Jump to content

BudgetHedgehog

Members
  • Posts

    4,216
  • Joined

  • Last visited

Everything posted by BudgetHedgehog

  1. InterstellarFuelSwitch is a similar but improved version of FSFuelSwitch. He's asking if your own fuel switch module will be compatible with it, to which the answer I suspect is 'no'. Might be an idea to have a patch that removes any fuel switch modules added by other mods.
  2. A contract for what? Bring back Bill from Eves surface? Goodbye Bill, sorry.
  3. No, he is trying to remove the Tweakscale modules from all except IR parts. What I suggested was to not add the Tweakscale module in the first place. Tweakscale ships with many config files to add Tweakscale modules to many parts, stock and modded, through the use of ModuleManager. Rather than keeping those configs and making another MM config to remove what they add, just remove those configs that add TS module to parts.
  4. Awful photoshop inbound: Smoother front windows, remove the black chevron thing and make it one.
  5. Why not just remove the TweakScale configs for everything but the IR parts?
  6. Such as that Mk2 expansion. It pretty much entirely references stock Mk2 textures.
  7. SolidFuel not found in resource database. Propellant Setup has failed. Your Gamedata/Squad folder is corrupt. Delete and reinstall/verify game cache. Failing that, something is making the stock SolidFuel resource not load.. Real Fuels? MFT?
  8. It is - StockBugFixModules has the correct drag cubes for the Mk3 parts that properly occludes parts behind them. @PART[mk3CargoBayS] { DRAG_CUBE { cube = A, 9.393312,0.8165634,1.748168, 9.393312,0.8126662,1.748168, 10.30376,1,0.1, 10.30376,1,0.1, 8.126952,0.8369598,2.571373, 8.126952,0.8345596,1.378628, 0,0,0, 3.3101,2.500001,3.75 cube = B, 6.63311,0.761628,7.471074, 6.667892,0.7605543,7.471074, 10.30376,1,0.1, 10.30376,1,0.1, 18.21523,0.8810784,2.63298, 18.21523,0.898275,3.33903, 0,1.192093E-07,0.09955382, 7.4511,2.5,3.550893 } } @PART[mk3CargoBayM] { DRAG_CUBE { cube = A, 18.75,0.8183038,1.748168, 18.75,0.8131053,1.748168, 10.30376,1,0.1, 10.30376,1,0.1, 16.33606,0.8349712,2.555883, 16.33606,0.832463,1.347647, 0,0,0, 3.3101,5.000001,3.750001 cube = B, 13.18359,0.7628529,3.690535, 13.18359,0.7658651,3.690535, 10.30376,1,0.1, 10.30376,1,0.1, 36.64127,0.8811509,2.632985, 36.64127,0.8984743,3.339037, -4.768372E-06,0,0.09955025, 7.451109,5.000001,3.5509 } } @PART[mk3CargoBayL] { DRAG_CUBE { cube = A, 37.5,0.822315,1.748168, 37.5,0.8119329,1.748168, 10.30376,1,0.1, 10.30376,1,0.1, 32.54395,0.8378618,2.555883, 32.54395,0.8354246,1.347648, 0,0,0, 3.3101,10,3.750001 cube = B, 26.5625,0.7576667,3.69054, 26.5625,0.7604232,3.69054, 10.30376,1,0.1, 10.30376,1,0.1, 73.82813,0.8808309,2.632985, 73.82813,0.898478,3.339037, 0,0,0.09955025, 7.451119,10,3.550901 } } Credit to Claw for these figures.
  9. Clear trim with Alt-X. Then make sure you have a probe/kerbal that can enable SAS on the other ship.
  10. @PART[mumech_MJ2_AR202] { MODULE { name = FlightEngineerModule } } Delete the MJ plugin, keep the parts. KSP won't be able to load the MJ modules, but that patch will add in KERs instead, effectively making it another KER part. As for the MJ pod, that'd be I think slightly more difficult, but should work the same regardless..
  11. Stock Plus doesn't change gimbal range, just forces them to be less sensitive, by converting them to use useGimbalResponseSpeed. FAR also does this but is run on Final which would overwrite any changes made by StockPlus. So, if I'm right, you'd end up with StockPlus's speed tweaking slider and FARs numbers for said speed. Shouldn't break the game, but may result in weirdness. I would say FAR users avoid activating ModuleGimbalFixPlus (I haven't activated it) because of the redundancy.
  12. And so we get the most basic psychological tactic - anchoring. If something was marked £100 but with a 50% discount, it's seen as a great deal as the thing must be worth £100 but they're selling it for £50. Sell it for £50 straight out with no previous interaction and it's too expensive.
