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DaniDE

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Everything posted by DaniDE

  1. I dont use these mods myself, but this sounds like these mods come with their own tweakscale config file, where the tweaking behavior is defined, since I cant find configs for these in the tweakscale folder. Since I dont have these mods myself I cannot have a look and give you a specific hint, but I suggest you check what is defined in there.
  2. Here is a simple TweakScale config for these parts, place in the gamedata folder, or the NothkeSerCom folder: https://www.dropbox.com/s/4t1zfotxhloiszk/NothkeSerCom_TweakScale.cfg?dl=0 It seems no one posted one yet (or I am too stupid to find it), so I thought I share mine.
  3. Ohhhh...neat! As I saw your video I could not help thinking about this, ehehe: So...make a lowrider hopping variant please!
  4. Before you get frustrated or bored, take a break. I got caught up with playing Uplink and Prison Architect for 2-3 weeks or so. Could not stop it But in the end...KSP sucked me in again, and it was fun again to construct, explode and tinker with things.
  5. Thanks guys. I gonna go google "splice operators" and "MYSPECIFICLIB" and try to make sense of it now
  6. Hi there, I am trying to multiply a value using a MM patch, but I can´t figure out the correct syntax to target the correct value: I want to set a multiplier to an atmosphere curve with two keys, but I dont want to change the atmosphere pressure part, just the specific impulse. So: @PART[xxx]:Final { @MODULE[ModuleEngines] { atmosphereCurve { key = 0 200 key = 1 125 } } } does not become when multiplied by 0.5: key = 0 100 key = 0.5 62.5 Thanks in advance
  7. Probably most are like me, using this happily without issues, but not also not really hardcore engineering with robotics parts. So far, everything I made with this version works as expected, and I like the changes so far. On a sidenote, maybe you should link to this dev thread from the Infernal Robotics Thread´s first post. I stumbled across this only because someone linked it on like the second last page on that thread. The only thing I´d wish is for you guys to include the reworked parts in the download so you don´t have to manually copy them over.
  8. It works in 0.90 (tested quickly in career mode) if you manually add a techtree hook in the part config files. Just add "TechRequired = ionPropulsion" to the cfg (if you don´t know where, put it directly above the "cost = xxx" line) and optionally, while you´re at it anyway, change the engines category to read "category = Engine" instead of "utility", for fuel tanks "category = FuelTank" - otherwise you will find all parts in the utility section in the VAB/SPH I have put together a ModuleManager Patch that does this, but I am not sure if I could share that here without violating the mod authors license for this.
  9. Thanks for this mod. Stunningly beautiful command pods! Absolutely love it! Edit (after I read the last few posts): works fine for me with OpenGL and ATM (KSP 32bit on Windows)
  10. Hi there I just wanted to say thank you for this, it quickly became one of my must-have mods for KSP! I especially love the combined radial decouplers+sepatron parts! Have some rep
  11. If you play on windows, I suggest you use OpenGL with KSP and 32 Bit and use the ActiveTextureManagement Mod. You can play pretty much uninterrupted for hours then. I crashed once in the last week, using 65 Mods. Also the ActiveTextureManagement Mod helps in a variety of ways not only by converting textures in a format that uses less memory footprint but also is most compatible with Unity.
  12. Hi there. I was wondering if it would be possible to give science points a meaning besides money when the last thing in the tech tree is researched. In particular, I wonder if there could be a (or many?) repeatable research subject that would give a boost to a stat of a part. Example: You research "Upgrade Part" for, lets say 2000 pts and then you can choose an engine, select a stat ... specific impulse for example, and the chosen engine receives a boost of 1% ISP. But, not only for engines, preferably every aspect of all parts. Compression of Fuels in tanks, so they can hold more fuel, effectiveness of solar cell panels, RTG efficiency, Popcorn added to command pods, science lab point boost, antenna packet size, lower energy consumption...you get the idea. Thanks in advance
  13. - I intentionally created a rocket that looked like a giant steel ***** with balls and grinned while I watched it "penetrate" kerbins atmosphere, taking multiple screenshots from different angles. - I laughed when I killed a kerbal - it was an unplanned spontaneous disassembly event, so don´t blame me - but it lead me to find KJR mod that saved so many kerbal lifes thereafter.
