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Found 7 results

  1. Hi there, I'm currently working on a mod which reparents Kerbin to a new solar system which orbits a star which orbits a black hole which in turn orbits the stock sun. However, upon creating EVE and Scatterer Configs i have found that when I run both I get black EVE Details on every body. I have fiddled around with settings, my scatterer is set to follow the new star and my configs all run okay when I play with just the stock system, but seem to give these black details on every planet when i run both the scatterer and EVE. I can run just the EVE config and find that detail colours are no
  2. Looking through the settings.cfg I spotted two items I'm not clear on the function of... } TOGGLE_SPACENAV_FLIGHT_CONTROL { primary = ScrollLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_SPACENAV_ROLL_LOCK { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } What are these? (I'm guessing I already know but am not making the right mental connection somehow...)
  3. I have built my own engines for KSP by the usual methods; Blender, Unity, and then modifying a .cfg file to fit my specific engine. The engines work just great in KSP 1.1.3. However, when I install them in KSP 1.2.2, they have no thrust. They use fuel, produce smoke, and make noise; they just do not have any thrust on the pad and no thrust is computed on the stats in the VAB. I am using a completely stock install of 1.2.2, except for the engines, which are in their folder under GameData. Here are two photos of the same part in action in both versions. Here is my .cfg file:
  4. Hey all. As of late I've been playing around a bit with module manager and just editing .cfg files, mostly as a way of familiarizing myself more with KSP's back-end, and partly because I do have some interest in maybe developing some kind of mods in the future, even if only for practice/personal use. Anyways, I spent the better part of my afternoon and evening today playing around with resource definitions and modules, and as a practice exercise I've been trying to make a simple set of .cfg files for a resource pack (Stuff like water ice, carbon, uranium ore, and processing these material
  5. Since 1.2 is about to start and I'm playing the pre for some time now I made some patches to enhance my gameplay a bit. This is mostly personal prefered stuff but in case someone likes it I thought I'll post it here so people can use it if they so desire. It's in AddonDevelopment because it's not a real mod or something I'd want to release and maintain, for now. Maybe later. It's just some patches with functionallity I don't want to miss. 1. ISRU and MiniISRU enhanced with the ability to convert Lf+Ox into EC. The rate stays roughly the same (900EC per 1L
  6. Wasn't sure if this or the development subforum were more appropriate. Tried searching, but the only relevant stuff I could find was from CollisionFX, which isn't really what I'm trying to do. Having a hard time finding documentation on the particle effects. Modding experience: 3/10. I've only ever played around with a few .cfgs, mostly with rescaling and adding modules. I duplicated the "Puff" engine and turned the copy into a sparkler using fx_exhaustSparks_flameout (like those used to burn off excess hydrogen underneath the space shuttle). Problem is that this is a flameout effect, and
  7. Hi. Is there a way to restrict the distance from the KSC that survey contract waypoints appear? I am playing an x10 Kerbol system, and survey contracts appearing on the other side of the planet require several hour long real time flying to reach them, even with Mach 4 airplanes. If survey contracts could have a distance restriction rather than appearing anywhere on the planet, I'd be very happy. Maybe this could be accomplished through Contract Configurator? If so, how?
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