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chris-kerbal

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Everything posted by chris-kerbal

  1. That is great to hear, this is awful to hear. Have missed the last weeks on KSP due to work. Glad that I looked into the forum. Your mods have been and are always core for my KSP games and are responsible for a lot of the fun I had. Will gladly help via donation.
  2. Ah, now I get it. The locked field is only to lock the position (helpful for some general HUD) of the window on screen. The one I use is "showInFlight" and "showInEditor" putting it to False removes it from the MechJeb drop down list either in flight mode or in VAB editing.
  3. Found it in the global settings file. In the Plugin folder within GameData/Mechjeb2. You can activate / deactivate modules
  4. Is there a way to deactivate modules in mechjeb completely? I found some config to determine when a module is available, but is there a way to turn it off for good?
  5. Hard to explain. There is a craft file fully assembled in the mod. You can check any part of the build in there
  6. Sounds like you are not in a neutral position of the joints = having tension on the arm. It is then like a pre loaded spring. Also you should move every joint on slowest setting.
  7. Are you using Kerbalism? That is removing O2 for some reason. 2 pages back I posted the culprit entry and how to fix it You need Breaking Ground for the moving parts. Yes, it works with Kerbalism, but there is a wrong configuration in Kerbalism. See my comment above.
  8. 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
  9. Just tried to add TimeToAN and TimeToDN to gauge the launch timing for a rendezvous in inclination. However the timing seems not to be updated but is stuck at 7minutes something. Did I configure this wrong?
  10. Probably because you post in random threads?! Nevertheless, which mods do you have installed? (Make a screenshot or txt dump of the GameData folder)
  11. [Edit] Actually the table in the end has the active and passive configuration: https://en.wikipedia.org/wiki/Common_Berthing_Mechanism
  12. @benjee10 Could it be, that the SOCK craft files need an update to reference the new KJ-10v2 in shared assets?
  13. You do not have the latest Version of the shared Assets. Get the latest ones here: https://github.com/benjee10/Benjee10_sharedAssets
  14. 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).
  15. Probably would make sense to move the Rainstorm to SOCK? Then SOCK with Oranges and Photon would be independent from reDirect.
  16. Sorry, my bad. Was just looking on the last commit in https://github.com/Kerbalism/Kerbalism/blob/master/GameData/KerbalismConfig/Support/HabTech2.cfg Line actually is from the original, authored by @Gordon Dry
  17. 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?
  18. Even though I did not have time to play KSP for a while, thanks a lot to Benjee for this update! Will hopefully bridge the time until hardware requirements come down for KSP2.
  19. 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.
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