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sebi.zzr

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Everything posted by sebi.zzr

  1. So,what if you do it like this: TechRequired = Unresearcheable entryCost = 0 cost = 0 category = none subcategory = 0
  2. If you're going tat path,then set category: category = none
  3. I tested your patch and i can confirm that it gets applied.Another difference between .cfg is: exhaustDamageMultiplier = 2 // is 5 now so maybe change this too? One more question,did you reneme your patch from .txt to .cfg?
  4. This is how MM works,@ is for edit only,% is for edit and create if not exist. But i was wrong,when i first looked at .cfg i missed that "exhaustDamage = True" in fact exist in .cfg and i overlooked it.
  5. There is no "exhaustDamage" name to edit.So you need to create one,use % instead of @.
  6. The difference between antennas is that "INTERNAL" can't transmit science and the other two can.The strength (range) is defined by these parameter: antennaPower =
  7. @cmheisel,your only problem is here: %vesselType = Probe Decoulers don't have any name to edit,so you need to create it,otherwise the probe is automatically classified as debris.
  8. 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
  9. 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{} } }
  10. Like anything else in KSP,the names are case sensitive. Debris,SpaceObject,Unknown,Probe,Relay,Rover,Lander,Ship,Plane,Station,Base,EVA,Flag
  11. It's stock since 1.2 Nothing has changed,try to turn volume up,or give us more information.
  12. 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.
  13. Instead of "localOffset" you need to use: localPosition = 0,0,0 and you don't need "fxOffset" thingi with ModuleEnginesFX.
  14. Maybe you are missing the path to the textures?I hope this post will help you:
  15. 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.
  16. 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.
  17. Ofcorse. Too lazy to go go through all my posts,but it's adjustable in "Physics.cfg".
  18. Here is link to the MM patches that may help you:https://github.com/shadowmage45/KSPWheel/tree/dev/GameDataDisabled/Patches
  19. You can try github wiki or homepage:
  20. @Klot 339,Hello and welcome to forum.I suggest you to read BDA Wikia to learn how to proper use BDArmory.
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