squidgeny

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About squidgeny

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    Bottle Rocketeer
  1. Does the laboratory work the same way with Kerbalism as it does in stock? There isn't a lot of reference to it in the documentation, so I assume so, but it would be good to have confirmation. (I barely know how it works in Stock but this wiki page was very informative: https://wiki.kerbalspaceprogram.com/wiki/Mobile_Processing_Lab_MPL-LG-2)
  2. I'm fairly sure I had a good look around for something like that, but I might have missed it. Thanks - I'll have another look later today. This sounds ideal, but I'm too much of a newb to know what it means..! If I can guess though: I need to create a file with a very particular name and stick it in "volume 0" ? Thanks for the quick responses though. I'm loving this mod and have had great fun trying to make a "suicide burn" program for my mun landings. It's an incredibly deep mod so I'll probably be back with more questions in the future!
  3. Alright I'm a bit new to this and I'm sure this has come up before so I apologise in advance but... How do I open the console on the launch pad if the computer is inside a shroud? I can't click on the part
  4. Thanks for this, though unfortunately I'm not seeing any reference to the Communotron 8 in that file or to the figure of 1.75Mm. I assume the range is being calculated from some other figure in this file - but which?
  5. Hi guys, I'm trying to edit the range of the Communotron 8. In the VAB, the part description gives its range as 1.75Mm. But in the mod files, I can't find this figure. I'm looking in Parts > ShortAntenna > kerbalism-antenna.cfg, and the only bit that looks remotely connected (ahaw) to range is "rescaleFactor", set to 0.666. But when I fiddle with that, it still shows as 1.75Mm in the description in the VAB. Any ideas? (apologies if this is actually simple, I'm a bit rubbish with mods!)
  6. Hmm perhaps there is. I'm using a lot of mods in addition, including Kerbalism, so perhaps there's some interference there too. I'm a little worried about losing my career progress if I start messing with the install though. Instead, I think I might try this: I'll make the range on the small omnidirectional antenna (which I never otherwise use) a Very Big Number, and stick that on anything I want to simulate. Line-of-sight will still be an issue in case I ever simulate on the far side of the Mun or something, but I can live with that I think. Thanks.
  7. Hi all, I see this thread isn't very active but I'm hoping people still watch it... I'm using KRASH with RemoteTech and I've found this presents a problem. When I simulate a probe orbiting the Mun, I find that I have no connection to it - so naturally I can't control it and actually do my simulation! RemoteTech requires that a directional antenna be pointed at a target to get a connection, but this can't be done in advance of starting the simulation. Is there any way around this? Thanks!
  8. Thank you! In retrospect, rather stupid of me to not check for a new version... I installed the latest RemoteTech, tested it, and it works. Thanks for your help
  9. I seem to be having a very annoying problem and I can't figure it out. I'm finding that I still have full control over my uncrewed probes, even when there's no connection at all to the space centre (for example, if I've retracted all antennas). It will say "No connection" in the top-left corner, but I can still control all parts, as though I had full connection. I'm using Kerbalism and RemoteTech. I've started career mode with "Enable Comm Network" (under Basic) switched on and "Require Signal for Control" (under Advanced) switched on as well. When the game starts and I check settings, I notice "Enable Comm Network" has been switched back off (presumably by the mods so they can use their own system). As far as I can tell there are no other settings - in stock or in the mods - which determine whether a signal is needed for control. Anyone have any ideas what might be causing this? Edit: Just to clarify what I'm doing here: I load KSP v1.5.1.2335 with Kerbalism and RemoteTech v.1.8.13 (no other mods) Start sandbox mode, with "Enable Comm Network" switched on and "Require Signal for Control" switched on as well (when the game loads, "Enable Comm Network" is switched back to off) Create a vessel with a probe core, reaction wheel and antenna, and launch it Retract the antenna so that there is no connection to the space centre Turns out I can still wobble the craft around I didn't have this problem when I was just using RemoteTech.
  10. Thanks Gordon Dry. I had a look at the docs but they don't seem to mention anything about disabling the signal part of the mod, and the issues list of github doesn't have any relevant mentions of RemoteTech. Has anyone had any experience with using this mod with RemoteTech?
  11. Hi guys, I'm new to this forum and pretty new to KSP itself (I've done one unmodded playthrough - now I'm installing various 'realism' mods for another playthrough) I've installed Kerbalism, but I want to disable the "Signal" aspect of it, because I've also got RemoteTech installed and prefer the challenges posed by that mod. The guidance that I can find suggests I can turn it off in the .cfg file, so that there are no conflicts with RemoteTech. But my .cfg file doesn't actually have a "Signal" paremeter! I can only assume the guidance is out of date (as is the rest of that github page) but I can't find up-to-date guidance. So my question is: how do I make Kerbalism compatible with RemoteTech? Thanks! (P.s. as an aside, what's the difference between the way Kerbalism and TAC LS model life support? I've struggled to find any details online to describe the differences between them)