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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. I see, that is rather annoying... I hope you get it sorted because that glow and contrast was pretty much spot on.
  2. What flicker? But that Mun, this Jool and Lack's Laythe would be a very nice pack indeed.
  3. Ok, you presumabely have Module Manager installed, yes? It's in your Gamedata folder, yeah? Well, make a new text file anywhere in that folder (but it makes most sense to put it in either a folder of your own for safekeeping or the actual mods folder). Copy the above text into that text file and then save it as whateveryouwant.cfg (though, something logical like modname_KAS or something). Module Manager does the rest What mod and part are you wanting to make KAS compatible? If you want, I'll make up a cfg for you Hmm, resetting experiments.. Could you link me a video where he does that? I can't remember off the top of my head.
  4. I did a pretty good job at getting the positions correct in my cfg (linked above). Anyone is more than welcome to take it and build on it or use it for reference.
  5. Sony Vaio SVE1513C5E with an Intel i5-3230M CPU @ 2.60GHz (4 CPUs), ~2.6GHz, according to DxDiag. 8GB of RAM, too. Yeah, it's pretty good Though to be fair, I think Aggressive ATM is doing it's fair share of the grunt work too. I don't think KSP runs above 2 gigs because of it.
  6. Toolbar Active Texture Management (aggressive) ASET ALCOR pod and Stack Inline Lights Wolf Aerospace (for the separtrons) BahamutoD parts for EPL Extraplanetary Launchpads Quantum Struts Continued (and the alternative models) BrassMoustache's (mossman) smelters for EPL CoolRockets Distant Object Enhancer KER Enhanced Navball Environmental Visual Effects FAR Fusebox Hullcam VDS RasterPropMonitor (with Hyomoto's MFDs) KAS KJR HyperEdit Kethane For some reason, the Klockheed Martian plugin Kommit Nucleonics (the Fatman NEVRAs) KW Rocketry MechJeb Navball Replacer (wonderful plugin that replaces the stock navball for whatever you want) Final Frontier PorkWorks Inflatable Habitats RCS Build Aid RLA Stockalike RLA Power Generation Robau's Science Revisited SCANsat SelectRoot SpeedUnitChanger SurfaceLights KAC SPUE TweakableEverything VesselView FloorIt Crowd Sourced Science Defs Dockbright Docking Ports Module Manager 2.0.1 (waiting on Infernal Robotics to get fixed, than that's going in too) and various cfgs to add MJ, KER and SCANsat to all command pods, shuffle some things around etc etc As someone told me, "I'm afraid to say it, but I think you may be missing a mod in existence". Thing is, I like every bit of all of them. I wouldn't want to play without any of them.. Whenever I make a stock install, I think to myself "well, obviously, KER and MJ are going in... and KAC, for obvious reasons.. SelectRoot should be stock so it's going in.. Floor It is too useful to ignore, same with Fusebox, RCS Build Aid, TweakableEverything and KAS.. hmm, I'll need the Toolbar to handle all this... FAR should be stock as well so I'll need the fairings from KW.. and as stock career is too easy, Robau's going in.. Guh, stock probe parts are so poor, I better get RLA too..." and so on until I basically have a duplicate of this list. Every single aspect of every single mod I have installed, I love. I wouldn't install them otherwise. Come 0.24, I know I'm going to install DRE and Remote Tech... Probably TAC LS as well. Oh, and Interstellar again, that was fun. Thing is, this is on a laptop too. I dread to think what I'll be like when KSP gets 64bit support and I have a decent gaming rig.
  7. For some reason, MechJeb RPM integration isn't working in #221. I could have sworn it was a few updates ago.. can anyone help confirm it?
  8. Little update: Weirdly, turning latency mode off fixes it :| I don't know if this is something to do with Vessel View instead (and I just remembered, I have edited the Vessel View settings to turn latency mode off completely, which also doesn't have appeared to work) but yeah.. Odd. I'll redownload VV and your fix and get back to you on that. Also, what blank screen and _? Ooh yeah, that reminds me, I can't exit out of the settings for VV. Enter changes the values of the settings, Back takes me back to the Mod main screen and Top takes me back to the very main page. Not sure if this this or VV though. EDIT: All fixed. No problems with Vessel View (thanks! ), apart from the fact I can't exit the config menu for it. Or can't find the button and am just being stupid.
  9. See, this is why I should subscribe to threads.. sorry I missed your replies, everyone! FWIW, I couldn't get the twin/quad nozzle to work either, didn't think of trying with two cfgs. It worked fine in the VAB, but on the launchpad, they went into one. I could upload it as a starting block for the size editing if people want to pick that and put it in T10M101's set. Most of the tanks are done too so people are free to do expand on that. Ahh screw it, I'll upload it anyway, link at the bottom. If people want to expand on it, I suggest a stock install with just KW and CoolRockets (delete the squad parts, even). You'll get very fed up with looking at the loading screen very quickly otherwise. My .cfg for CoolRockets and KW Rocketry EDIT: Whoops, forgot I had the tanks in a separate .cfg....
