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mateusviccari

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  1. I think I saw a mod that allowed us that enables transferring of EC between undocked vessels, I just can't remember its name. I want to make a planetary base with a nuclear reactor, but I want to deploy the reactor on a rover to keep it at a safe distance from the base so I need it to be connected with the base somehow. I think kerbal attachment system allows this using cables but I want to deploy it remotely if possible.
  2. I didn't know such things were possible in KSP. Looks fantastic, can't wait for the release
  3. You'd better ask this guy, he succeeded after a few attempts and might give you some tips. Other than that, you could search on github, there are a few examples like this one
  4. It doesn't have parallax 2.0 compatibility yet. Only ground textures. I'm not sure sure anyone's working on it.
  5. You need to add SystemHeatConverters from SystemHeatExtras to your game data
  6. Are you using ferram aerospace research? It is known to mess with underwater physics
  7. How do you guys plan maneuvers with ion engines? Since the thrust is so mediocre and it takes months to do a burn, we can't reliably plan and execute a maneuver since ksp computes the burn as an instant impulse. I know Principia helps in this matter but my setup can't handle that mod.
  8. @Astra Infinitum You don't necessarily have to wait for the whole game to load. You can open ModuleManager.configCache from GameData as soon as the patches finish applying, then alt+f4 and look for one of the parts you are modifying. Even with heavy modded installs it shouldn't take than long to save the cache. Still not ideal but way less time consuming than waiting for the whole game to load.
  9. I think this is what you need: @PART[*]:HAS[@MODULE[ModuleRCS*]:HAS[@PROPELLANT[MonoPropellant]]]:FOR[YourModName] { @MODULE[ModuleRCS*],* { //DoSomething } } The * after the comma targets all modules. You could also target by module order, like @MODULE[ModuleRCS*],0 or @MODULE[ModuleRCS*],1
  10. They closed the issue, apparently it already has a fix, to be release in the next version: https://github.com/KSP-RO/RP-1/issues/2061#event-9627585894
  11. Hi, sorry for the delay. I've tried it, also did not fix it. But I found the culprit. As I suspected, since I was apparently the only one having the problem every time entering VAB, it was another mod causing a conflict. More specifically, the RP0.dll from Realistic Progression One. I guess I'll open an issue on their GitHub.
  12. It didn't work unfortunately, but I didn't try reverting to VAB as @Krazy1 did, which was also causing the unexpected behavior for me. I'll try isolating all my mods to see if I can find an inconsistency with one of them.
  13. Yes, every time. Just leaving VAB and entering again is enough for the keys to stop working. I also started experiencing this very recently. Since this mod hasn't been updated in a while, I suspect some other mod might be causing the issue. Here's my mod list:
  14. Every time I enter VAB I have to press that "Reset mode and snap keys" for the keyboard shortcuts to work. What might be the cause of this?
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