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Everything posted by Errol

  1. +1 to this needing to be on ckan....was very disappointed to realize there really isn't anything else available for the mk2 pod on there...
  2. Seems like remote tech and kopernicus have both broken their respective .cfgs for this mod again....not sure what is going on this time, I've been out of it for a while...
  3. Thinking about this problem a little bit, it occurs to me that we don't really need to be able to interact with mas, rpm or aset props while we are floating with freeIVA, and vice versa we don't really need the colliders while we are seated and using interactive IVA props. So I'm wondering if it could be possible to re-load the flight scene when ever you try to unbuckle or sit down again, with colliders only being enabled while unbuckled? This would save you from having to patch every single conflicting prop from each separate mod.
  4. Feature request: @linuxgurugamer For Mechjeb, could we get actions for loading and executing saved scripting module scripts?
  5. I've seen some mentions of a scripting capability within mechjeb? Seems like the appropriate article on the wiki doesn't exist yet. Is there documentation somewhere on how do use this? I would like to write a script that uses the maneuver planner to create and execute a mid-course correction burn on the outward trans-munar phase of an apollo style flight, so the script would need to be able to define the the SOI rendezvous as the goal. Ideally this script would be tied to an action group, so that I don't have to bring up mechjeb UI elements during the flight at all... EDIT: So I found the scripting module in the flight scene and it seems pretty intuitive. I think I will be able to use it for what I want, except the initial loading and execution of a saved script without using the ui. There seems to be a pretty extensive list of action group commands available in the editor for mechjeb, but none of them seem related to the scripting module, if I'm not mistaken. Is there a way to do this that I'm missing? If not, I would like to make this a feature request....
  6. I thought it was part of near future electrical or something...
  7. I had found a similar .cfg in the old community module manager patch database, and was going to use it but then thought it might conflict with something I already have installed, hence my question.
  8. Does anyone know which mods offer EC consumption for lights as a feature? I thought I saw that listed somewhere, but with 20+ KSP forum tabs open, can't remember where I saw that now..
  9. I've been looking at the lovely IVA's described here: https://github.com/MOARdV/MOARdVPlus/wiki/MAS-FASA-Retro-Seat-1 I'm wondering how difficult it would be to adapt them for the mk1-3 pod?
  10. I've been looking at the lovely IVA's described here: https://github.com/MOARdV/MOARdVPlus/wiki/MAS-FASA-Retro-Seat-1 I'm wondering how difficult it would be to adapt them for the stock mk1-3 pod (and/or restock)?
  11. @Snark, is any of this actionable on your end?
  12. @Angel-125 What is the difference between stock, CRP and pristine?
  13. Is this bug still a thing? I think I've gotten my save into this state... EDIT: Whoops, I started from the beginning of the thread and didn't realize this is what all the most recent posts are about...I will just use the cheat menu to complete the contract and move on. Thank you for your time.
  14. Just want to report that this is indeed working with ksp 1.11.2 and at least 200 other mods. Also bumping this link back to the end of the thread for convenience.
  15. I am using TUFX with Astronomer's Visual Pack and I'm finding that the orbit prediction lines from maneuver nodes are really dim (almost invisible) when I zoom in to a certain point (kinda hard to plan maneuvers while being forced to zoom out to see be able to see what I am doing). Resolved when I remove TUFX. I really don't know what any of the settings for tufx do, does anyone know if any of them are specific to orbit lines? I'm also using scatterer and E.V.E.
  16. Did anything ever come of this idea? I think that this is also muffling sound track editor...all my nice ambient space music is bass only now
  17. I have noticed that remote tech 1.9.10 (and possibly earlier?) seems to break the antenna functionality of the default actions mod by snark. I should also mention that I'm using restock plus, but having that without RT seems fine. @TaxiService or anyone got ideas on this one? I'm pretty sure these lines from the RemoteTech_Squad_Antennas.cfg are at fault, but I have no idea how to fix it (been out of practice with ksp and mm.cfgs for a few years): ... @MODULE[ModuleDeployableAntenna] { %name=ModuleAnimateGeneric ... { I've been messing around with the antennas patch for default actions, but nothing I try seems to work;
  18. I can't seem to find a way to run simulations from the alternate launch sites available in making history (woomerang and desert). Does anyone know if this is possible? If not, would it be possible to add via mm patch? If not, @linuxgurugamer could you add those options?
  19. Personally, I'm not going for RO/RSS...I'm just looking for extra things to have to design for. At the end of the day I am still playing a game that I want to have fun with, so having a couple options that aren't as strict allowing silly/kerbal things to still be done is in line with my play style.
  20. From now on I think I will be using mostly seperatrons and rcs for ullage. I think those are the most common methods, besides using pressurized hypergolics that is; which is covered by the patches (high ignitor counts and no ullage simulation on some engines). I've only double checked the making history patch, as I work through my career save I'll likely end up checking and updating some of the other ones, but I don't use very many part mods. Mainly just the restock+ and mk2 & mk3 expansions.
  21. Sorry about the double post, but I have some significant additions to add to this discussion. First, @linuxgurugamer, the making history patch had a bunch of the part names incorrectly capitalized, resulting in patches not being applied. Couple other small balance changes too (RV1 gets internal ignitors instead of external because that only makes sense and the gas-cycle engines (LV-TX87, LV-T91, KE-1, RE-I2 and RK-7) have ullage simulation turned on): When I went over the balance of the stock patch a few years ago there was one thing I left out due to lack of information. It was related to ullage motors; I couldn't find out if they ran on liquid fuel (by firing up just before staging, and then being shut down when the main engines start up a few seconds after separation) or solid fuel, as this situation has a one time need for ullage. As a result, I completely left out the vernier engines from the stock .cfg (come to think of it, not even sure how they would work with engine ignitor, being controlled by rcs and all...). Online I could only find photos of the aeroshell for the ullage motors, though I did eventually find a mention somewhere that they had an "independent fuel source." I have since found out the actual answer in the Haynes Owner's Workshop Manual for the Saturn V:
  22. @garwel This doesn't sound too difficult. Do you mind implementing this and bundling with commNet Manager?
  23. Would this thing I found in ckan be a viable solution? https://spacedock.info/mod/1529/CommNet Manager
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