  10. Me again! I have some lovely bugs for you to squish! Native Vessel View support - fantastic stuff! Jolly good idea as I kept forgetting I had it because it didn't tell me Anyway, when I'm on that page, I get a lovely glowing/pulsating green/red effect which isn't present on any other screens. It's not the usual Moire effect I get, it's kinda.. pulsate-y. Fades from the normal black/Moire to the green/red/Moire then straight back to black again. Loops about once a second. Got some pictures for you (kinda hard to time it so you can see the biggest difference, sorry. If you know of any free recording software, I can grab a clip) Also, as you can see, the top left corner of the screen contains [x0] which I'm pretty sure isn't supposed to be there. Still loving this mod, btw!
  11. Most kind and yes, that appears to have fixed the issue. Me and my growing staging list thanks you!
  12. Ooh, I've been useful! Yaaay! Well, I'm not sure where I was going with the RPM navballs, to be honest. I don't know what I expected the plugin or you to do, I myself know the RPM navball texture is easily accessed and replaced... I guess I'm just really lazy? One thing I'd need to test would be if these stock textures can be used in the RPM as they're different projections. So basically, ignore everything I said about RPM unless you really want to target that file as well. Updating now, thanks for the quick response
  13. So about my decoupling docking ports... yes, it defaults to disabled so they're not listed in the build stage list. But when I actually go to fly, they're enabled. Any ideas why? :/
  14. Make a Module Manager config with this in: @PART[partnamehere]] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 2 attachOnPart = True attachOnEva = False attachOnStatic = False } } Change the stored size to something reasonable and the position and direction may need some editing, but the KAS debug menu can help with that. The lab thing though.. As far as I can tell, it can't be done on EVA, but I may be wrong. Were they collecting and then resetting an experiment or just resetting it? Because if it's the latter, it's stock and as I said, I think the former needs an actual part to contain the science lab module.
  15. Or even just a 'Link' button that binds them fuel sliders together so they move with each other at the correct ratio.
  16. One thing I've always been confused by: In the OP, you say we should delete BoulderCo before installing and might need to reinstall ATM. Fair enough, but to reinstall ATM, we should delete BoulderCo beforehand and so we may have to re-install EVE. Ok, but I'll need to delete BoulderCo before I do that and then reinstall ATM. You see where I'm getting confused at? I have to ignore one of the instructions in order to install both.
  17. As a.g. said, making the physicJoint false in the relevant section will make the chutes just like any other KAS part. I don't know if they'll still work as EVA parachutes though.
  18. Yeah, from map view. I'm talking about doing it from flight view (staging/docking mode). If a calamity occurs as above or you simply have many different vessels within loading range, I find it can get frustrating to have to cycle through all of them before I get to the one I want to control, then trying to figure out if I'm cycling the right way when I want to switch back. Map view is of little use because the relevant vessels are close together and selecting the right one is next to impossible.
  19. "[, [, [, [, [, [, [, [, there we go!" gets a bit annoying. This is what I had in mind, the Unset Target bit (probably quicker to double click anyway) isn't really necessary but hey ho, I'm not THAT good at photoshop: (If you're wondering about what happened, I'd refuelled the lab with RCS propelled drone and once I was done, I had a bit of fuel left over and my lifter stage left close by and well.. let's just say space explosions are pretty )
  20. The first is a problem with many dialogue boxes being clickable through. Not sure if there's a fix for it as it could be Unity hardcoded.. I think KER does it though (its box isn't clickable-through). And the parachutes things, it's so the parachutes can be used as such for kerbals. The parachutes add mass to your kerbal (normally, things don't) and the little EVA jets aren't balanced for the large mass on the back and don't really know what to do.
  21. Yeah, about that.... EDIT: Sorry, I realise this has derailed the thread... FWIW, adjustable landing legs would be very nice.
  22. Well, it's the same colour as the real life Moon.. I wouldn't mind the yellow being turned down a smidge though, but the glow and brightness is perfect for sure. For me, anyway.
  23. It should be Alt+F that toggles the window (press F and it comes up? Press it again to toggle off, than Alt+F twice to pin it up then off again like it should be). For some reason, the 0.23.5 update changed that so sometimes, FF acts like you're already pressing Alt so pressing F to board toggles the window. Just a little bug is all.
  24. Perfect, perfect, perfect, perfect. That's it, that's the one.
  25. Well, all of them... Unable to check the M1-2 pod yet, I'll have a look in a bit (EDIT: Nope, that too, remains stock blue/brown). RPM shows what's under GameData\JSI\RasterPropMonitor\Example\ExampleMFD\ PFD\NavBall000.png and that isn't replaced with this plugin. EDIT: Thinking about it, could it be due to the fact I have Hyomoto's MFDs instead of the standard RPM ones? The other issue is that as you can see, the stock navball is only replaced in that 1 lander can, but none of the others. It should replace all the stock navballs though.. right?
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