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About Barar

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  1. I look forward to using this mod, it looks well planned out. A couple questions. Is the workshop its own part or is it patched to existing KSP parts? If it has its own part and can house Kerbals, will the Kerbals have any effect on production or builds? Some examples. Will the shop work faster if you have more than one Kerbal Engineer. Will you only be able to build certain parts depending on who is on board, like science parts if you only have a scientist on board. Of course an option to turn it off. Just like reasons to take more than one of each Kerbal class.
  2. Well jet engine don't work on Eve because it has no oxygen. But you could take a look at this mod, it might help. Just make sure you download the proper version for 1.6.1. I haven't been to Eve very much, but if this doesn't work. You could always just mod the Eve engines and make them extremely efficient. Then you could just drop them on a aircraft.
  3. This should be posted in Technical Support (PC, modded installs). Looking at the message, it says "This is likely caused by an earlier error or by ModuleManager being missing or out of date" Looking at your Player.log. I do not see ModuleManager v4.1.4.0 under Mod DLLs found. I checked my own log and it shows up. Could you verify that it is in the GameData folder since I see the other ModuleManager files are present.
  4. @PART[*]:HAS[@MODULE[ModuleScienceExperiment],!MODULE[ModuleScienceContainer]] { @cost *= 12.35 } Could do something like this. This will search for all parts that have ModuleScienceExperiment and eleminate any that also have ModuleScienceContainer. Since most command pods have the ModuleScienceContainer this should avoid increasing the cost of them. Only increasing the ones with science experiments. Adjust the @cost multiplier to your liking. Might be a few parts that get an unexpected increase or missed with this patch. I did do a quick test and it looks to
  5. I always wondered why modpacks never took off with KSP. It would be cool in CKAN if you could select someone's modpack and it downloaded all the mods and any extra patches the ModPack author has made for them to work together. I do hope this takes off. As it could bring in vastly different play styles. I always enjoy the Near Future parts and its hard not to recommend them.
  6. Looking at the parts, I can see where you want to go. This is setup to swap out the texture. The next issue will be that it swaps out all the textures for the one replacing it. This is from what I can tell is that the variant module can only handle one texture swap to the part, at a time. The only way I can see around it using the Variant system would be to create a texture file that would be a combination of c125-colormap.dds/Copper.dds in one texture file. With every variant being a combination of c125-colormap.dds/aluminum.dds, c125-colormap.dds/gold.dds, c125-colormap.dds/silve
  7. So a few problems if you are running 1.9 KSP. You have some outdated mods. This is causing some issues. You have B9PartSwitch v2.6.0.0 Compiled against KSP 1.6.1 . See newer release below. You probably also need to update NearFutureAeronautics-1.0.4. Not sure what version you have. But this may give you the missing WildBlueIndustries dll's that are causing these errors on NearFutureAeronautics on several parts. For Example. [LOG 23:00:05.280] PartLoader: Compiling Part 'NearFutureAeronautics/Parts/Engine/LiftFans/nfa-liftfan-10-1/nfa-liftfan-10-1' [ERR 23:00:05.297] Can
  8. @zer0Kerbal I have played around with the variant system. Usually just followed the examples from some parts like the expansion fuel tanks. The mk2LanderCan_v2 can show some advanced options if you want to go beyond texture swapping. It can disable the gameobject meshes, colliders and even animations. You can also adjust nodes, costs and mass. You can find some more information here if you have not seen this thread.
  9. I use this mod and it works well for me. Not exactly what you are looking for but might be worth to take a look.
  10. @zer0Kerbal When you say it fails, does that mean it doesn't load, part is distorted, parts are all one color? Shadowmage is smart on all the other stuff. I hope this helps and correct me if I am wrong on any of it.
  11. Hi @Stone Blue, Which issue are you trying to resolve? Is it the export model orientation or making the fairing collider? If you could provide the model or blender file for download. I could take a look and orient it properly and you could review it.
  12. It does looks like you have a bunch of NullReferenceExceptions for texturesunlimited. And it looks like it is not updated to 1.8 yet. Also on page 383 of the SSTULabs forum it mentions the fairing colours and shadows not working properly and need to wait for an update.
  13. The size is determined by the model and I don't think can be changed. What you need to use is ModuleEnginesFX This is a patch I made for an engine. I did have to add in some thrusttransforms from a model and to note. When using multiple prefab particles in the same effect, each must have a unique name. As you can see there is a localRotation, localScale, and localOffset. But depending on the FX, some dont work being rescaled. It has to do with a version of unity it was made with not supporting local scale. Don't have a list of which. Also the smoke trails tend to go sideways and needs reo
  14. Hi NadenH, The animation is contained in the model.mu file. Do you mean you want to add the USI_Harvester module to the restock part so you can mine resources with that drill? I have not used Restock so I am unfamiliar how it is set up. Here is some info on the ModuleAnimationGroup since you are referencing MKS. Some information is not complete. https://github.com/UmbraSpaceIndustries/MKS/wiki/Modules This is for the KSP wiki which may help with some modules. https://wiki.kerbalspaceprogram.com/wiki/Module To read up on what the @ symb
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