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kurtu5

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Everything posted by kurtu5

  1. I was also having the issue with the Magnetometer in career mode not unlocking. And see that akefay's 'magnetometer and boom' uses "name=magBoom". I edited "Probe Science/Mag Boom/part.cfg" and changed magBoom to dmMagBoom where ever it showed up. Due to so many mods, I highly suggest you prepend "dm" to all your names to keep a unique namespace. Thanks for the extra science tools! Love it. akefay's part: http://kerbalspaceprogram.com/magnetometer-and-boom/ I found it in cygwin and some find fu. $ cd /cygdrive/c/Games/KSP_23/GameData $ find . -type f -exec grep -H magBoom {} \; ./akefay/magboom/parts/science/magboom/magboom.cfg: name=magBoom Binary file ./DMagic Orbital Science/Probe Science/Mag Boom/model.mu matches ./DMagic Orbital Science/Probe Science/Mag Boom/part.cfg:name = magBoom ./DMagic Orbital Science/Probe Science/Mag Boom/part.cfg: animationName = magBoom ./PartCatalog/Plugins/PluginData/PartCatalog/catalog.txt:ADD PART magBoom ./PartCatalog/Plugins/PluginData/PartCatalog/catalog.txt:ADD PART magBoom
  2. Any luck with that? I am just going to rename GameData/RemoteTech2/Plugins/RemoteTech2.dll to RemoteTech2.dll.disable and go that route for non-atmospheric deep space missions. I am not sure if aerocapture will cause problems, it only seems to bug on me when my craft "lands".
  3. Career Mode activation instructions for Magic Smoke Infernal Robotics If you have Module Manager installed, you can create a <somename>.cfg file in the GameData folder with overrides for each part to define career mode science tech tree. Using Module Manager is a better way to do this, as you don't have to edit each part file, but just have this one file. Then when you relaunch the game, Module Manager will scan for this cfg file and define science requirements for the parts. You can then see the new parts show up in your existing career mode. I chose to set all items to largeElectrics, but if you want you can set them to something else in the tree or set them to "TechRequired = start" instead so they are unlocked immediately. All I did to figure this out was to look in all the Part directories for "name = <somePartName>" and then created a stanza for each somePartName. Again, you may wish to unlock them earlier or choose a different tech category. I saved this as a text file called "MagicSmoke_InfernalRobotics_techtree.cfg" and saved it under "GameData/MagicSmokeIndustries/" and then restarted. @PART[AdjustableRail] { TechRequired=largeElectrics entryCost=0 } @PART[AdjustableRailHalf] { TechRequired=largeElectrics entryCost=0 } @PART[AdjustableRailFourth] { TechRequired=largeElectrics entryCost=0 } @PART[dockingwasher_std] { TechRequired=largeElectrics entryCost=0 } @PART[dockingwasher_sr] { TechRequired=largeElectrics entryCost=0 } @PART[dockingwasher_jr] { TechRequired=largeElectrics entryCost=0 } @PART[dockingwasher_free] { TechRequired=largeElectrics entryCost=0 } @PART[dockingwasher_freejr] { TechRequired=largeElectrics entryCost=0 } @PART[dockingwasher_freesr] { TechRequired=largeElectrics entryCost=0 } @PART[GantryLarge] { TechRequired=largeElectrics entryCost=0 } @PART[Gantry] { TechRequired=largeElectrics entryCost=0 } @PART[GantrySmall] { TechRequired=largeElectrics entryCost=0 } @PART[GantryExtraSmall] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeClosed] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeClosedHalf] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeClosedFourth] { TechRequired=largeElectrics entryCost=0 } @PART[IR_HingeIndustrial] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeOpen] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeOpenHalf] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeOpenFourth] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeTall] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeTallHalf] { TechRequired=largeElectrics entryCost=0 } @PART[IRHingeTallFourth] { TechRequired=largeElectrics entryCost=0 } @PART[IRPiston] { TechRequired=largeElectrics entryCost=0 } @PART[IRPistonHalf] { TechRequired=largeElectrics entryCost=0 } @PART[IRPistonFourth] { TechRequired=largeElectrics entryCost=0 } @PART[IR_Rotatron] { TechRequired=largeElectrics entryCost=0 } @PART[IR_RotatronHalf] { TechRequired=largeElectrics entryCost=0 } @PART[IR_RotatronFourth] { TechRequired=largeElectrics entryCost=0 } @PART[IR_Rotatronmk2] { TechRequired=largeElectrics entryCost=0 } @PART[IR_RotatronVTOL] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeFullA] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeFullB] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeFullC] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeHalfA] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeHalfB] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeHalfC] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeFourthA] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeFourthB] { TechRequired=largeElectrics entryCost=0 } @PART[TelescopeFourthC] { TechRequired=largeElectrics entryCost=0 }
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