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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. You could add a generator module to it and remove the alternator module - you could then pretend that when the ship is throttled up, that power is now coming from the alternator instead of the generator and vice versa for zero throttle. I do agree with you though, it's better to not shut down nuclear reactors if you can avoid it (if KSPI has taught me anything, it's that you'd then have to wait at least 3 days before you can start your engine again )
  2. Gets rid of the conflicting text in the header of the SCANsat page.
  3. Will do, captain, thanks for the update. Will I have to redownload the black interface skins as well? Or can I just not copy the images folder across? Now for some good news for once! I made a ModuleManager cfg that adds KAS grabfunctionality to the blade antennae and also makes it identical to the stock Comm 16 antennae for people using Antennae Range. Here it is for anyone who wants it: @PART[bladeAntenna] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 1500000 maxPowerFactor = 8 maxDataFactor = 4 } } { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 3 attachOnPart = True attachOnEva = False attachOnStatic = False } } It should work.. Should probably delete the antennae range bit if you're not going to use it, might mess things up otherwise
  4. Right: 1, I don't know. One way round it is to grab the container and then attach the connector port, but I suspect that will detach when you put it in a bay or release it. I don't think there's anything you can edits in the cfgs to stop this. 2, As I said, there's a KAS debug menu which is what you're after. You have to drop and then regrab the item for any changes to take affect (protip: don't grab a vital part of your ship in deep space, put the values really big then drop it again. Took me ages to find my antenna again..) 3, I think it honestly doesn't cross peoples minds to put their cfgs out there for other people. I know I've written plenty, but I don't know if it's relevant to other people so I don't want to waste time uploading it. Anyway, this is your basic MM config to add KAS grab and store functionality to any part: @PART[nameofpartgoeshere] { MODULE { name = KASModuleGrab // don't change this, it tells KAS what to do with the part evaPartPos = (0.0, 0.0, -0.15) // where the part is in relation to the kerbal evaPartDir = (0,0,-1) // how the part is orientated on the kerbal storable = true // want to put it in containers? make this true. Otherwise, false storedSize = 5 // how much room in the container it takes up. Delete this line if above is false attachOnPart = True // want to attach the part to other parts? Of course you do, so leave it true attachOnEva = False // As far as I can tell, this means 'can attach to a kerbal on EVA'. No idea why you'd want to though attachOnStatic = False // Can attach to static objects like the ground, buildings. You wouldn't normally need this but things like the KAS ground pylon use it } } You'll need to tweak the values for evaPartPos and Dir, but you can do that in-game. The bit in square brackets at the start is the name of the part you want to add KAS to - for example, to add it to the tiny monopropellant engine from RLA Stockalike, it'd be @PART[RLA_mp_tiny]. To use a stock example, if you want to carry the little probe landing legs, it'd be @PART[miniLandingLeg]. To make these, make a new text file somewhere in the Gamedata folder (I have all mine in a personal folder of my own to keep track of everything), enter the above into it, save it as whateveryouwant.cfg and you're done. There's various MM terminology you can use to apply the same functionality to many parts, but some parts might need different parameters so you might as well stick to just doing it part by part. Hope this helps! Now go off and KASify all the things! If you get stuck, it'd be worth checking the MM thread to make sure your syntax is correct. ModuleManager 2.0.3 has some nifty syntax but you don't need to use that with this so anything higher than 1.5.6 will do the job nicely.
  5. One thing I just noticed.. if you look in my video, whenever I switch views to look out the window, the shaking stops. It'd be nice if it was still there
  6. Honeybadga, i can't answer your other questions right now, but there's a KAS debug menu (i think its alt+k) that will let you change direction and position in-game. You'd need to make them grabbable with a cfg first though. I'm at work now so if you don't get an answer by the time I'm home, I'll help ya out
  7. That's down to bad design and piloting. If you do what you do in stock with FAR installed, youre going to have a bad time.
  8. First off, I know how to install mods, I am very experienced with them. This was working absolutely fine a couple of days ago, but after a clean reinstall, they're not. Anyway, I have HotRockets installed so I'm guessing that's the reason why, but I have MP_Nazari installed in the right place (Kerbal Space Program (235)\GameData\MP_Nazari) and that contains kw_hotrockets.cfg and the FX for it. I also have Smokescreen installed correctly (GameData\SmokeScreen\SmokeScreen.dll) so that's not it. It could be a conflict between that and CoolRockets, but as I said, this was working absolutely fine before I reinstalled so I must've done something wrong there. Also in the works is KSP Renaissance Compilation which has some of it's own effects, but again, it was working fine. But what's odd is that right now, the FX is working fine on stock engines, so I don't know. Thanks in advance
  9. Ooh, good idea! I think it might be nice integrated into the R&D science archives. Along with the experiments, there'd be a button to 'view pictures of X' which'd have your screenshots in (info taken from whatever planet you're orbiting).
  10. Not at all! I was actually going to ask you if you wanted it there until such times as someone makes a better one, heheh. There's a lot more to this mod than I recorded but I ran out of time to do anything other than a quick flight. Re-entry in particular is certainly a fun experience. Thanks for adding the video in your post anyway!
  11. Do you also have Active Texture Management installed? Because that can mess with the interior. You need to override the compression and stop ATM from touching the interior. Green Skull has put out a set of configs for various mods that helps with this (available in the ATM thread).
  12. If you have automatic updates enabled on Steam, you should already have the latest update. If not (or you want to check), you can manually check for updates. People could have stock parts, but have them retextured so they look different maybe? Or they've just forgotten what parts are on their craft.
  13. And off we go! (Just so you all know, I don't really do Youtube. Sorry if something's not right E: hooray, thumbnail!)
  14. I don't think so - it's only FF that has this phantom Alt press screwing things up. I haven't had it with any other bit of KSP, so I'm pretty sure it FF. Instead of changing hotkeys, what I'd really like is for them to be gone altogether, what with toolbar integration and all.
  15. 1, not really. F5 and F9 will be your best friends regarding aerobraking and aerocapture. 2, don't quote me on this because I don't have DRE, but I think FAR actually makes it a bit easier.
  16. No way to change the hotkeys yet. I hope Nereid comes back soon, FF really needs some attention.. I'm almost on the point of uninstalling it because it's almost more annoying than it's worth, what with these black boxes instead of ribbons and the whole window showing up whenever I want to reboard a vessel.. :/
  17. 10 points to Sir Haxington! Excellent stuff, it's incredible how much it bumps up the immersion! Amazing stuff, it's immediately now one of the first mods I'll install on a new update, along with KAC and KER etc.
  18. There is an mu importer floating around but I think that'd be best left to dtobi. Unless he doesn't mind one of us trying to fix it as well?
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