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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Why would you do that? It should just be KSP/Gamedata/KWRocketry. (EDIT: and then the Flags and Parts subfolders in that main KWRocketry folder)
  2. I would've said it was RT2 causing that - make sure you have the community fix installed from the thread.
  3. Well, I know for a fact that the game can recognise a runway landing (check your persistent.sfs - if you've made a runway landing, it'll show up in the SCENARIO->ProgressTracking) so it's definitely doable.. but how, I have no idea. But it can be done, that's for sure. Btw, thanks for the PM, trying it out now. EDIT: Yep, works beautifully No lag, everything is fine. Thank you!
  4. Even better - PWB Fuel Balancer. Can balance fuel (surprise!) around a specific CoM that you set in the editor.
  5. Excellent work on the updates, really grateful for them - I can finally reinstall this! The Alt+F bug was just too annoying for me Anyway, noticed something really odd - opening the config window from the FF window severely reduces the FPS. I'm talking like, from around 40/50 right down to 1. Yes, 1. Close the config window, everything back to normal. Nothing in the logs though, apart from the usual 'saving achievements tree' thing. I can get a video up if needs be.
  6. Noticed a little bug - adding a (dummy) stage below the current one seems to break most of the info: Without the stage, all the info is there. With it, most of the info, aside from dV, is gone. I think I remember seeing something similar to this before, so I think it could be triggered by other things as well, not just this.. might be the simulation failing to calculate all info for the active stage? I dunno.. but yeah, there's my little bug report EDIT: that said, this was with the version previous to the current one.. I'll update and see if that has any effect.
  7. I was thinking about this the other day - I'd love for the hanger doors to open when you get close, GTA-style. Then once you're inside and stationary, it's auto-recovery and the scene changes to the SPH with your plane as you recovered it so you refuel/swap payloads etc etc rather than the scene changing to the KSC. Would be nice rather than recovering, loading KSC, loading SPH, loading your craft and THEN changing stuff.
  8. Based on 5thHorsemans enthusiastic support, I downloaded this.. and once I got over the invasiveness, my first words were 'wow, ok, this is gorgeous'. Yep, another must-have for me, cheers! EDIT: Also, docking with this is a breeze It has an alignment indicator! It's like a big navball, all over your screen! You know, in future, forget Navyfish's plugin, this does exactly that (aside from roll angle) but it's bigger and clearer. Seriously, I didn't even look at the navball or even my ship during this docking. All done by looking at that little cluster of icons. Fantastic work, I love this mod.
  9. Similar to the tiny bug when using Hyomoto's MFDs, you may need to comment out a line in the cfg. As I use Hyomotos mod, I couldn't tell you which line you'd need to edit, but it'll be similar to the one in that post.
  10. Correct, you can't redistribute the mod, whether you changed it or otherwise. However, if you use ModuleManager to apply the changes (@PART[blah]{techRequired=fleep} or similar) rather than editing the cfgs entirely, you'd then just be distributing a cfg file that bears no resemblance to the original mod. In fact, any cfg edits can be done in this manner - as long as you're not distributing the plugin, it's fair game. I know for a fact that this is a way to get round licenses because one mod, Kethane Plus, uses it to change the Kethane parts without actually distributing them. If you need help writing a MM config to make these changes, I'll be more than happy to help you and of course, you'd be free to then release the configs under whatever terms you want. They are, after all, your work. Don't be surprised however, if someone makes their own and releases that as well - if it's something as simple as adding them to the tech tree, chances are someone's already made a config for that. And no, KW has no weights.
  11. Because it needs to be txt in order for it to be editable by the community. @IsamuHigashi - did you download the one from the OP? Because that's apparently blank so it's broken. Or did you download the one from the mirror link in the post just above yours by spritiplumber? If so, what did you rename it as?
  12. You could always change the 'unlockTechs = ' to 'start', that would work. I wasn't aware of any changes that would make your code not work (though I guess the best person to ask would be sarbian).. odd.
  13. I presume you mean the grab and store functionality? @PART[partnamehere]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 2 //change this to an appropriate number attachOnPart = True attachOnEva = False attachOnStatic = False //can attach to ground } }
  14. What's the rest of the code like? I'm using something similar and it's working fine: @PART[*]:HAS[@MODULE[ModuleCommand]]:Final { %MODULE[MechJebCore] { MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } Granted, that's using ModuleManager and is tech-tree restricted, but still, it works fine and is "MechJebCore".. so yes, your code is somehow incorrect.
  15. SpacePort was a crock of **** and the devs time would've been better spent elsewhere than updating it.
  16. You do know it's been shut down for good, right? And that the devs have a backup in case mod authors didn't?
  17. Not entirely sure what you're getting at here.. I think you're putting in cargo that's just too big - 0.625m sized probes and satellites fit perfectly in it. Anything larger than that and I'm using a rocket. If you want bigger cargo bays, there is always B9... And how do landers fit into all this?
  18. Don't know about anything, but Mk3 parts arent planned. No point in them as they're too small to have a 2m cargo bay. Details in the OP, but yeah, don't hold your breath.
  19. Have you noticed it with tanks other than the RLA ones? Because I made a post about this, on the previous page. Just wondering if its unique to RLA..
  20. B9 also has toggleable window lights (come to think of it, so do ALCOR and Spaceplane Plus, but they're rather new).
  21. MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size1 nodeTransformName = dockingNode controlTransformName = controlNode } That's the SP+ docking port module. This is the stock Inline Clamp-o-tron docking module: MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size1 controlTransformName = controlNode } Both have the same stuff in in.. not sure what the nodeTransformName is in SP+, but it has a control transform name.. Hmm..
  22. Literally three posts up: And below that, someone linked a mirror.
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