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SheepDog2142

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Everything posted by SheepDog2142

  1. PM me and we can work on getting a regex script together for you. Maybe take some of the manual labor off your plate and automate it a bit.
  2. OOO Tantares would be awesome as well. Just a thought but are you using visual script to search across multiple even hundreds of config and text files at once to bulk change and skip the receptive task? You could also use a Regex code line to have your bulk code added in the same spot across all the configs at once.
  3. Ill mess with it more and check. I tried stock IVA to and same result. However I bet there is another config causing issues so ill do some more testing and report back.
  4. Im going to test below because to my knowledge %scaleAll is not a standard attribute and might not function as intended in this context @INTERNAL[*]:HAS[!MODULE[ModuleTagNotRescaled]]:FOR[zLRTR]:NEEDS[LRTRRescale] { MODEL { %scale = 1.45, 1.45, 1.45 } @MODULE[InternalSeat],* { %kerbalScale = 1.2, 1.2, 1.2 %kerbalOffset = 0.0, 0.0, 0.0 %kerbalEyeOffset = 0.0, 0.0, 0.0 } } EDIT: Did not help
  5. Put it at the end of the rescale.cfg and there was no change in game to the IVA itself but my Kerbal is bigger.
  6. Testing now. Ill report back in a bit. Below are some ways ive tried without much luck on these. @PART[*]:HAS[@INTERNAL[*]]:FINAL { @INTERNAL { @MODEL { %scale = 0.625, 0.625, 0.625 } } } --------------------------- @PART[*]:HAS[@INTERNAL[*],@MODEL]:FOR[RKerbSize] { @INTERNAL { %rescaleFactor = #$../MODEL/scale$ @rescaleFactor != #$../MODEL/scale$ } } @INTERNAL[*]:FOR[RKerbSize] { @MODEL { %scaleD = #$../rescaleFactor$ @scaleD != #$../rescaleFactor$ } @PROP[*] { %rescaleFactor = #$../rescaleFactor$ } } @PROP[*]:FOR[RKerbSize] { @MODEL { %scaleD = #$../rescaleFactor$ @scaleD != #$../rescaleFactor$ } }
  7. Looking forward to it working with RSS
  8. Thanks! Iva already tried scaling it via config, setting up a auto scaler, and adding tweakscale to iva views. Most have an effect in game but not a positive effect. If you ever want some assistance let me know.
  9. Another question. Is anyone else having an issue where the IVA's dont scale correctly. Mine are all really small while the parts around them are to large. Creates a issue with prop planes where the prop is massive infront.
  10. Cant wait to get the Restock config for this whenever its ready. My multiplayer server will be so happy.
  11. Having the same issue. No idea how to fix. - Fixed not sure what I did. However I noticed that when using lazy painter the "paint" quality is significantly lower even with the same metrics than if using the right click menu for paint.
  12. Just a though but would there be a way to set this as a IVA for the tracking center?
  13. Does this mod handle making re entry mode deadly or is Deadly Reentry needed for that?
  14. I agree my choices as well. Kerbalism adds such a good new science model it's nice for it not to have any other systems that night conflict with other mods. Also please make this compatible with Real solar system. IE Earth instead of kerbin. Can't wait for this to be alive again!
  15. Would love to see that. Anyone know If I can have Interstellar Expanded installed and this at the same time without issue?
  16. Please bring this back. If i can help in any way ping me. UI can do some limited coding in MM. Really want to see this up and running again. I have a Mp sever with about 6 people and science only works but full kerablism wont due to MP
  17. So most of the 2050+ nodes are blank for me even with far future and such mods. What are some mods to fill out the back part of the tech tree?
  18. Ok been doing some testing and even created a patch to force add iva back in on 0 crew probe core parts but its still having the no crew issue. I checked and everything is installed correctly. For some reason its just loosing the view or thinking it needs crew. [LOG 12:44:03.213] Key pressed - Camera Mode Change - No crew [LOG 12:44:03.304] Cannot find InternalPart 'MissionControl' [ERR 12:44:03.304] Cannot add an InternalPart: Cannot find internal of name 'MissionControl' ---------------------------------------------------------------------------------------------------------------------------------------- FIXED! It was janitors closet purging the probe control room .mu space file even though I did not tell it to purge anything relating to probe control room.
  19. These are hands down my favorite IVA's. However I need HELP! For PR-1/ Realism overhaul it changes how electricity works and now the cockpits wont work properly because they dont think they have charge. Can anyone link me to a fix? Edit: Found the fix. In the Part CFG files just remove the text relating to electric charge.
  20. Id love this for my less than real RP1 playthrough on my multiplayer server. Procedural Avionics as a standalone would be amazing. Or heck just a Full RP1 for KSRSS
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