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Found 23 results

  1. I have tried changing the minimum and maximum drag but they dont seem to make any difference. I am playing 1.11
  2. Greetings again fellow kerbonauts! Hope you're all having a great day ^^, i just figured i'd ask where to put my .CFG (and by extension Normal/height map and texture files) within KSP's GameData folder, as i believe i have everything i require to get the planet working ^^, i have the CFG, the Normal/Height map (both are the same file, idk if that's not something i'm supposed to do or if that'll break anything, if not i'll make a separate height/normal map) and the texture, but i do not know where to place the files exactly, also, for some reason, when i get into KSP, Eeloo and Moho are my
  3. Good day. Tell me what symbols are used for CFG editing. For example, I know that the symbol - @ - changes the meaning character -! - turns off, but I'm not sure since I haven't used it. What other symbols are used, where can I find information on this? I think I found what I was looking for in the section - https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax
  4. I've been working on this for a while, so I thought that I would share, This is a notepad++ configuration file to add a new ksp language into the program Steps to use: download the file locally go to language in notepad++ click user defined import and point to the file load a config file and select ksp as language. --- EDIT: Dropbox stopped sharing, here's another link New Link : https://1drv.ms/u/s!Au_FusKqvwUWguRcaLxW9iAFa5veaA It formats cfg files so you can find errors easier. Let me know if you find it useful Ge.
  5. Hello everyone. I've been a big fan of the RealChute mod for a long time, and I consider it one of the absolutely essential mods to have on any of my KSP installs. One thing has always bothered me slightly, however, and that is that, specially when paired with DeadlyReentry, even the Kevlar drogue parachutes with very light loading will instantly fail above a certain altitude (above 10-15km~) on reentry, but the idea, and even technology, of "parachutes" rated for reentry does exist, as do flexible(~) materials stronger and/or more heat-resistant than Kevlar. For example: Silica
  6. Hello, I am playing with the parts cfg and came to the Multi Mode Engine. As far as I can see, there can only be 2 engine modes (primary and secondary). Is there any possibility to have a third (fourth, fifth...)? I can add more modules and they appear at the parts description in VAB, but I cannot switch to them.
  7. Hey! Beginner question here, I recently made my first custom part for ksp, an engine. While making the .cfg I noticed a field called "ratio" in the propellant section. Only answer I've found on google is from the documentation wiki which says it notes how much of a resource is used in 1s. Although, all engine .cfgs I've seen use 0.9 for the fuel and 1.1 for the oxidizer. So, what does that line do and how is it correlated to the overall workings of the part?
  8. I'm making some really big truss segments, but the procedural drag cube treats each part like it's clad in plastic. When falling through the atmosphere, it basically drifts down like a feather. I could just make the parts super heavy, but they're supposed to be made of lightweight materials. Anyone had a similar problem in the past? I could use the help
  9. I wanted to borrow a texture from Squad, so as not to violate copyright and IP, I tried using the following: MODEL { model = Eskandare_Heavy_Industries/Ground_Construction_Addon/Parts/WorkShop/WorkMid position = 0, 0, 0 scale = 1.25, 1.25, 1.25 texture = Squad/Parts/Resources/ISRU/Processor_Large } But it doesn't work. Am I doing something wrong or does this just not work?
  10. I copied the micronode, it's cfg and it's .mu and dds to a separate nested directory in 'GameData' to experiment with and I haven't gotten off to a very good start. It appears I am not as capable as I thought. I have changed the name and I changed the title and description after the '=' sign. While the 'new' part shows up in my game along with the original, neither the title nor description has changed to the ones in edited cfg. What am I not seeing?
  11. I am trying to make a model of a Boeing 747, but the "fat 455 aeroplane main win" is too small for what I want. I found a forum that told me how to resize it, and i did, but the problem is that it still has the same amount of lift, and I have not been able to find ANY article of the forum even remotely talking about how to add lift to an object. please help me out.
