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caneb

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    Bottle Rocketeer
  1. Really liking this mod, your parts look much better than the stock ones. One thing bothers me though, and it's the double stack nodes on certain engines (like the LV-1 and 48-7S).. It's a clever solution to getting the engines to look good on oversized tanks. However with the VAB editor being the finicky beast that it is, it's often a real pain in the ass to get it to attach to the node you want. Wouldn't it be possible to make the selection of engine style a tweakable instead of having two stack nodes?
  2. When trying to install multiple mods at once I get the following error: Unhandled exception: System.IO.IOException: The process cannot access the file 'C:\Users\Caneb\AppData\Local\Temp\tmp8C0B.tmp' because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.InternalDelete(String path, Boolean checkHost) at CKAN.NetAsyncDownloader.ModuleDownloadsComplete(NetFileCache cache, Uri[] urls, String[] filenames, Exception[] errors) at CKAN.NetAsyncDownloader.<DownloadModules>c__AnonStorey2.<>m__1(Uri[] _uris, String[] paths, Exception[] errors) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() at System.Threading.ThreadPoolWorkQueue.Dispatch() I'm guessing a thread is trying to access the file before another thread has released its lock?
  3. I haven't done a lot of KSP modding so I don't know if mods can tell what other mods are loaded, but if they can wouldn't it be possible to have it use Blizzy's Toolbar if it's installed, otherwise use the stock toolbar?
  4. Making conditional MM configs is as easy as adding :NEEDS[ModuleName] to the start of each part definition in the MM file. Where ModuleName is either the name of the DLL file, the DLL assembly name, or the GameData folder name. So for the MJ MM file it would be @PART[62cm_BoxSat_ProbeCore_Module]:NEEDS[MechJeb2] { ... } for instance, then you could add all MM files to the standard installation and if people don't have MechJeb, that MM config won't be applied. For the people who dislike the off-center modules, you can add a MM file as such: @PART[62cm_BoxSat_*_Module] { @node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 } edit: While I was at it I fixed another thing that has annoyed me, the lack of a stack node on the BoxSat dish antenna. Adding a node makes it easier to put a dish centered on the top of the box. If anyone else wants to add that, just drop this in a .cfg anywhere: @PART[Antenna_HingedDish1] { @attachRules = 1,1,0,0,1 %node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 } edit2: Again while I'm at it, the RemoteTech config for the Crossed Dipole antenna makes it somewhat overpowered. 12000km for 0.9ec/s (at the same mass) is too much when the Commutron-32, the longest range stock-RT omni antenna does 5000km for 0.6ec/s. I would recommend nerfing it to about 7500km, while keeping the other stats. It will still be great and can cover all of a local comm network, but you'll a dish to communicate with the mun and further.
  5. Is there any skilled modeler who could complete the modular girder parts with a 6-way junction?
  6. I tried to fix this myself and the parts actually do have a secondary node defined in the config file, but for some reason it doesn't show up in game.. I compared the cfg file to the Mk2 cargo bay and the node definition looks the same, so I have no idea.
  7. I assume this doesn't work with NEAR/FAR? I tried to make a rocket with deliberately unbalanced thrust to test it out, and the mod wouldn't balance it.. Or well, it tried to adjust the thrust limiter, but didn't do it fast enough to save the craft before it flipped over.
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