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Posts posted by Cerberus738
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I can't rotate the flags either. The options show up when right click the flag but it doesn't move.
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Hey roverdude! I was having some trouble saving some settings so i went into the persistence file and found this. Was trying to set lack of EC to make kerbs grouchy! it refused to save the setting for veteran kerbals! I bolded the lines i find questionable!
LIFE_SUPPORT_CONFIG
{
HabMultiplier = 5
BaseHabTime = 1
ECAmount = 0.01
EVAEffect = 5
EVAEffectVets = 5
EVATime = 21600
HomeWorldAltitude = 25000
NoHomeEffect = 2
NoHomeEffectVets = 2
NoSupplyEffect = 5
NoSupplyEffectVets = 5
SupplyTime = 324000
ECTime = 324000
ECEffectVets = 324000
NoECEffectVets = 324000
NoECEffect = 1
WasteAmount = 0.00075
ReplacementPartAmount = 0
EnableRecyclers = True
HabRange = 150
VetNames = Jebediah,Valentina,Bill,Bob,
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On 6/6/2016 at 1:53 PM, Kerbonaut257 said:
If I made a NEW cfg file in the KRnD folder, called it whatever, would module manager run it?
If I wrote something like:
@PART[*]:HAS[MODULE[ProceduralPart]]:FINAL
{
-MODULE, KRnDModule {}
{I want this to remove the KRnDModule from ALL parts which have the proceduralpart module.
I can't seem to get this to work though. I think I made a mistake somewhere.
I made a file that uses the following MM lines to remove KRND from ModularFuelTanks parts.
//Remove KRnDModule from fuel tanks with ModuleFuelTank
@PART[*]:HAS[@MODULE[ModuleFuelTanks]]:FINAL
{
!MODULE[KRnDModule]{}
}It wouldn't work until i put the @ in front of MODULE[ModuleFuelTanks]. But it works now! I'm so excited!
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Don't the Russians use automated rockets? The computer does the launch. Rendezvous. And docking. Pretty much mechJeb.
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23 hours ago, Mike Mars said:
I paid $17.99 for this game two year ago.
I have enjoyed 1,050 hours of game play.
That works out to less than $.02 per hour.
For that kind of value, I will take the occasional inconvenience caused by upgrades.
MM
^This
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So i found an error with the NCS adapter.
In the editor you set the LFO tanks 45% and 55% and all looks good. Then at launch it goes back to the original 80 units of liquid fuel which is supposed to be the max for the whole piece as well as having oxidizer tank too.
PICTURES:
SpoilerSpoiler -
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The window comes up for me whenever an alarm goes off. The alarm dialog and TWP dialog both pop up. Also happens when hitting exit to menu button at space center.
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It would be super cool if this worked in 1.1
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So seems I found the exact mod I want. Problem is... Won't work in 1.1 sad panda.
Thanks for the response @Streetwind. I ended up adding sas level 3 to the core and moved it up in the tech tree.
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Hi everyone.
Just wondering how i would write an MM config to add sas module to the stayputnik probe.
I would like to unlock it with the tech tree as i unlock the other probe cores with SAS abilities. So have the stayputnik as is when you first unlock it (no SAS) and then when you get the next probe core with SAS have it added to the stayputnik. Then the next core with prograde and retrograde hold have that added to the stayputnik. Does the make sense? I really like the stayputnik core but its kinda useless without SAS abilities.
Thanks in advance!!!
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Think you need KIS to do that. KAS just gives you pipes and winches.
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SO just a heads up. Module manager does not initialize with 1.1.2. No patches get applied at the loading screen.
Anyone else having this problem?
Is there something i overlooked?
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No mod I'm aware of but I like that idea! There are docking camera mods but not sure if res would be high enough. Camera on satellites too! Kerbal privacy? I think not!
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I second this! I wish all the crew quarters could light up! It's so nice with the new models.
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I LOL'd at that... Good one!
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So i was out bounty hunting in some asteroids and guess who shows up in his pimped out Anaconda....
http://steamcommunity.com/sharedfiles/filedetails/?id=625374007
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20 hours ago, m4v said:
@smjjamesSymmetry was broken.
Yeah was about to report that.... makes me a sad panda.
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I wonder if this might be what you are looking for?
There is a mod there that changes EL to use the stock Ore instead of Metal ore. so you only have to mine stock ore. No conversion necessary!
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Well we appreciate the mod! It takes as long as it takes!!
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i have had this error too. before update going from action groups to crew page would cause crew page to disappear but could back to parts. after update i can use the crew page but the parts list disappears. reloading the VAB makes the problem stop until you click action groups again.
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I also hope this mod gets updated! it's so lovely!
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Do you have a klaw installed on that ship? or use one recently? I found the klaw part causes lots of strange phantom forces.
[1.1.3] FlagRotate - Adjust flag orientation
in KSP1 Mod Releases
Posted
Thanks buddy! Much appreciates. Just a simple quality of life improvement.