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Hremsfeld

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  1. Is there a way to disable the pop-up before a maneuver alarm by default (at least for the active vessel), or set it to go off closer to the alarm itself? I see in the difficulty settings I can tune it down to 30 seconds before I need to burn, but I'd rather be able to tune it down to 3 seconds ahead of burn. Also, in general, if it's the active vehicle then I don't need the popup. I know I can open up the alarm listing, go into the specific alarm's settings, change the margin and behavior, save, and close the alarm window...but I'd like to be able to set up a default configuration so I don't have to.
  2. Looks like they might be, unless I misunderstand what you're trying to say; I took the goo out of the exception list, made a quick testrocket, put it on the pad, and checked one of the goos: http://i.imgur.com/fTHtfJa.jpg One quicksave/exit/re-add to exceptions later, and on running the other goo I got this: http://i.imgur.com/jKhg1il.jpg Incidentally, it seems experiments are saved with the transmit/recover percentages that apply on being run, even if those change.
  3. Worked like a charm. Thanks! If anyone wants to use it, the "final" form is: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @interactionRange *= 2 } } @PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[~interactionRange]] { @MODULE[ModuleScienceExperiment] { interactionRange = 5 } } @PART[*]:HAS[~name[GooExperiment],~name[science_module],~name[dmSolarCollector]]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1 } }
  4. Hi, I'm having trouble with what I thought would be a straightforward .cfg - I'm trying to double the range at which science experiments such as thermometers and crew reports can be interacted with, simply add a range if it was forgotten/omitted, and then turn all the data-measurement experiments transmit all their science (i.e. the experiments that don't rely on bringing something back, such as the thermometer transmitting a temperature reading as opposed to the goo being goo) Here's what I have: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @interactionRange *= 2 } @PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[!interactionRange]] { interactionRange = 5 } @PART[!GooExperiment,!science_module,!dmSolarCollector]:HAS[@MODULE[ModuleScienceExperiment]] { @xmitDataScalar = 1 } Any advice? Did I mess up when to put an @ in front of a variable?
  5. Thanks! Working on an unrelated force-opengl issue now because I apparently have Gremlins, but I'll give this a go once I get KSP back up and running. Edit: That did it, thanks! No more $100k rockets to bring a capsule to 200km. Second Edit: If you're getting errors about how KSP's unable to resize your monitor when using -force-opengl, try adding an additional leading - i.e. use --force-opengl
  6. Due to I'm-not-sure-what, my install got corrupted so I'm reinstalling. I don't have sufficient info for a bug report, so that's not what this is. What this is is a request: Does anyone have an MM config that modifies rocket engine ISPs?
  7. On that note, I remember there being an ISP mod that had some different settings depending on if you wanted a realistic mass fraction for Kerbin, a Kerbal mass fraction in RSS, or a real mass fraction in RSS; is that still floating around anywhere? I can't find it. Failing that, what's a recommended thrust/ISP/engine mass scaling percentage to make things a bit more realistic?
  8. I'm having this issue, too. I refreshed the repository after seeing that it had been fixed; no dice. Disabling the optional TACLS module will then cause it to grumble about RasterPropMonitor.
  9. What does this fix? The video in the OP is dead. It's recommended as part of Real Solar System, but I've got no idea why. Edit: VVVVV Oh! Thanks.
  10. I see that tweakScale was listed as causing CTDs and graphics issues; is it a case of it makes things ugly when scaled up too high and CTDs when you try to make the biggest HX parts 300% scaled, or is it a case of the UI not showing up if you manage to get the game loaded?
  11. My knickers are quite unbunched. Maybe it would have been better to send a heads-up PM instead, but as the download link itself stands right now, it'll be in violation of the new TOS. I'm glad to hear there's a version without MS bundled, changing the download link should be a pretty easy thing to take care of, and will protect people who have created and achieved more than me in the realm of creating things for KSP from having their work taken down. Edit: Leaving it up is your call, the decision on whether MS is or isn't in violation of the new TOS is neither of our calls. If it's already been removed from the newest release, the OP likely should be changed to reflect that to prevent future confusion.
  12. The download still has it bundled, though. It violates term #6, as it doesn't gather data anonymously, only pseudonymously. I mean, either way it's not in either of our hands at this point, so we'll just see what happens.
  13. It was re-compiled against 0.24 but not 0.24.2 - it works, but thinks it shouldn't, and there's the chance that it suddenly won't due to it not being compiled against the current version. Unless you meant with regards to what RoverDude was saying, in which case he was saying that a base logistics mod of his is no longer using Kethane. Either way, it doesn't particularly matter, because this happens tomorrow.
  14. Dang, I would've liked to be able to rename it "Home" or something after expanding out to the other systems. Or "Lightbulb" before that. Or "Ow-that-thing-is-bright." I guess that kiboshes the "Make PF:CE planets for Corbo and Dolas (started by Megalodon 720)" in the OP, too. Fresh re-install it is, then.
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