Starlord Kerman

Flat-Bottom Shuttle Systems

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Not a bad idea, and not too difficult to do.  In fact, I think it can be done using the same MM patch as what can be used to change the original parts.

Busy now, but will think about it.

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On 5/10/2019 at 3:42 PM, JadeOfMaar said:

That two-step idea is just what I intend to use to employ a massive soft-deprecation process, actually.

At the point of editing craft files and maybe even persistence, it would be handy to have a batch file that you can drop documents onto to change all the important strings in one shot, or further than that, a mod that accepts semicolon-delimited pairs of strings per line <part.oldname;part.newname> or <part.newname;part.oldname> can be triggered at the KSC scene and which uses KSP itself to do the operations.

At some point soon™ I'd like to do such a big and save-breaking update for OPT. I know one guy who has epic OCD and would be happy to have a tool like this nearby when such update happens. :D


I've been thinking about this, and think I have a workable solution.  Let me know when  you are going to start doing the part rename.  I'm busy with 1.7.2 updates right now, but will probably do something like this in the future for my mods.

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Hey guys I got aware of this mod a few days ago and I really like to use it parts, but, I'm a realism geek, in terms of physics atleast, so I've been working on making this mod not only FAR but also Realism Overhaul compatible. I hope to do this for many airplane parts mods eventually because I love (space)planes a lot ;d

Either way, I've a version of this mod now, the latest for 1.7.3. I renamed all the parts to follow this convention: TriCS_Aero*_Partname

*or Command|Structural|Utility 

This allows easy patching for other mods! Which I have started with already, everything except the wings is FAR compatible now, I'm halfway with the realfuels part etc.

I was really hoping someone else could pitch in and maybe derive the wing/control surface values, I'll gladly work it into the patches, i found something on the FAR wiki on it but I just found the explanation confusing lol. If someone else has a better explanation I'm all ears for that!

Similarily, in order to make it Realism overhaul compatible, I was hoping someone could explain one and another about how to configure RCS thrusters, I've had working thrusters but no visible plumes with past attempts on other mods. 

Any help would be greatly appreciated! And if anyone is interested in what I have already I'd gladly share it with you too. I do not know the author and I'm not aware if he is working on the mod atm, my intention is not to change anything, merely make it accessible for other mods and playstyles. I did check its license and it should not prohibit me from doing so. When it is finished the author can also choose to update ckan with this version if he wishes to.

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Does anyone have any Interstellar Fuel Switch CFG's for this?

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