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Errol

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    slambulance driver

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  1. Can you please add disable SAS as an action for this? I want to use this for abort systems, and want to make sure that aerodynamics take over for the pod when trying to separate my escape tower.
  2. @linuxgurugamerThe original version of this mod used to have an optional enginestagingtoggle.cfg and corresponding tweakablestaging.dll, which don't seem to work (cause all kinds of bugs in editor, load dialogue doesn't dismiss on vessel load, staging menu completely absent, engine particle effects playing in editor etc etc, this was a clean install with only Tweakable Everything Continued).. anymore when I try to old versions. Any chance they could be updated?
  3. @XyphosThis patch seems to no longer be working in 1.12.5....the button does show up in the advanced tweakable portion of the PAW, but clicking it does not remove any of the engines from the staging sequence. I'm not the best with module manager, do you have any suggestions? (Tested in a clean install with only module manager and this patch) // Add staging control to engines // Author: Alshain, Xyphos, sebi.zzr @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*],* { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } @MODULE[ModuleJettison],* { stagingEnabled = False } }
  4. This patch seems to no longer be working in 1.12.5....the button does show up in the advanced tweakable portion of the PAW, but clicking it does not remove any of the engines from the staging sequence. I'm not the best with module manager, anyone have any suggestions? (Tested in a clean install with only module manager and this patch) // Add staging control to engines // Author: Alshain, Xyphos, sebi.zzr @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*],* { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } @MODULE[ModuleJettison],* { stagingEnabled = False } }
  5. Is it possible to disable just the SAS mode selection part of this? I'm talking about the prograde/retrograde, maneuver/target etc icons next to the navball in flight. I thought maybe I could try finding those icons in this mods folder and deleting them, but I can't seem to find them...
  6. Human Colored Heads Recolored has been updated.
  7. Another year, another version, another file structure. We're back with uncanny valley kerbals either way! CHANGELOG: v0.4 Reverted to TextureReplacer, using the new file structure and remaining blanc kerbals fixed!
  8. I've made a nice set of navball icons that are intended for use with external display-keypads, and relies on this mod as a dependency for mapping those functions to keybindings that are not available in stock. More information available here:
  9. Sorry for the double post, but this is a new day, and a new patch. Also, I'd like to ping@Snark about it, if it's inclusion in the dl is warranted. I fixed remote tech breaking the default action group for antennas. // Deployable antennas get "Toggle" added to group Custom03, RT compatability by @Errol @PART[*]:HAS[@MODULE[ModuleDeployableAntenna]] { @description ^= :(.)$:$0 Antenna toggles via action group Custom03 by default.: MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleDeployableAntenna actionName = ExtendPanelsAction defaultActionGroup = Custom03 } } @PART[*]:HAS[@MODULE[ModuleRTAntenna]]:AFTER[REMOTETECH] { MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleRTAntenna actionName = ActionToggle defaultActionGroup = Custom03 } }
  10. It is by far the most "stock-alike" planet pack. One thing to warn you about though, it does move Eeloo to become a moon of one of the gas giants, replacing it with something that physically resembles pluto a bit more, and is moved further out to be outside the added gas giants. So you would need to disable the lagrange points for Eeloo when OPM is present, to remain consistent with no Lagrange points for moons.
  11. Sorry for the double post, but this is something new that merits it, I think. For some odd reason all the engines in the stock making history .cfg had ullage simulation set to false....which is not the way it should be. This is a corrected version;
  12. I had found a set of icons on reddit however I found these a bit unreadable due to lack of contrast. So I decided to create my own set. I know this isn't really a mod per se, however they are intended for use with external keypad display devices, and I figured there should be a nice set of these icons available here on the forums rather than just on reddit. Here are two devices that can easily make use of them (both of these devices use solid black as the default background colour for transparent PNGs): Stream Deck MK.2 (15 keys ~150USD) Stream Deck XL (32 key ~250USD) Download them all (with proper filenames): here *DEPENDANCY* you will need to use something like [1.12.x] AFBW Revived (Joystick & controller mod) to be able to map these heading icons to keybindings. This is what my current layout for an Apollo style mission looks like. The "Engine SAFE" button is the Brakes action group, which I use for shutting down all my engines, something necessary for using Engine Ignitor with Mechjeb.
  13. I'm just trying to learn how to use this mod, and I'm not sure if I'm encountering a bug or I just don't know how to use it properly. I'm trying to figure out how to use the saving keysets to sub-assemblies/sub-vehicle features. I'm building an apollo style rocket, so there are three vessels that I would like to have keysets for, but want to be able to save them all to one craft to launch. I've read in the thread that it is somehow possible to have your craft automatically remember which keyset it was saved as a sub-assembly with, so that AGRx will automagically switch which keyset is being used in flight. Sounds great. But when ever I set up actiongroups on part of my craft like my lander module, then grab that whole subassembly and drop it in the sub assembly saving area, now AGRx forgets the actions I had set up for it, and furthermore will not remember the actions if I try to re-assign them and save it. Every time I load the flight seen, or re-load the craft in the VAB now, the actions I re-set for my lander are not there anymore. When I go to the flight seen and separate the lander they are not there either. Am I missing something? Am I supposed to build the sub-assemblies and assign the action groups for a keyset to them in some special way? After searching both the original thread and this thread for terms like "sub-assembly, sub vessel, keyset" for hours I'm still no closer to understanding the difference between "action-group groups" and keysets, or how to actually save anything unique to a sub-vessel or sub-assembly. I even found a google doc started by diazo years ago that didn't actually contain anything helpful either. Is there really no documentation on how to properly use these features anywhere?
  14. So I think what I want to do is possible with MM, but I'm unsure about how to go about it. I would like to make the kerbal's in the portraits at the lower right corner of the flight screen invisible (because reasons). To be clear, I would still like the portrait frame and backdrop to be there, I just want the seat to look empty even if they are populated. I am aware that kerbals are treated sort of like other parts in the game, with regard to textures and models. I would even be happy with swapping them out for something else that is so tiny it is barely visible, or even re-scaling them to be tiny. I just want to make sure not to affect how the camera works in IVA though. I also don't need them to be invisible anywhere else in the game, just in the portraits in the flight screen.
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