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About SilverlightPony

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    Bottle Rocketeer

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  1. Module Manager will load any properly-formatted .cfg file within the /GameData/ directory, so you should be able to just save this as its own .cfg file and drop it anywhere in there. [EDIT] Confirmed. I copied the contents of the first code block in your post, pasted it into a blank new file in Notepad++, saved it as RemoteTech_NearFuture_Exploration.cfg, and copied it into /GameData/. However, I'm not sure your config is working for all of the NFX antennas. (edit 2: upon review, your config does not include an entry for this antenna. Looks like you missed it, and possibly a few others: I haven't checked them all yet.)
  2. I'm pretty sure RT itself doesn't have this, but does anyone know of a way to have RT antenna range visualized on the in-game map in a similar manner to what Antenna-Helper does for stock CommNet? On a separate note, two questions about the CommTech EXP-VR-2T omni antenna (RTLongAntenna3): For being so big, its range is disappointing. It's huge when deployed, but it only beats the range of the Communotron 16 by 20%. Is there a particular reason for this? Is there a particular reason it can't be node-attached?
  3. It seems there's been no change to this as of yet. I'll give the full RealChute mod a try, but it looks more complex than I really want to deal with, which leaves me torn between adding RC, dropping FAR, and putting up with clipping chutes. Even if it lacked the aerodynamic benefits that chute-spread has in vanilla KSP, a basic spread-angle function just to avoid clipping would be very much appreciated.
  4. Thanks. Time to go investigate the FAR thread and try to determine why it removes the chute spread function. :V [edit] Looks like it's 'cause FAR's "RealChuteLite" module is literally just a pruned-down version of RealChute, which was built from the ground up only implementing chute-spread for its own added parachute parts. Since FAR doesn't add those parts, the result is no chute-spread function.
  5. Here ya go: I poked around in there myself, and it looks like one of my mods replaced the stock parachutes with its own nearly-identical versions, but I'm not sure which mod is the culprit.
  6. For any game that *has* a lot of mods available, my general philosophy is "mod it till it breaks".
  7. Isn't there supposed to be an option in the context menu of radially-mounted parachutes while in the VAB/SPH to set their spread angle? Even with advanced tweakables enabled, I can't find it. Screenshot: Posted in this section 'cause I do have a lot of mods installed (list below), but I don't think any of them should block this functionality.
  8. Tried that, it makes no difference if TU is installed. Without TU, that switches between current and previous-version Proc.Parts textures.
  9. I'll just remove TU until I decide I really want it and can find a suitable PP config/texture-set for it.
  10. I didn't have *any* separate configuration file installed, as I hadn't yet found one I wanted. Simply having Textures Unlimited installed interferes with the normal textures and texture-swapping function of the Procedural Parts mod. The following screenshots were taken from a completely fresh copy of KSP 1.8.1. The first two are with only Procedural Parts installed. The next three are with Proc.Parts and Textures Unlimited.
  11. This mod seems to override the default textures for Procedural Parts; that mod's normal texture-switching function in the VAB/SPH has no effect, and its icons in the parts list are just black silhouettes. Removing this mod fixed it.
  12. Yeah, I'unno where that idea came from either. They're fans—extremely dedicated fans—not modders.
  13. Xbox 360 launched in '05, and I think $60 was the typical price for a "AAA" game even before that.
  14. Ship construction at orbital colonies will be a thing, but it probably won't be depicted in an enclosed space.