  13. If you look at it from an outside view, then yeah, $40 could be seen as expensive for what is is. But when you look at it next to other full release games like Far Cry 4, GTA V, Assassins Creed WhateverIt'sOnNow etc, it's pretty darn cheap. Also, I can guarantee you that in strictly hours spent playing per dollar, KSP wins by a country mile.
  14. Well, the first part is stock behaviour - if something is on rails and doesn't encounter an atmospheric pressure of more than 0.01 (I think this translates to about 23km on Kerbin), it stays on rails and isn't affected by anything ever (until it's taken off rails). If it encounters pressures above 0.01 atm and is on rails, it gets deleted and only then StageRecovery takes over. So, putting vessels on an orbit with a 45km PE will mean it is never deleted and StageRecovery never has a chance to fire. No idea about your second point though.
  15. That's a known issue with "Ferri". If you can nail down solid reproduction steps, ferram4 has an issue on Github you can contribute to. Quick question though - did you install FAR via the CKAN?
  16. Sort by bulkhead/cross-section profile, 1.25m size. There, you'll get the right size. Look at the part name when you grab it. That will stop you grabbing the wrong part. Yes, I agree, there could be more done for easier accessibility, but at some point, that starts to hinder and annoy people the longer they play. Every new save you start up, you always get the pop up dialog boxes - informative the first time, annoying the second and beyond. The Engineers Report says 'Unused Liquid Fuel Resource' - I know, it's a resupply vessel. 'Consumer not receiving fuel' - I know, I'm taking it to orbit to test it as part of a contract. 'No parachutes' - I know, this is an Apollo style lander that will never need them. 'Jr Docking port in use' - I know, I'm going to dock with a Jr probe. Also, it should probably be noted that the Report is for things that are actually wrong and need attention. Stuff like engines not receiving fuel, or fuel not having a matching user etc. With the chutes, it assumes that you'll be returning and will need a parachute for Kerbin. There's no ladder to get back in, it's a plane that has no wheels etc.. things that a perfect vessel doesn't have. Simply having a Jr docking port on the vessel is not something wrong or needs attention because, as mentioned elsewhere, there's no way for the game to know what you intend to do with it. For that reason, I see this suggestion as out of scope for the Report. So the question comes back to how to stop you using that part in the first place. I've mentioned two such suggestions. I mean, it really doesn't take a lot of time to double check, you just have to remember to do it.
  17. It does, it just takes a while to spool down, much like the stock jet engines. There's an Instant Power Response configs folder in the Extras folder in the KW download that change the behaviour to match stock, copy that across to your Gamedata and overwrite when asked.
  18. FAR changes wing weight which would explain that... not sure about the first example, why that's wrong. That does seem off.
  19. So, you're using the LV-N's as they're intended to be used. First off, how is that bad? Second, when you start making creations that are too big for nukes to push, you use normal chemical rockets. When those start becoming unfeasible, you've built it too big. Third, if it weighs 15 tons and provides a 40% reduction in mass, the original ship can be as light as 23 tons and still benefit from it - that's pretty light, as far as interplanetary vessel go. Fourth, if it only works around bodies lighter than Kerbin.. what's the point? Every journey has to start there and you're probably better off starting off without the extra weight than adding 15 tons in exchange for a lighter craft at the end burn. This is a silly idea and is completely unrealistic (the warp drive at least sounds plausible. This though.. where does the extra mass go?). For a mod though, sure, go for it.
×
×
  • Create New...