty easily. I do some programming in VB.NET, but have never really grasped the C based languages. Thanks Simon
  3. Hey there I was going through the instructions on this page to set up a new game. One of the instructions is to download a replacement DLL for RemoteTech and ContractConfigurator incompatibility. The file downloaded is called CC_RemoteTech.dll however this doesn't match the DLL files supplied by either RemoteTech or ContractConfigurator. Do I just add this file to the GameData folder, or does it need to be renamed to replace one of the files supplied by one of those mods? Also are those instructions still valid. It seems the RO installation doesn't include some of the mods I'd expect to be included (such as Kerbal Construction Time). I'm not super familiar with the RO setup though, so I'm not entirely sure what mods should be included. Thanks
  4. Good plan, thanks Is TAC-LS part of the RO install? Do you think I could I leave out TAC-LS and use USI-LS, or does RO have mods with TAC-LS hard dependencies? Not that I really have a preference for USI-LS, just that they seem to go together. Thanks
  5. Can this just be added to a realism overhaul installation without any changes, or are other support miss required? Looking from a starting a new game perspective, not adding into an existing game. I'm sure it's probably mentioned in the 300 of pages, but I'm on my phone and can't search properly. Thanks Edit: should mention I'll be doing this in a 1.3 setup to avoid any compatibility issues.
  6. Either upload the file somewhere and share the link, or post it to something like pastebin and provide that link
  7. Almost certainly because the author doesn't have the time or inclination to support CKAN installs. For the most part I think CKAN does a fine job, but there are many scenarios where CKAN has the potential to cause more harm than good.
  8. I'd imagine that even for a downlink, the vessel would still need to know when the receiver is ready for data and that transmission was successful so it can delete the data. Stuff like that.
  9. The @PART is not adding a new module, it's modifying an existing module. Although what DMagic has written doesn't make complete sense to me, as he's suggesting adding USDecouple to the parts, but the MM code listed is adding RecoveryIDModule to all parts that already have a USDecouple module. You read it like this "If the mod StageRecovery is present, modify all parts with any name that have the USDecouple module, by adding the RecoveryIDModule module to them." I'm no expert on MM though, so I could be wrong. As Maja says above though, to find which module to target, you need to look into the part definition and see what modules it contains. If you only want to target a single part, use @PART[partname] {}. If you want to target a group of parts as this one does, you need to find something that is common to all the parts you want to target, but that is not in the parts you want don't want to target. Another avenue to find out what modules a part contains is to look in the GameData\ModuleManager.ConfigCache file, which contains the final definition of every part after all MM patches have been applied. It's also hand to look here to debug your patches, as you can see which patches have applied and which haven't.
  10. @Z-Key Aerospace CKAN team tell me this need to be updated on Spacedock before CKAN will show the 2.20 version.
  11. Hi there The mod TAC Fuel Balancer only shows the 2.19 version, even though the 2.20 version is available. Wasn't sure if something like that gets reported there to @Z-Key Aerospace or here, but now I've done both. This is the version file from 2.19 and this is the version file from 2.20 that I manually downloaded Hope that makes sense to someone
  12. For me in CKAN, this mod is only showing version 2.19, even though 2.20 is available to download. Has been like that for several days.
  13. Red P is never good. Could be a urinary tract infection, or point to some sort of kidney problem
  14. I remember reading about this mod having issues with the robotics mod. Is that still the case or has that been sorted? Thanks
  15. I downloaded both and saw the contents of the zip were structured the same, so went with the 1.2.2-1 download anyway. Thanks for the confirmation!
  16. The wiki say for KSP 1.3.1 to use EVE 1.2.2-1, but the download link says you only need the AnyCPU-EVE-Release.zip file, which seems only available for 1.2-1 and 1.2-2, but not for 1.2.2-1? Unless I'm not understanding correctly?
  17. FYI, both the homepage and source CKAN links for this mod point to the github page. Had to search the forum manually to find this page
  18. In Steam, right click Kerbal Space Program, select properties. Go to the Betas tab, select 1.4.2 from the list. Once it's updated the files, you'll have a 1.4.2 install.
  19. Ah ok. In that case are the standard contracts suitable for a RSS setup, or is there another contract pack I can use for RSS? I was hoping to mostly just use the contracts from RP-0.
  20. If I wanted to run a game with RSS and perhaps RP-0 (or RP-1) but without RO, what's the minimum list of mods required to actually make it playable? I.e. engines, tanks and fuels that can actually make it to orbit and beyond with useful payloads. Thanks
  21. Hi there I'm thinking of checking out a RO/RSS/RP-0 style game, but really I have no idea on what's what in that regard. AFAIK, RP-0 isn't updated for 1.3.1 and the full package isn't ready for 1.4.x. I'm using Steam and I know how to access the previous versions of the game. Is the recommended installation method to use a 1.2 install and just select those packages from CKAN? Or use a 1.3.1 and use CKAN? Or put it all together manually? What would you guys recommend? I'm fairly proficient in getting around a file system, but I'd prefer a simpler install without too much tinkering, so I can ask questions about the game from a reasonably standard baseline. Thanks
  22. Hi all Just wondering about how space stations in real life are constructed. In KSP I generally build something with docking ports on the ends and connect new modules to those, and build out the station that way. Is that how it's generally done on something like the IIS? Also thought about using something like KAS to hard joint new parts on the end, but that seems to me to be something of an unlikely method for real life constructions. The construction docking ports included with some mod (MKS maybe? Can't remember exactly) seem like a good idea, but also seem like a more magic method as opposed to something that might actually happen. Just thinking about things to keep things in the realm of possibilities, in a Kerbal style way
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