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Galland1998

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  1. Is the VaNnadin's RSS volumetric cloud patch for RSS-Reborn still additive to the RSS-Reborn install? In the mods's readme file directions it implies that you need to keep the volumetric clouds stock folder and in it the RSS-Reborn install instructions it says to delete that folder.
  2. Anyone able to get this to run with BDB with out getting B9 Part Switch errors? I was getting one for SAS upgrades and I was getting some for as well for the nuclear engines.
  3. I was looking at doing a career playthrough that used BDB as the main parts mod, what combo of life support/tech tree mods would you use? I'd also like to add in the Nertea and Planetside Exploration Mods. I really like the science mechanics of Kerbalism but I am not sure that is all that friendly anymore with the current state of BDB and the the other two parts packs. Any suggestions?
  4. What is the current thinking of the best tech tree to be used with BDB parts. Ideally, I would like to do an "uncrewed" start. Most of the tech trees seem a little dated these days.
  5. I can't wait for the Kraken to be slain.
  6. Anyone have any recommendations on a tech tree that pairs well with BDB? Since BDB has so many parts I wasn't sure if any of the tech trees actually place the BDB parts appropriately.
  7. The next best for stock planets is probably Spectra. I think that one is a little lighter on the resources demand
  8. Is BDB optimized in terms of dV to be used on the stock KSP scale or is there another scale size that it works best at.? For example, rescale at 2.5x or JNSQ which I think is around about a 2.7x equivalent. Disregard.. just read the install directions again.
  9. I was working on doing a config to support the RSS-CanaveralHD mod that is used in RSS/RO builds. In the config files there is a config for "ident" and "shortID" what are the two used for? If you build a custom approach the name you give it shows up in the "ident" tag but defaults the shortID tag to "sID4" What should be info should be in the two slots?
  10. Does anyone know if there are any undated configs for Kerbalism compatibility with the latest version of BDB? It looks like the Kerbalism has some compatibility but not fully.
  11. What is the difference between this Precise Maneuver and Precise Node that linuxgurugamer adopted?
  12. I'm using procedural parts v2.3.0 via CKAN as part of the quick RP-1 Install. That goes along with ROv14.11.0.0 and RP-1v 1.11.7. I was using Recall v0.2.2.3 and Tweakscale 2.4.6.9. I used the v2.4.6.9 rather than the 2.4.6.10 version because the bugs were much worse than just a displaced attachment node on a root part with procedural parts. You can work around the displaced attachment node by adding another part, changing the root part and the deleting the original part. With v2.4.6.10 I was running into issues with attachment nodes would disappear after a part was attached and then removed and then that would escalate to parts only being radially attached and then not attached at all. It would then escalate to the point where I couldn't exit the VAB and would have to force a shutdown of KSP just to get back into the game. I didn't do extensive testing of the v2.6.4.9 interactions beyond what I described above.
  13. I am running into a strange problem with Tweakscale. I am not sure if it is a tweakscale issue or an interaction with procedural parts. I am running a 1.12.3 RO/RP-1 install and this issue only presents itself when Tweakscale is added to the install. If a procedural part is the initial root part added to a craft then the attach nodes are offset from the part. If you add another of the same procedural part than the attach nods are in the proper place. If you make the second procedural part the root part and delete the original procedural part the attach nodes stay where they are supposed to be. In the second case if the initial root part placed in the VAB is not a procedural part all of the nodes are where they are supposed to be and if you add a procedural part then the added procedural part has its nodes exactly where they are supposed to be. RO/RP-1 messes with the base part scales compared to stock KSP so I am not sure if that has something to do with it. It is just strange that it only seems to impact an initial root part from the procedural parts mod.
  14. I am running into a strange problem with Tweakscale. I am not sure if it is a tweakscale issue or an interaction with procedural parts. I am running a 1.12.3 RO/RP-1 install and this issue only presents itself when Tweakscale is added to the install. If a procedural part is the initial root part added to a craft then the attach nodes are offset from the part. If you add another of the same procedural part than the attach nods are in the proper place. If you make the second procedural part the root part and delete the original procedural part the attach nodes stay where they are supposed to be. In the second case if the initial root part placed in the VAB is not a procedural part all of the nodes are where they are supposed to be and if you add a procedural part then the added procedural part has its nodes exactly where they are supposed to be. RO/RP-1 messes with the base part scales compared to stock KSP so I am not sure if that has something to do with it. It is just strange that it only seems to impact an initial root part from the procedural parts mod.
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