  14. Are you sure you are talking about the warp drive? Just asking because it makes no sense what you describe, since the alcubierre drive is using translation, it moves space around the ship, not accelerating the ships mass in any direction. Maybe you have another engine running at the same time ? Try to set up two action groups, one to shutdown the warpdrive and activate the conventional engines and another one to activate warp drive and shutdown conventional engines, use those to make sure you are not having both engine types active at the same time.
  15. Sounds like you have a probe core in your ship somewhere that is oriented differently than Jebediahs command capsule. On the launchpad, first right-click the command capsule and select "control from here", then start up everything else including ascent guidance. Visual hint for that: On a command unit/pod that is orientated straight up to the sky, the Navball is all blue. (AFAIK the game assumes command from the command unit that was placed first during design in the VAB /SPH.) The other scenario is power-related, happens if - for example - the SAS system eats up all power and can then not maneuver correctly any longer. Switch on RCS or check power usage/generation in this case. Or it is a probe core again that is in control instead of the capsule and runs out of power. If no RCS is present at all, then the torque wheels on a manned capsule would also not be running without power. This is all I can think of with that little information about the vessel in question, hope it helps anyway.
  16. :-) - that is done using Kronal Vessel Viewer: https://github.com/bigorangemachine/ksp-kronalutils/releases or https://kerbalstuff.com/mod/211/Kronal%20Vessel%20Viewer%20%28KVV%29%20-%20Exploded%20%28Orthographic%29%20ship%20view Have fun
  17. The inverting track unit is especially useful for rovers that work any side up. When flipping over is not even annoying anymore: Armored against impact on any ground obstacle using structural panels as casing while keeping the overall inner casing profile low enough to never extend over the track unit´s boundaries. This (subassembly) version leaves a hole in the top to be attached and deployed using a KAS winch. But even flipped over, the stack connector is usually too deep inside to be hit by obstacles.
  18. I love this mod so much, this is a must-have for me now! Thanks lo-fi! Edit: Oh did not realize there is a team, sorry, thanks to the whole team of course :-)
  19. Edit: Mod found, Fusebox - http://forum.kerbalspaceprogram.com/threads/50077-0-90-0-Fusebox-electric-charge-tracker-and-build-helper-1-2-released-22nd-Dec-14 Original Post: Hi there. I was not able to find anything that displays the amount of electrical energy consumed by your parts, so you could see how much energy generating parts you must add. This is a problem for me only because I somewhat lose track of things when using tweakscale to scale energy consuming things, since the standard consumption will be scaled too and you cannot see anywhere (or can you?) to what value. If anyone can give me a hint on a mod that I might have missed that does this or even better a function in the base game that I blatantly missed, it would be deeply appreciated :-) Thanks, Dani
  20. Hi there, I wonder if anyone could give me a hint on this: I tried to change the Karbonite converter recipes slightly using the @ operator in the MM patch. Problem is: there are 3 identical regolith modules in there, holding the 3 different recipes (3x MODULE[REGO_ModuleResourceConverter] ). I now checked my syntax and realized that the @ operator only changes the first match, even if I put three for the three recipes in the patch. Can anyone give me a hint on how to work around this? I would hate to just edit the part config files. Many thanks PS: Is there a way to "find-and-replace" a string in the config file using MM?
  21. Found this after researching on the forums because I had a few strange issues described by others already, I now played a few hours with the new DLL from the github repo and can confirm that this one seems to work flawlessly. Thanks alot ferram
  22. I would kiss* anyone´s feet virtually if they can give me back mouse wheel scrolling in the part pages. *washed virtual feet only, offer expires within 10 seconds after being posted, however authorized representatives of the poster will have the right to reasonably inspect, announced or unannounced and in its sole and absolute discretion, the helpful person´s premises and to inspect the bathroom and wear level of the soap, whether located on the helpful person´s premises or elsewhere, at any time, in order to ensure helpful persons´s adherence to the terms of this Agreement.
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