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  1. I'm also on KSP 1.12.2. So far, the mod has been working ok for me. It is a pain but you probably need to uninstall-reinstall the mods you use a few at a time to isolate which one disagrees with NavUtilities. FWIW, here's a list of the mods I have installed. It may help lessen the list of stuff you guys have to eliminate.
  2. You might want to look at OPT and OPT_Reconfig for examples. It does something close to what you're trying to achieve. And it also involves B9PartSwitch. Look for "FeatureBiasA" and "FeatureBiasB" in the CFG files. FeatureBiasA switches the variant fuel mixes. FeatureBiasB switches between the variant ISPs (by switching atmosphereCurve profiles).
  3. I installed the WorldStabilizer mod to fix that issue.
  4. I use the small Epstein drive a lot. Here's the patch I came up with to deal with the missing plumes in cruise mode. Placed it in GameData/__LOCAL. Seemed to me that the issue was caused by Cruise and Overdrive sharing the same effects. So the patch I came up with creates a new effect - running_open - by cloning the existing one and changing the plume model. It then assigns the new effect to the definition Cruise mode.
  5. Aside from its own parts, Hangar only provides models for stock parts. But if you don't have any qualms regarding clipping parts (some people do), you can radially attach hangars inside OPT cargo bays (or any other similar bays). In the craft below, I shoehorned a resized Radial Hangar to fit inside a OPT Humpback craft. Because the part I used, Radial Hangar, doesn't allow crew transfers, I had to do the following MM patch to allow the Radial Hangar to transfer crews into craft inside the hangar.
  6. One way to achieve this now is to play around with the color palette in ScanSat's Settings/Color Management section. You can use the color palette for Kerbin as a guide. The color map for Kerbin uses a separate color for water/sea level - blue with the gradient getting darker - that's why it's easier to tell the sea level parts when you're viewing a hi-res altimetry map. You can do the same for the moons and planets you are interested in.
  7. Save your game, preferably from the Space Center. Then load the save you just created and go back to flying your craft. The game should recognize your Engineers now. My experience is that every time I move the Engineers around to or from the Workshop or the Assembly Line parts, the mod seems to lose track of them. I'm playing 1.11.2. So I've made it a habit to save and load before I try to use the Workshop or Assembly line.
  8. @MODULE[ModuleEnginesFX]:HAS[#engineID[CenterOnly]] { } And another block for AllEngines, of course.
  9. Lisias, I have attached the logs to issue 92 above. As I've said, I have a workaround for it so it is not a biggie for me. Thanks!
  10. I'm on 1.11.2 and am using the most recent stable release of TweakScale. I'm aware that TS is not supported in 1.11.x. For those who are ok with workarounds... Below are the issues I've encountered and how I've worked around them. Scaled part reverting to defaults when copied. Workaround. With the part still attached, I rescale it 1 step down, then scale it back up to my desired scale. Somehow, this forces TS to re-do its magic and I end up with the target values for that scale, i.e. recalculated ISP, thrust, etc. Offsetted parts reverting to the attachment node when reloading a craft. For example... Scale up a part, partA; then attach another part, partB, to one of the attachment nodes. Then offset partB and attach another part, partC, to partB. When you reload the craft, you'll see that partB is no longer offset from the attachment nodes. Of course, anything attached to partB, partC in this case, has also moved. Workaround. Leave partB alone since it insists on going back to the attachment node. Just offset partC instead. This is where you'll learn the virtues of using the tiny Cubic Octagonal Strut. It's small enough to be practically invisible.
  11. WOW! I'm also experiencing this alt-copy reducing PAW to a slit (still works but the window is literally a slit); and copied parts spawning below VAB (only found out about it because I use Hangar Extender) issues. I've just dealt with it by exiting editor to the space center and coming back. It mostly happens to me when copying SPXR labs (Aqua and Greenhouse) so I though SPXR was to blame. But since I have a workaround, didn't bother reporting it. Never even mildly suspected it was Snacks.
  12. Whenever you get the chance, do a "Full Save". Go to the Space Center, press F5 to save. After the save completes, re-load the saved file. When you do a full save, you're saving the game state with the vessels not active. So KSP is just saving the last location and state of each vessel. Re-loading the save effectively resets the game. For me, this minimized Krakens, letting me enjoy the game longer without restarting. I have about 100+ mods installed. So restarts are a big deal for me. Keep your part counts low. This makes for smoother gameplay. Less parts for your PC to keep track of in flight. So any mod that allows me to minimize part count, is a plus. TweakScale lets me size up parts - why use 3 engines when you can size 1 up to give you 3x the thrust? Hangar let me carry vessels in a packed state. When you carry a docked vessel, each and every part of that docked vessel is simulated even though it's not in use. Configurable Containers lets me partition 1 tank to carry multiple types of resources vs 1 tank for each resource. Related to keeping part counts low... Avoid docking ships if you can. When you dock, 2 ships become 1. Ergo, more parts. Also, I read somewhere that KSP uses 1 thread/vessel. So by keeping vessels separate most of the time, you're using the multi-threading capabilities of your machine. Autostruts. Almost always, Autostrut to Grandparent (I use FullAutoStrut to enforce this). This gives a part 2 or more "attachment" strut points - the point of attachment, and its grandparent - making it less likely to detach when stressed. The "or more" occurs when the grand parent is symmetrical. When the grandparent is a symmetrical part, each occurence of the symmetrical part IS a strut point. You can see this by displaying autostruts - from Cheat menu/Physics, select visualize autostruts. Experiment using Radial Symmetry and using at least a 3 part symmetry - the lines overlap when you use a 2 part symmetry so you don't see the extra strut lines. By doing this, you are adding additional struts that act as a scaffolding around your ship WITHOUT increasing part count.
  13. Look at the TankTypes.CFG in GameData\000_AT_Utils. It has settings to add LqdMethane as a valid resource IF WarpPlugin mod is present. But it also adds a slew of other stuff. So... You can either create a WarpPlugin folder in GameData to trick CC into thinking that WarpPlugin (aka KSPIE) mod is installed - if you don't want to install KSPIE. OR install KSPIE. OR modify/replace TankTypes.CFG with a copy that includes LqdMethane in the list of "PossibleResources" for "CryoCooling" and "Cryogenic" tanks.
  14. Check that your installation has all the requirements. For me, this works in 1.11.1. I've gone through the cycle of capturing an asteroid, mining it for Ore, converted that Ore to Material kits using ISRUs, then coverting the MatKits to SpecializedParts, and eventually constructing craft.
  15. On the ground, SimpleLogistics allows you to refuel without even touching another craft. Unfortunately, it doesn't work in space because it requires both craft to be landed. In space, you can mount any of the grapplers to a robotics piston so that you can grab any external part of another ship which effectively docks with said ship. Personally, I use SPXR crew tubes for docking.
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