sebi.zzr

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About sebi.zzr

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    Sr. Spacecraft Engineer

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  1. How to calculate Delta V?

    @JEB'S DESTINY calculator
  2. Need explanation of model scaling

    Hello dear sir,i'm not a modder but i made some custom rescales to parts to fit my needs. From my experience: scale = // usually 1(1=m,0.1dm,0.01cm),it defines a parts original size and its not used to alter the parts size rescaleFactor = //is used to rescale a part,final scale of model will be orig_size * rescaleFactor this is mainly used if the model (model.mu) is located in the same directory as *.cfg. So the better way is to alter the parts size trough MODEL{} MODEL { model = //the path to the model scale = x,y,z //scale of the model in 3 dimensions(height,length ,width)with this you can resize each axis individually } final scale of model will be orig_size * scale_in_MODEL_node(default: 1.0,1.0,1.0) * rescaleFactor I usually use only rescaleFactor for rescaling. I hope this will help you. edit:just found this:https://forum.kerbalspaceprogram.com/index.php?/topic/70253-solved-0235-and-resizing-in-the-partscfg/&do=findComment&comment=1102263
  3. Manual Physics Range Edit

    Tere is this section in "Physics.cfg" VesselRanges { prelaunch { load = 2250 unload = 2500 pack = 350 unpack = 200 } landed { load = 2250 unload = 2500 pack = 350 unpack = 200 } splashed { load = 2250 unload = 2500 pack = 350 unpack = 200 } flying { load = 2250 unload = 22500 pack = 25000 unpack = 2000 } orbit { load = 2250 unload = 2500 pack = 350 unpack = 200 } subOrbital { load = 2250 unload = 15000 pack = 10000 unpack = 200 } escaping { load = 2250 unload = 2500 pack = 350 unpack = 200 } } I had never experimented with this so i don't know what consequences are.You can edit this manually or write MM patch. @PHYSICSGLOBALS { @VesselRanges { @stuff{} } }
  4. Any mods that change map vehicle icons?

    Like anything else in KSP,the names are case sensitive. Debris,SpaceObject,Unknown,Probe,Relay,Rover,Lander,Ship,Plane,Station,Base,EVA,Flag
  5. No RCS sound

    It's stock since 1.2 Nothing has changed,try to turn volume up,or give us more information.
  6. [help] MM CFG Model

    Don't worry too much,just tune it to the right place: localPosition = -2.25,-1.21,-3.25 EDIT:There were some irregularities in cfg also the smoke didn't work so i took my liberty to edit it.
  7. [help] MM CFG Model

    Instead of "localOffset" you need to use: localPosition = 0,0,0 and you don't need "fxOffset" thingi with ModuleEnginesFX.
  8. Maybe you are missing the path to the textures?I hope this post will help you:
  9. If you are using MM 3.0.1 then you don't need: [*] it's just: @EXPERIMENT_DEFINITION:HAS[#id[xxx]] { } Also you can open "ModuleManager.ConfigCache" with text editor and see if the patch is actually applied.
  10. A screenshot of yours setup would be helpful. Put a decouper between fuel tank and the hull and attach fuel cell directly to the fuel tank.
  11. Neutral Boyancy.

    Ofcorse. Too lazy to go go through all my posts,but it's adjustable in "Physics.cfg".
  12. Here is link to the MM patches that may help you:https://github.com/shadowmage45/KSPWheel/tree/dev/GameDataDisabled/Patches
  13. USI and how to use it

    You can try github wiki or homepage: