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Morashtak

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  1. TweakScale is the go-to for most parts but it needs a config file that points MM to each of REs parts. Again, not a problem for @Alcentar. No promises but looks easy tho' will take a few tests to ensure all the engines are incorporated. First pass done TweakScale config file ; requires TweakScale. Place file in TweakScale's Patches folder
  2. To keep the file structure clean add a folder under the Real Engines folder, call it Patches, place this file in the new folder. MM will see it and do its thing.
  3. After reading thru the threads I could find no config file for CTT so decided to learn about rocket engines; Real Engines Community Tech Tree config file (via Dropbox) Bonus - Uses stock only tech nodes so is ready to import into the relevant cfg's. Added a bit of fluff to each description (as per Wikipedia so beware). The "attachment" parts are a bit confusing so clarification will be needed as well as they are showing up in the fuel tank section - Should be "Structural"? This was all done in the wee, dark hours of a Sunday morning so suggestions are highly welcome and expected.
  4. For those using Roverdude's Exploration Pack that includes the DERP (Deployable Emergency Reentry Pod) one can comment out the parts in the config file (don't delete it) in this mod and add the following config file in the USI SrvPack folder; @RESCUE_POD_TYPES:NEEDS[KSPRescuePodFix] { part = DERP_POD } Now you'll only be chasing big orange beach balls around in orbit - Looks better than finding "broken up craft parts" just drifting about.
  5. For a quick work-around start a new game in sandbox mode. Go to the VAB, enable advanced mode (top left arrow, next to the search box) and click on the plus sign to add a custom category. Then filter by tech level; you should see the hidden modules in tech level three. Stack all the items with "supplies" on/around any capsule, open your custom category and drag each item from the VAB into the drop zone. Open up your career save and by enabling advanced mode you should find all the parts that are not showing up in Utility.
  6. Was messing with Contract Configurator as well due to the names being changed. I'll just keep the NoFun option always enabled as easter eggs shouldn't make me force hard resets all evening looking for the cause of log spam.
  7. Trying to track down a rumor about the "Pi Day" Easter egg a mod supposedly added - Was it Sigma Binary? If so, can it be an option? Because I noticed log spam had maxed my ram and over the course of FOUR HOURS wherein mods were removed, added back in, updated, down-dated, and forum threads read, finally found a mention in Kerbol Origins. Thank you.
  8. re: EVA-X config (as well as all other parts having this entry) equipSlot = jetpack equipMode = part equipSlot = <null> equipSkill = <null> That last line..... what is <null> skill? And if it is there to be used once a Kerbal has attained said skill, what are the requirements to attain it? Or can we just remove this altogether as I have done and can now equip the pack (and other parts) in both sandbox and career? thanks
  9. The US CommunityTechTree.cfg file has a typo for the EVA-X; it shows the node as "advancedExploration" whereas it should be "advExploration". Just a minor thing that was driving me mad in my recent career save. thx EDIT Also, could the config of the part itself be double-checked for the proper closing bracket - Seems that there is one missing due to the life support entries. Found the problem - See post next page. And if it not too much trouble an hour of USI Life Support supplies would be nice to have should this be able to be added to all the other life support configs. EDIT: USI-LS ticks down a generic 1 hour so this would be redundant. thx again
  10. After having my ships disappear from the VAB for a second time I went carefully thru the last craft saved and found parts had been duplicated, part ID and all. Looking at your tool there doesn't seem to be a quick way to be notified of, find, or remove duplicate parts. Am I just missing it or could this be added to the TODO list? thanks
  11. Antipodes, After many hours of trying to track the crash down to a specific mod or combination of mods the crash appears to happens when little ram is left for the system to access. Just when I thought I had a specific mod or combination of mods nailed down as the culprit a "only that mod" or "only those mods" build would not cause a crash. When the ram was within 2gigs of max the crash would happen. Could it be a problem with reloading the KSC scene with low ram remaining/available? ksp.log and crash files - https://www.dropbox.com/s/yw3zw9e9rnot8jn/Walkabout Crash.rar?dl=0 Did not include a debug.flg file as it was empty. Hope this helps.
  12. Noticed that the Community Tech Tree config file (CTT.cfg) was not working for the two parts listed in it so roughed one up. Wanted to check to see if these would be the intended nodes and/or the Nom-O-Matics should all move up one node.
  13. 1) Yes, for the most part. Have not run into any problems up to now but I have yet to orbit, de-orbit, land, etc on all the bodies. Expecting incompatibilities, hoping there are none. 2) Depends on your definition of "low end". Generally if you only use stock parts or add very few as well as keep the number of debris to a minimum one could expect a noticeable hit in fps. How much is acceptable is up to the player. 3) Check out Texture Replacer - dropping the textures into the relevant folders should do the trick.
  14. The new DLLs are working as intended - Checked Gigantors both on the launch pad and in Kerbin orbit; both recharging. Reloaded another save that was showing the basic panels not working with the old dll's but are now working with the new DLL's. Have OPM and KerbalOrigin loaded so will test planets tonight. If there are no updates to this post then all is well (as far as has been found on this machine). Thanks for the quick work.
  15. Did you install the fix? You may need to get the Remote Tech XF version with the fix included.
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