-
Posts
684 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Jso
-
Welcome back Depends on your definition of "normal" I guess. The 3.75m and 5.625m parts are what you get by default. No action is required. There is a config in Extras that will rescale it up to 4.25m and 6.375m (64% scale). I don't think the rescale config handles some of the newer parts so it probably needs a looking at.
-
There are some RealFuels files in the Extras folder that should fix your issues. Nobody on the team here uses RealFuels so it would probably be best if someone from that community took over maintaining those. The reason you're having trouble with the cryo tanks is RF stockalike doesn't know what to do with our non-stock Lh2/Ox tanks. Build your CSM and attach the fairing base to it. Then open the fairing base and build the LEM bottom up inside. It's only 4 parts and goes together pretty easy. There should be daylight between the top of the LEM and the CSM engine bell.
-
This definitely needs fixing. Early on I was using packet interval to adjust bandwidth, and that's wrong. 0.3 - 1.5 seconds sounds good, just be sure to retain the bandwidth. Some of them are slowed to permit longer ranges at lower power levels, and the ec/mit will be high on those. Early tech longer range stuff should be heavier than comparable later tech stock stuff. If you change an antennas range/power I'll ask why. I *believe* they are all appropriate for their missions. You overlooked $ cost which is probably all over the place :-)
-
That's just how MFT works. You tell it what to put in the tanks. Setting them up in the config is a bit of a PIA but can be done. You really need to setup a clean install with just the minimum and see what happens. For all you know it does work properly and one of your other 100+ mods is clobbering the life support. Most depressing book I ever read.
-
You either a) Still have a RealPlume folder in GameData, b) Did not remove the RealPlume-Stock folder when you uninstalled, or c) Have some other mod that uses FOR[RealPlume] instead of NEEDS[RealPlume,SmokeScreen] in it's patches. The existence of an empty RealPlume folder, or the use of FOR[RealPlume] in a patch will trick mods into thinking RealPlume is installed. If you like B9 then Nertea's CryoEngines mod would be your best bet. It's fairly lightweight and adds fuel switching to all tanks. It includes the necessary code to avoid colliding with other mods that also use fuel switching.
-
You've got two options. You can remove the SMURFFExclude flag and set the systemScale variable to 1 to allow SMURFF to run and disable BDB's stuff. @PART[bluedog*,Bluedog*]:BEFORE[SMURFF] { !SMURFFExclude = remove } @BDBRESCALECONFIG:AFTER[zzzBluedog_DB_0] { @systemScale = 1 } Or if you just want to change how engines are handled and leave the rest as is you can set the engine multiplier directly, possibly with a value pulled from the SMURFF script. @BDBRESCALECONFIG:AFTER[zzzBluedog_DB_1] { @engineFactor = 0.5 // Adjusted engine mass will be mass * engineFactor }
-
Type "S4" in the search box and you'll see the parts that go together in that stage (all of the Saturn stages should be searchable this way: S1, S1C, S2, S4B, ect). There are two tanks. The S-IV is in Heavy Rocketry. It's engines are in Precision Propulsion with the Centaur parts. The bigger S-IVB stage with the J2 engines is in Heavier Rocketry. CTT does not change the placement of any Saturn parts. Look in GameData\Bluedog_DB\Compatability\CommunityTechTree\CTT.cfg.