VooDooShamane
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[1.0.X] RecoverAll/DestroyAll - V1.2.2 - 07.09.2015
VooDooShamane replied to SpaceTiger's topic in KSP1 Mod Releases
Nice!!! Another great mod for a thing wich Squad should have implementet in the game at first place. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
VooDooShamane replied to girka2k's topic in KSP1 Mod Releases
Got a small bug report : Welding multiple MK2 crew cabins together ends up in having no control over the cabin lights except for the first part. The other ones do not toggle lights and are always off. The cfg File: PART{ name = weldedpart module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topmk2CrewCabin0 = 0,5.25889,-3.84899,0,1,0,1 node_stack_bottommk2CrewCabin8 = 0,-0.69862,6.48162,0,-0.5,-0.86603,1 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 36 TechRequired = advAerodynamics entryCost = 108000 cost = 37800 category = Utility subcategory = 0 title = My welded part manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,0,1,1,0,0,0 mass = 18 dragModelType = override maximum_drag = 0.19961 minimum_drag = 0.29941 angularDrag = 1.99609 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 3400 fuelCrossFeed = True MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,4.32139,-3.84899 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,2.67754,-3.63569 scale = 1,1,1 rotation = 345,1E-05,-1E-05 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,1.14601,-3.00223 scale = 1,1,1 rotation = 330,1E-05,0 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-0.16899,-1.99361 scale = 1,1,1 rotation = 315.0001,0,1E-05 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-1.17662,-0.67813 scale = 1,1,1 rotation = 300.0001,360,4E-05 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-1.80809,0.8537 scale = 1,1,1 rotation = 285,0,1E-05 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-2.02258,2.49674 scale = 1,1,1 rotation = 270,0,0 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-1.80129,4.13847 scale = 1,1,1 rotation = 284.9999,180,180 } MODEL { model = Squad/SPP/Mk2CrewCabin/model position = 0,-1.16737,5.66972 scale = 1,1,1 rotation = 299.9999,180,180 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2 } MODULE { name = ModuleAnimateGeneric animationName = CrewCabinLight actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleLiftingSurface deflectionLiftCoeff = 2.7 dragAtMaxAoA = 1.35 dragAtMinAoA = 0.9 } MODULE { name = CollisionFX scrapeSparks = True collisionSound = CollisionFX/Sounds/Bang1 scrapeSound = CollisionFX/Sounds/GroundSkid sparkSound = CollisionFX/Sounds/SparkSqueal } } -
Make Parts disappear in VAB/SPH
VooDooShamane replied to VooDooShamane's topic in KSP1 Gameplay Questions and Tutorials
Nice Thank's Guys. Tried it and its working. Thank's again!!! -
Hi all Im just curious if its possible through cfg editing to have parts not in any category (VAB/SPH) but still be loaded in the Game. My Situation: I part welded some sepcific parts together but i will only use the welded part on the one ship. I need the game to load the part so the Ship can exist but i don't want it in my Build list. I already tried to edit the part cfg. Changed "category = FuelTank" to "category = somethingnotexist" That made the game stuck at loading screen. I also tried "category = 0" but strangely with that the part still appears in the Fuel tanks category. I even tried to delete the whole "category = FuelTank" line but than it's also available in VAB/SPH. Thank's