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Zelda

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  1. Is this still the case with the latest version of EVE? BR pushed a fix explicitly for this, and I can confirm it is fixed for me at least using a 2.5x stock system and AVP.
  2. This is cool, I'm not sure how I never noticed it before. Love the name too. Will this work with CryoTanks? I don't see it explicitly called out in the Supports or FuelSwitchers section, but I believe it uses B9PartSwitch so I assume the answer is yes?
  3. Looks like this post has it, and explains the methodology. Ctrl-F for "Spool" to find it.
  4. I don't know about the scatters, sorry. I'm still too early in my career game to make it to OPM bodies. That said, I do know that the original OPM Parallax configs would cause issues with Kopernicus when used with Parallax 2.0. That has been fixed in the updated configs, so that's why I said it was compatible. Sorry for any confusion!
  5. It already has it. Just download OPM Parallax from CKAN or Spacedock: https://spacedock.info/mod/2958/Parallax for OPM
  6. Because you probably have the latest version of EVE. Blackrack pushed an update today with a fix for this:
  7. The statement terminator for kOS is a period char. So it's complaining that you don't have the terminator. Try "clearscreen." You might find the documentation useful: https://ksp-kos.github.io/KOS/index.html
  8. To go the other direction (i.e., scale in the .cfg only if RO is not installed), you simply need to add '!' before RealismOverhaul in NEEDS. That will allow the changes to only execute if RO isn't present. So taking HebaruSan's example above: @PART[MyPart]:NEEDS[!RealismOverhaul] { // Stock scaling stuff here } You can learn more about ModuleManager dependency checking, patch ordering, etc here: https://github.com/sarbian/ModuleManager/wiki
  9. Near Future Launch Vehicles https://forum.kerbalspaceprogram.com/index.php?/topic/155465-most-112x-near-future-technologies-august-26/#comment-2931918
  10. No idea about the names mod, but fairly certain all of those are from the same mod (Near Future Spacecraft).
  11. Not to answer for @zer0Kerbal on whether this is possible, as I looked and there are a lot of resources defined in BDArmory for different ammunition types, I just wanted to call out that you can do this yourself for your game now. Just add the following code to the DontLeak.cfg file under GameData/OhScrap/Patches, one for each resource defined by BDArmory that you don't want to leak. Replace <BDArmoryAmmoResourceName> with the actual names from the BDArmory resource config files here. OHSCRAP_RESOURCE_BLACKLIST { name = <BDArmoryAmmoResourceName> } Or, better yet, add them to a new .cfg file and put it in a personal patch folder in GameData. That way, if OhScrap doesn't take this change, it will still work even after subsequent OS updates overwrite the DontLeak.cfg file. Hope this helps!
  12. Look at SWE (SRB Waterfall Effects) for inspiration, as that's what they do. Edit: Looking at that thread, they are actually in the process of removing RealPlume to help increase performance, so take that as you will.
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