  12. Making a small parts mod and for whatever reason KSP keeps looking for the IVA Model sub-directory that is not referenced in the IVA Cfg anywhere Cfg - Logs -
  13. Need some help, comrades! But first, sorry for my ugly english I making aircraft and my fuel tanks contains 6 units of L. fuel (30 kg) Wanna use this 6 units for 45 minutes flying at 100% thr. I copy-pasted this module from Firespitter engine and changed a bit. MODULE { name = FSengine thrustTransformName = thrustTransform maxThrust = 0.55 powerProduction = 40 engineBrake = 15 powerDrain = 10 velocityLimit = 0,1; 20,0.95; 25,0 fuelConsumption = 0,0.00001;1,0.002 atmosphericThrust = 0,0;0.9,1;1,1 resources =
  14. I'm trying to get the ModuleResourceHarvester working for atmospheric CO2, but it doesn't show up on the part menu. Here's the cfg: PART { name = CO2Compressor module = Part author = Chirality mesh = compressor.mu scale = 1 rescaleFactor = 2.1 node_attach = 0.03, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = precisionEngineering entryCost = 6400 cost = 20 category = Utility subcategory = 0 title = Surface Mount CO2 Compressor manufacturer = Chirality Technologies description = Filters CO2 out of the atmosphere and compresses it. Fuels CO2 thrusters! attachRules = 0,1,0,0
  15. Hey all, i seriously need a second set of eyes to help me see where i'm going wrong here, or if what im doing is even possible (im assuming it is, it's just that im more of a modeller than programmer and i'm missing something utterly obvious.) To the quick! The problem. I'm trying to create a "Spacebus" a small 6 man shuttlepod to ferry kerbals around Kerbin/Mun/Minmus stations. Everything was going fine until i tried adding the engines and RCS. Now, i've done a good bit of modding before so i know the pitfalls here, and i tried to cover most of my bases. =I tried add
  16. I did some searching around regarding AnimationCurve's, and found some good things. However, what I did not find, was anywhere that explains the easiest way to come from the keys in the cfg file someModule { someAnimationCurve { key = 0 320 key = 1 280 key = 6 0.001 } } reading that in C# (plugin) into an AnimationCurve object FloatCurve curve = new FloatCurve(); curve.add(0,320); curve.add(1,280) curve.add(6,0.001); So what is the most efficient way to populate AnimationCurve from the cfg file format we know in KSP? other related question reference:
  17. Hello, I am developing a mod with Kopernicus. Everything seems to be in order...Except it isn't showing up. I Checked the logs with minimal Errors found. The only Errors were: (Body Log) (KSP Log): Note that these are the errors from the log, and I didn't put the entire log into the Spoiler as I saw it was unnecessary. Any Help?
  18. Crewed modules have an INTERNAL section like the following: INTERNAL { name = landerCabinInternals } Is it possible to offset the entire internal space? Failing that, can anyone direct me to the stock CFG for landerCabinInternals so that I can manually create an offset version? I'm welding a pod with other parts and need to correct the location where the internal cabin "part" gets attached to.
  19. So this is a really simple error: Somebody forgot to add the LIFTING_SURFACE module to this tank. Other adapters have the same mass as a fuel tank of their capacity does, and other Mk2 spaceplane parts have the same mass as a tank of their capacity + a wing of that lift rating would (1 lift per 0.1t), but the Mk2 - 2.5m adapter has the mass of the latter with no lift. I assume, therefore, it was intended to have a lift rating of 0.7.
  20. Hi, I'm a new poster but have been (trying to) play KSP for a long time now. After a lengthy break, I've picked it up again at v1.1.2 to discover quite a lot has changed. I had a program back in the day for modelling ascents of various ships into orbit and have been trying to update the code to model the new drag cube system. However, when opening my GameData\Squad\Parts folder, none of the .cfg files for any of the parts seem to have the DRAG_CUBE { cube= } parameters as described in numerous discussions on the new aerodynamics system (see link) Am I miss
  21. Hi everyone, I am wondering how to correctly edit the orientation of a node within the cfg I under stand that the first 3 values 0.0, 0.0, 0.0 are for entering location of the node and that the second 0.0, 0.0, 0.0 are for entering orientation. What I don't understand is what the units in these values are equal to? is 1.0 = to 360 degrees? and 0.0 equal to 0 degrees? or does 1.0 represent something else? I am trying to get the connections for the part in the video below to work correctly. The angle at the ends is 22.5 degrees from the centre of the circle the 8 pa
  22. Sorry. Figured it out. @DuoDex please delete this thread.
  23. Is it possible to edit the cfg file for the stock resource converters so they create things like argon gas? I haven't looked into it but I was going to try somehow copying the section of code that defines the ore to xenon or the ore to liquid fuel module and paste it in only making it an ore to argon gas converter. Would this work? Or will that just give me errors? thanks.
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