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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Please remember that I don't do models :-( So, whatever you can do would be great. The entire mod is up on Github, so if you are missing something, look there.
  2. New release, 0.5.5.1: Updated config file to have ModuleRCSFX along with ModuleRCS This was preventing the checklist from recognizing RCS parts which used ModuleRCSFX instead of ModuleRCS
  3. I have the entire Kerbalstuff archive, I'll take a look for it.
  4. Given how many mods you install, you really need to try to identify where the problem really is. In this case, it's an RP-0 problem, which you seem to be asking everyone else except the RP-0 people to fix. To prove this, just install KW by itself in a plain install, and see if you get any errors.
  5. So, if all the parts begin with MI_ I can use this: @PARTS[MI_*] yes?
  6. New release, 1.0.1: Fixed typos Removed ProbeControlPoint from 2 BOMPs
  7. ok. So, do you know how to tell MM to apply a patch to files in a specific mod? Or do I need to specify each individual part? Thanks
  8. Sorry, I'm not stating it properly. Is there a need for a local patch for IFS if this patch will do it for all tanks?
  9. Umm, how? I see 3 blocks, rectangular, round and oval. would be nice if they could be resized. And then I see 1 or 2 nozzles, also resizable Oh, you are referring to the vessel part count. Easy to deal with, make them physicless, so the game won't have to deal with the physics, which is where it really bogs down. Make the blocks have physics, and, if you want, a small mod could be written to add the mass of the nozzles to the block, that mod would only be active in the Editor
  10. This may sound crazy, but hear me out. I had this idea that, rather than have so many parts, to create an RCS block module with a number of attachment points (both rectangular , round and ovel) and then have several individual RCS nozzles that could be attached to the block module. This would allow anyone to create exactly what they need, could even have different size nozzles pointing different directions.
  11. Yes, try removing them and see what happens No, it doesn't affect unloaded vessels Thanks. Dang it can happen any time, including during launches. Launch Failure only during launches
  12. Understood. But, if that patch which is included is applicable to all tanks, then maybe I don't need to include a patch for this
  13. Ok, then how can I do that (forget the rest, it was a copy/paste and I added an extra NEEDS)
  14. Will this work properly? It will need to only process on parts in the MunarIndustries directory only, but be done before any patches are done from the InterstellarFuelSwitch mod are done. This was copied from a patch from IFS and modified for my needs: @PART[*]:FOR[MunarIndustries]:NEEDS[InterstellarFuelSwitch]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[ModuleTankManager],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:BEFORE[InterstellarFuelSwitch] { blah blah blah } Thanks
  15. I'm working on updating an old mod which has an IFS patch. The patch is hard-coded for each tank in the mod, it's rather long, and tedious to fix i was looking at the IFS download, and sw the patch: IntegrationLiquidFuelOxidizer.cfg file. It appears to be what I need. It looks like it is taking the actual amounts from the part and using those to add a correct config to the parts. Is this correct? If so, then I can just delete the existing patch. Assuming it can, then how can I specify the default config for the tanks? This is a short excerpt from the existing patch:
  16. Might be interesting to see if this and Dang It could be merged somehow.
  17. Frankly, I'm not that much of a fan of Tweakscale. it doesn't scale volumes properly, and as a result, the weights aren't scaled properly either. It can be very cheaty What you want to do is interesting, good luck with it.
  18. New release, 1.1.8.1: Fixed patch for ConnectedLivingSpace (wasn't working)
  19. Re. the K2, it had a patch, but was incorrect. I'm fixing it now, will release an update soon
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