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    Senior Rocket Scientist

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  1. What you describe here is actually very similar to what my Mod does, but I ain't mad Good luck to you.
  2. Both are required but order in the CFG shouldn't matter one bit to the best of my knowledge.
  3. I don't even play KSP anymore I brought it up because people have been bugging me about it ever since KCT stopped doing sims
  4. A part needs to have a config to work with TestFlight, but configs can be setup to work with multiple parts. You said you were using Stock configs provided by someone, so it just depends on how those are setup. But yes, the part needs to have a config for it to work.
  5. Would be great if this could integrate with the TestFlight API to do some things, at the very least an option to disable part failures during sims like KCT used to have. You could additionally do more complex things like allow some test data to be acquired during sims but be capped, or allow disabling or triggering of specific failures. You can do alot with the API https://github.com/KSP-RO/TestFlight/wiki/TestFlight-API-Reference-Documentation
  6. Some raw initial thoughts re possible TestFlight integration What is a "like" part? When parts are re-used how much player interaction is there? Does the player make decisions on what old parts to use? Can they see any data on individual parts? Are there options for payed refurbishment, or skipping such?
  7. TestFlight provides an API that authors of Simulation mods can use to interact with TestFlight specifically for this purpose, but sadly KCT was the only one to ever do so. Poke the author of the sim mod to tell them you want them to do that Sorry for the confusion. The problem is I don't play KSP anymore, but I try to keep TF up to date so as to not leave everyone hanging. A consequence of that though is I focus on updating things on GitHub but don't make the effort generally to come here and do the forums as well. Managing all those pieces really does get to be a lot of work. The latest version of TestFlight on GitHub, is for KSP 1.2.2 The configs for TestFlight are what controls these things. There are various stock configs floating around from various people, but the ones that used to come with TestFlight were deprecated a long time ago and were never really well done to begin with because when I played KSP it was never in Stock, only RO. RO provides its own TestFlight configs, but I don't think they touch the batteries yet. You can transfer from multiple parts. The transfer is one a time thing the very first time that a part is flown.
  8. Anyway for this mod to have the keys configured? Not everyone has a numpad. My keyboard is a 10keyless as are a lot of gaming keyboards.
  9. Thanks I got it working! @Tristonwilson12 Any chance you could add spotlights to these? They are very cool but at night very dark There is another KK setup called KSPFloodlights that does this very well but of course i'd rather use yours
  10. I didn't copy it over. From the main menu I went to Start Game, then Load Game and selected my career. The once in game I hit Esc and went to Save and saved it as KK. Then when I restarted I loaded that. Are you saying I need to start a brand new career playthrough? Also what do you mean by "modify its parameters". I saw nothing about that step?
  11. Is this workaround working for anyone? I am wondering if I am not doing something correct? I removed all mods except KerbalKonstructs and of course Squad, and started KSP. I loaded my existing career then saved that to a new save called KK. Next I quit KSP and deleted the KerbalKonstructs/statics folder. Lastly I copied back all my mods, loaded KSP, loaded my career and loaded the KK save I had made. But after doing all this, in the VAB the KK button does nothing, and if I go to the launchpad it is unchanged.
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