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Everything posted by si2504

  1. How difficult is it to make mods with robotic parts compatible with IR? The only current Module in the parts config is an MuMechToggle. Could I not just add a IR Module to the part and if so, would anything else need to be added to ensure compatibility? Thanks.
  2. Yeah that's what I was missing, same vessel interaction. Got some brilliant gameplay of undocking unity node using the arm.
  3. @benjee10 HTRobotics........how the hell does the LEE and the grapple fixture dock together? its driving me crazy lol. they are perfectly lined up and they just wont attach to each other.
  4. cool. What I would like to see, what I could not find anywhere so I had to sort of mock up, are Zarya's correction and docking engines (KRD-442). On yours they're just the squad spider engines, but we have the s5.79 for MIR so would be cool to see the KRD-442 engines.
  5. alright thanks guys. I figured it would be linked to Isp and thrust somehow.
  6. Yes just drop the .cfg file into Gamedata. Your best bet is to look at examples of other parts that have configs for real fuels and then you will have a rough idea how you need to write it.
  7. hey @Katniss218, I'm try to get KSCSwitcher working correctly and with the default launchsitespatch in your configs, the screen is black and no amount of back scrolling brings it back in view. Now, i've looked at the configs and you have "@Site[us_cape_canaveral]". In KSCSwitcher, Site name = ksc. Once i set the @Site to "@Site[ksc]" in your configs, there's no longer a black screen, however for some reason the position of KSC is placed somewhere around the position of your LC-39 pad and raised slightly above the rest of the terrain. I have been using your cape mod for some time now with no issues, up until KSCSwitcher is installed and the positioning for some reason is altered. would it be possible for you to see if you can replicate this and see if you know what is conflicting with the KSC positioning? Thank you
  8. I believe you would need to write a patch for the part you want to add it to. Something like @PART [xxxxxx]:NEEDS[RealFuels] Other things would probably need to be added like a modular fuel tanks module.
  9. Good day people. I'm after a little help with a Zarya craft I'm putting together in RO using RF. so according to a NASA source, Zarya has 16 fuel tanks filled with NTO & UDMH with a total mass of 5,760kg. Eight tanks holding 400litres and eight tanks holding 330 litres. This should give me a total of 5,840 litres. However, when I take the mass of the tank out of the equation in game, the mass of the total fuel in the tanks is weighing more. Where do I see what the masses are for UDMH and NTO in the configs or does anybody know why this may be occuring? By the way I use a bass mass of -1 in MFT module and tank type service module.
  10. The capsule isn't tagged as a RO part that's why. to tag a part for RO it has to have the tag "%RSSROConfig = True" or False for a WIP part. Also the capsule isn't using its RL propellant of MMH/NTO, its using normal monopropellant. So the configs are what they say they are, Work In Progress and not fully finished.
  11. Hi guys, I'm trying to figure out which config in an engine file determines how much fuel a particular engine burns per second. I'm using RO if it helps. Thanks
  12. @pmborghas RO configuration files for KK Space X pack.
  13. what are the model sizes of the MIR & FGB crew sections out of curiosity, 2.5m? Always good to know what the parts are modelled at so people like myself that like to make RO configs can do so accurately.
  14. Yeah I use notepad++. I've just literally put the FGB and MIR in orbit too as start of my ISS build. Lol. Ah well, you can't knock progress, and it will give me something to do.
  15. Are the new parts/updated parts going to keep the same part names do you think? I have created a lot of RO configuration files for the MIR and FGB and would be a pain in the backside to have to redo them.
  16. how do you mean complaints with the shuttle? And yes, it does complain that it isn't compatible with 1.11.1, and to a certain extent, it isn't. Depending on what you want to use from SSTU, some things work OK, and some things don't. Whether or not this is an issue with some SSTU parts themselves, I don't know. The large solar arrays for example are a broken mess if you try and use them in 1.11.1. Would be nice to see it updated fully for latest versions though.
  17. Officially it's only supported to 1.10, but with the correct Kopernicus BE branch, it works for for 1.11.1. All the mods I have installed are the latest versions.
  18. hey guys, check out a video I put together just for fun, STS-97. Best viewed in the highest possible resolution.
  19. yeah i'm not sure what could be causing that issue. If by the end caps you mean the bulkheads you can apply to the modules, that's handled by B9Partswitch so must be something to do with that.
  20. Have you tried to remove the Parallax folder temporarily to see if the problem goes away? If it does, I'd ask in the Parallax thread. Hard to say without seeing the config files inside the Parallax folder.
  21. Do you have parallax? If so, someone mentioned they solved it by removing parallax, so I guess something within that is causing the bug.
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