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DanBMan

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    Rocketeer
  1. Is there a way to get the IVAs to use RPM / MoarDV? Maybe I am getting confused with a different one, but I remember this mod used to be compatible with it?
  2. This IVA is amazing! For RP reasons, I always like to have the earlier cockpits be a bit "cruder" in their IVAs. This will be my new go to for the MK1!
  3. This mod is still working in 2023 V 12.5. Using 64-bit version and the countdown is accurate! The delay bug seems to have fixed itself? From what I remember it is missing some functionality, I remember years ago this or a similar mod let you set different stages to activate at different points in countdown. Now I can only get it to work at the end of countdown, but at least it is sort of working!
  4. Really cool mod, love the wind turbines! Silly question, but are the screens inside the IVA supposed to be functional with RPM / MoarDV? I can see that some of them change image every few seconds, and there is text by the buttons such as NAV and HOM but I cannot get them to function when I click them. If they are not meant to be functional, is it a patch that is needed or actually editing the IVA in unity? Been trying to learn some basic KSP modding so I can stich my load order together a bit better lol
  5. I can confirm that I had this exact issue as well. Fixed by deleting TUFX. It seems that the current version is bugged, tried deleting many other visual mods and the issue still persisted.
  6. Oh, just gave it a try and it seems to be working, must have done something wrong before / tried on an earlier version. Thanks! Big fan of your mod btw, love the aspect of having to give them space to live in. Kerbal Health+Snacks! is what I'm currently using and they go pretty well together, I just hope they don't conflict if the kerbals run out of snacks! I might play around with the values to make these parts a bit more effective for Kerbal Health, my modding skill extends to being able to slightly modify existing .cfg files, not write entirely new ones lol (I haven't played in awhile so maybe I had it wrong on my previous install, I remember KH not even recognizing the parts and I could not for the life of me write a module file to fix it). Thanks again! Edit: I think I found what it is, the parts for this mod seem to not have the same health bonuses as some other hab parts like, notably the thing that seems to restore health. Maybe that is why the amount of time they can spend in it seems to be less than some other hab parts (notably the parts from Station Part Expansion). I think I should be able to make them have these though!
  7. Hey, love this mod! Would it be possible to make it compatible with Kerbal Health to have the base parts count as living spaces?
  8. Disregard post, figured it out. Great mod! Huge fan of your other work too btw!
  9. It definitely did not like the beta antenna (texture was all weird and blue, maybe I should have deleted the old base texture though), I will try and reinstall the normal antenna and see if that does anything, along with a few other things and if I can get it to work / figure out what caused it I'll let you know. If not I might just take it out then thanks for trying though! (of course if you can get it working that would be awesome as well, I'm not sure what you meant by my config, although if you need more just ask) Again great mod, I love the probes as well, FOBOS for exploring and the Pollux will be my go to resupply drone for my stations! Also if you haven't tried it I recommend using the Libra Structural Fuel Tank with the A.L.C.O.R. Pod (different mod) I swear they were made to be used together (exact same colour and the meshes align perfectly)!
  10. Good to hear! Thanks for the quick response as well, I have been tweaking the values on many of the antennas to give a wider range of options, so I guess most of my changes have been to the remote tech module. Here is what I did to the Tantares antenna part, like I said I wanted to make it a dish instead of omni, maybe that somehow broke the animation?: @PART[Tantares_Antenna_A]:NEEDS[RemoteTech] { !MODULE[ModuleDataTransmitter] { } @MODULE[ModuleAnimateGeneric] { allowManualControl = false } TechRequired = flightControl MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 25000000 EnergyCost = 0.40 DishAngle = 25.0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } I will also give that beta one a quick try, I noticed that the other files in the antenna folder are quite small (26kb for the .mu and 49kb for the .mbm) in comparison to the beta files, will post results soon! Edit: How come there is now a Tantares_Crew_A_psd.mbm for the antenna instead of a Tantares_Antenna_A_Base_auv.mbm? IT also seems to be the same size as the one located in the Crew folder (looking at my current Soyouz folder it just has the Antenna and the Port, I will also try adding the crew module back in and see what happens.
  11. ...can you release this? I kind of want to use as the figurehead for a ship http://en.wikipedia.org/wiki/Figurehead_(object) :P
  12. Hey, love this mod (Vega crew B is so good for early stations, fits nicely with some of my other mods as well) however I seem to have broken one of the parts I think. Currently I have trimmed down many of my mods so KSP is actually playable with the benefit of some extra parts. The part in question is the antenna under the Soyouz folder (the little dish on the folding arm) the dish itself still works however whenever I click enable or disable or activate / deactivate the dish arm itself does not move. I have not made many changes to the antenna itself other than changing it from omnidirectional to dish with a 25MM range (might nerf it some more but I wanted a smaller dish than the 45MM range one so I could use it for rovers in atmosphere). Looking into the .cfg I think this is the part responsible for the moving animation: MODULE { name = ModuleAnimateGeneric animationName = Tantares_Antenna_A_Deploy isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } My guess is I must have deleted the folder containing the animation, however I have looked in the original .zip file and could not find a file by this name, any suggestions? I should mention that I have also modified the Voda backup antenna to a 3.5MM range and gave the stock remote tech research antenna a 10MM range, yet the Voda antenna still does it's animation fine, so I am wondering why the Soyouz antenna no longer animates? Any help would be great!! P.S. I do not mean to be rude by saying that I have deleted parts that you have clearly put so much work into, it was a long and painful process in selecting the ones to keep and was the only way I can get a modded KSP to run, one day when I have a better computer I plan to make a glorious KSSR Program using this mod! Also I completely understand if this is not solvable, asking for support on a modified mod may be a bit much but I figured I would try anyways
  13. So I am currently playing career mode, and have tried swapping around when some of the parts are discovered. I seem to have had success with changing when modded parts are unlocked, however I cannot seem to change the level at which the stock Mk-1 Lander is unlocked. I wish to have it unlocked with Landing, here is the .cfg that I tried changing to do this: // --- editor parameters --- TechRequired = landing entryCost = 6800 cost = 1500 category = Pods subcategory = 0 title = Mk1 Lander Can manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = This capsule was designed for lightweight non-atmospheric landers, and seats a single occupant. Features a novel full-body crumple-zone technology. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 Edit: Got it to work. Turns out the KSPI tree was forcing a different tech level. I enabled it and changed the .cfg and now it works! Mods feel free to delete this tread
  14. It oddly seems to be working now. I think the only issue before was I had saved and loaded after the experiment was done. I will let you know if I can somehow reproduce the error, thanks for the help though!
  15. Thanks, I seem to have gotten it working. Although may I suggest also modifying the strategies for increased science? Even with the multiplier set very low I can still get +8 science points on Kerbin contract if I select Unpaid Interns. Already a few days into my career with this and I like the pace of advancement much better, I actually get to use mid range tech!
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