Morx
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Bottle Rocketeer
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Morx replied to sarbian's topic in KSP1 Mod Releases
Thanks, it worked but only for those engines with two numbers in the key, so jet engines remained the same, anyway i just realized that when it comes to jet engines there are a lot of exceptions in the key values, so i think it's just easier to make the fuel more efficient. Yesterday i tried making fuel tanks contain 3x fuel and divided by 3 oxidier and liquidfuel density so i had 3x fuel at the same weight, but the generated delta v didn't change, what am i missing here? EDIT Ok, the problem was jet engine isps wouldn't change but it was because their node is called ModuleEngineFX instead of just ModuleEngine, so i just added * to the name and now they multiply too -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Morx replied to sarbian's topic in KSP1 Mod Releases
Hello, i'm trying to make an MM patch that multiplies all the engines' isps by a certain value (to play 6.4x kerbol) but the problem is the isp value has a strange format in the part cfg files: atmosphereCurve { key = 0 310 key = 1 285 key = 9 0.001 } Where the first number after "=" either vacuum (0) or sea level (1) and the latter is the isp there I can just replace a value with something like @key,0 = 0 930 but since all the engines have different isps i would have to make it for every one of them, is there a way to multiply all the isp values without changing the first number? -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
Morx replied to ferram4's topic in KSP1 Mod Releases
Is there any chance this mod will ever get updated? Or are there any substitutes? i need to change engines isps to make bigger payloads possible in 6,4x kerbol -
Hey this mod is really cool, is there a way to make stock visual enhancements and scatterer fit with this? EDIT after checking other resize mods i couldn't believe it would just work by installing sve, anyway the clouds seem to be a bit too high (like 30km), how can i lower their altitude?
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Hi, i tried this mod and it's really cool to see realistic sized kerbin from a 200km orbit, the problem is that by using any of the astronomer's pack clouds don't seem to spin (on any planet) and when i go to the night side of kerbin city lights are partially covered by circles of what i think is ocean, is there a way to make it look better? or at least fix the clouds
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Hi i confirm that the mod works for 0.23, at least partially, in fact ultrawarp time does not work, anyone knows any workaround or something?
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Hi everyone, i'd like to create a simple warp mod which allows you to warp time as fast as you want (more than max, the only one here around is in krag's planet factory but it doesn't seem to work) and without height limits, the problem is that i have no idea about where should i start (i guess the mod is going to be a .dll plugin)