

chris-kerbal
Members-
Posts
272 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
Everything posted by chris-kerbal
-
Saved craft files are not altered by any mod as far as I know. There are some (afaik mechjeb included) that add modules to the ship when it gets loaded and is missing it. However it is modules. They do not prevent you from loading a craft file if the mod is missing. The modules just get removed. So it might be that you are mixing up parts (something you see in the VAB as a part) and modules (something you might see in the properties of a part)? A craft file cannot be loaded with a part of a missing mod. And no, you do not have to rebuild the craft. You can use tools to clean parts out of a save or craft file, like: https://github.com/ChrisDeadman/KSPPartRemover
-
Hmm... personally I would prefer to have a matching engine in the SOCK setup. Just to have the option not to have another mod just for one engine and keep dependencies low (especially as modders will now focus on KSP2).
-
Probably would make sense to move the Rainstorm to SOCK? Then SOCK with Oranges and Photon would be independent from reDirect.
-
The exception on ht2_02 tankType is actually out of the KerbalismConfig. To get rid of it, just edit GameData/KerbalismConfig/Support/HabTech2.cfg at line 1790 and just uncomment (using //) -B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2,B9PartSwitch,CommunityResourcePack,!ProfileNone]:AFTER[zzzKerbalismDefault] { } to //-B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2,B9PartSwitch,CommunityResourcePack,!ProfileNone]:AFTER[zzzKerbalismDefault] { } @HebaruSan Not sure why this line is there? Maybe some old fix for the pre-release versions?
-
Not that I know of. you would need to search the thread if someone posted any. Out of my experience PlumeParty looks better for SRBs, as the smoke is much heavier. Might be able to configure that with waterfall as well, but all I've seen was too little for my feeling.
-
It is happening from time to time. :-/ Just a little thing to play around. In latest master tree of habtech, there are the camera masts of the ISS in there. Following patch will add cameras and servos to the mast, so you can film. You need the Wild Blue Industries Servo Controller and HullcamVDS Continued Mods for this.
-
I think the KNES ATV ones you should know. Most of the stuff I did was adapting around ISS missions and build, to have realistic time frames. Unrelated to Kerbalism, I build a patch to put moveable cameras in the new camera masts of benjee. It is really cool to have moveable cameras with zoom in the original positions, but it is more for playing around. Will post them over in the habtech thread.
-
Just know, that I have JNSQ + Kerbalism + Rational Resources, hence sizing of supplies is matched on that (length of day). I hope I picked the right configs. ;-D
-
I think I remember a few people posting some here in the thread, but you would need to search probably a while back.
-
might answer your question: https://forum.kerbalspaceprogram.com/index.php?/topic/145633-1111-hullcam-vds-continued/&do=findComment&comment=4012193
-
If you are playing stock there should be absolutely no problem to get to orbit. I'm using the parts unmodified in JNSQ and reach up to 500km orbit. So it is hard to tell what is going on with your flight. As far as I know the stock SSME should be the right engine to use which gets patched with the Shuttle mod.