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Svm420

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Everything posted by Svm420

  1. Known the mod hasnt been updated for .15FAR so isnt telling FAR the shape is changing. Anecdotally it may help to detach and reattach the part to let FAR know of the change YMMV.
  2. Thanks for a useless bug report. Improve your report and it may be useful. So then why am I having no issues? What are we to do without logs? We have no idea what "issue" you have. We have the same evidence that you're wrong as you do that your right. I will admit I am wrong should you provide proof of said "issue". Thanks!
  3. It's you. I have all those myself among others with no problems. Logs and a clean install b4 bug reports thanks! - - - Updated - - - Your wrong unless you mean something more specific
  4. @PART[procedural*Liquid]:NEEDS[CryoEngines]{ @MODULE[TankContentSwitcher] { TANK_TYPE_OPTION { name = LqdHydrogen dryDensity = 0.1 costMultiplier = 0.035 // Based on observation that LH2 is 1/20 the cost of LF RESOURCE { name = LqdHydrogen unitsPerT = 8800 // Based on nertea's 5.5x total of mixed tank } } TANK_TYPE_OPTION { name = LqdHydrogen+Oxidizer dryDensity = 0.1 costMultiplier = 0.785 // Based on observation that LH2 is 1/20 the cost of LF and adding the cost mult for oxidizer only RESOURCE { name = LqdHydrogen unitsPerT = 8000 // Based on nertea's 5x total of mixed tank } RESOURCE { name = Oxidizer unitsPerT = 800 // Based on nertea's 1:10 ratio for mixed tank } } } } Please critic it and let me know how it works haven't tested just made it. It is based the orignal stats from nertea's DL in OP.
  5. Wow malah I was just going to post about this and you're so quick you've already fixed it. Damn malahs mods, the ones you never knew you needed and now you don't know what you did without them. THANK YOU!
  6. Hey is there anyway to disable the wasd control of the values. I really don't want that I'd much rather type to change things
  7. Just wanted some clarification about this. Currently it sounds like I'd have to reinstall my game to fix this. I am 99% sure you didn't mean that. But then what does one do if the this occurs? Is there no way for me to get sound a wobble back? Do I need to manually change something. Just want to know what exactly you meant. I get that you mean you can't fix it within your code ATM, just want to know what do do as a user if this occurs. Thanks to both of you for updating this wonderful mod!
  8. I am not sure, but I think the issue was some duplicate science definitions from a duplicated cfg unrelated to this mod. Sorry for wasting any time. I do appreciate the response though. Thanks for updating this wonderful mod.
  9. Glad to hear you have a good sense of humor. I mean no disrespect to the author. Just a joke from another thread hoping to catch someone too headstrong to stop and check the fine print subtlety is so lost in plain text. Everyone has what they enjoy no need for any1 to really go around shouting people down. Fly high!
  10. I do miss the balance changes especially the RT and electric, and hope once things settle 1.0 will start to feel like an improved 0.90 SETI career. Thanks for the update Yemo!
  11. This mod dead now that nuFAR is out. There is no point for it anymore. Total sarcasm
  12. @PART[KzProcFairing*] // Fairings { MODULE { name = FStextureSwitch2 //showListButton = True textureNames= ProceduralFairings/fairing1_stockalike;ProceduralFairings/fairing1;ProceduralFairings/fairing1_tantares;ProceduralFairings/fairing1_tantares_dark;ProceduralFairings/fairing1_tantares_gray; objectNames = model textureDisplayNames = Original;Clean;Tantares;TantaresDark;TantaresGray useFuelSwitchModule = True fuelTankSetups = 0;1;2;3 } I can't remember where I got this, but it works like you said and allows one model to have multiple textures. I don;t know how you feel about dependencies though or FS in general, so don't take this as anything other than an idea. I just wanted to throw that out there hoping it may be enough. I can't wait to see more fairings! Also there is Interstellarfuelswitch. It mentions texture switching in the OP, but I am not sure if it can do jsut switching textures of non fuel tanks.
  13. Getting a couple errors on load with the latest build, and I am unable to get past the MM patches. It gets stuck on esc1 container. LOGS
  14. Would it be possible for the DOE fix to be bundled with DOE? It gets updated more frequently and leads to this mod being incompatible due to version numbering. I wanted to play with cacteye, but DOE is at 1.5.5 and now i get 100s of errors in my log about the wrong version just from launching any craft not even using cacteye parts. Thanks!
  15. Would you happen to have the latitude and longitude of the launch sites for remote tech compatibility?
  16. pot meet kettle. It is interesting how expectation can color a situation before ithas even began
  17. I find this whole think pointless. It is a single player game don't like the changes in your game then get rid of them. Telling other how to play there game and what changes they can make is a bit egotistical. Actively damaged? Really semantics aside that is a very poor argument to make.
  18. Will this mod get updated when nuFAR comes out? Thanks!
  19. Thats not true at all ferram has stated oldFAR accounted for exposed parts changing. Try it by getting in a stable low altitude flight and reach your max vel. Put landing gear out and your speed drops. It accounts for shape changes.
  20. @PART [*]:HAS[@MODULE[ModuleReactionWheel],!MODULE[RWSaturatable]]:Before[RWSaturatable] { @MODULE[ModuleReactionWheel] { @PitchTorque /= 3.25 @YawTorque /= 3.25 @RollTorque /= 3.25 ecMult = #$PitchTorque$ @ecMult /= 10 @RESOURCE[ElectricCharge] { @rate = #$/ecMult$ } } } I need some help. I want to set all reaction wheels EC to 10% of torque. I haven't been able to get EC rate to equal the value I am trying to copy there. Can someone see something wrong that I am missing. I used deadly reentry as a guide based on starwasters code to set heatproduction based on how much a parts max temp was changed. Thanks! - - - Updated - - - Also would MM be able to target say building limits in career like size limits upgrade costs, and/or action group unlocking to be editable in a cfg file? I know this isn't currently a function just wondered if it could handle something like this.
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