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eberkain

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Everything posted by eberkain

  1. Is there a way to do a TweakScale config that will only apply TweakScale to IR parts, I have many other mods installed and don't want to have tweakscale on everything.
  2. I think that mainly applies if you use CustomBarnKit to do weird stuff like add another upgrade level to on the the KSC structures. Strategia requires CustomBarnKit so I bet must people are using it at this point.
  3. Found this online calculator for orbital decay. http://www.lizard-tail.com/isana/lab/orbital_decay/ It does seem like the mod may need to be tuned a little bit for real scale systems. But I'm also no expert. EDIT: Looks like the Decay Multiplier is set to 10x by default. I can be changed on the KSC menu.
  4. It seems Kerbalism adds monoprop to kerbals on EVA, so SMURFF is trying to adjust them like a fuel tank, which is kinda funny. Is there a way to blacklist the KerbalEVA and KerbalEVAfemale parts so SMURFF will ignore them? [LOG 05:53:27.411] [ModuleManager] Applying node SMURFF/SMURFF/@PART[*]:HAS[@RESOURCE[MonoPropellant],~SMURFFExclude[*rue]]:FOR[zzz_SMURFF] to Squad/Parts/Prebuilt/kerbalEVA/kerbalEVA [LOG 05:53:27.413] [ModuleManager] Cannot find key mass in PART [LOG 05:53:27.413] [ModuleManager] Error - Cannot parse variable search when replacing (%) key initialmass = #$mass$ [LOG 05:53:27.414] [ModuleManager] Applying node SMURFF/SMURFF/@PART[*]:HAS[@RESOURCE[MonoPropellant],~SMURFFExclude[*rue]]:FOR[zzz_SMURFF] to Squad/Parts/Prebuilt/kerbalEVAfemale/kerbalEVAfemale [LOG 05:53:27.415] [ModuleManager] Cannot find key mass in PART [LOG 05:53:27.416] [ModuleManager] Error - Cannot parse variable search when replacing (%) key initialmass = #$mass$
  5. Correct me if I'm wrong, but this never got finished or merged into the main branch?
  6. I see this same behivor on my GPP install. The OP says it works with planet packs, but I think it means packs that add to the stock system.
  7. So this part of the 10x config references Kerbin @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Kerbin]] { @SigmaDimensions { @dayLengthMultiplier = 3 } } } And does not throw an error, but in other places Kerbin is getting rejected as an invalid body. So I take it Gael is really called Gael behind the scenes, but then why does this config list Kerbin?
  8. It almost looks like its cropping the full camera feed down to fit the MFD panel.
  9. @Kerbas_ad_astra gave me this for the Spacetux Rover Contracts. @CONTRACT_TYPE[RoverDeploy]:NEEDS[GPP] { @DATA:HAS[#kerbin[Kerbin]] { @kerbin = Gael @mun = Iota @minmus = Ceti @duna = Gratian } } Seems to work, the Spacetux unmanned contracts throws two errors, but I think the problem is inside the .dll on that one. The only other contract pack I'm having trouble with is Field Research, which looks to have checks for RealSolarSystem built in, so I'm having a hard time figuring out a MM patch to make it work with GPP.
  10. Is it possible to do a module manager patch that would fix contracts that are hard coded to look for a specific body, to look for a different body when playing with a planet pack like GPP that removes the stock planets. I tried something like this with no luck. @CONTRACT_TYPE[*]:NEEDS[GPP] { @DATA { @Sun = Ciro @kerbin = Gael @mun = Iota @minmus = Ceti @duna = Gratian @Eve = Niven } }
  11. I thought there was a 1.2 release for Telemachus already. https://github.com/KSP-Telemachus/Telemachus/releases
  12. New version is awesome, going to put these two old iPad 2s I have to use with it. May attempt to build some kind of console to fit in with my X55. What would be really awesome is a way to use the in-game IVA MFD displays via Telemachus. Barring that, anyone have a walkthrough on how to build a new page for Telemachus?
  13. Looks like you should be able to Keep the Revised Crew vs EVA Reports, Probe Science and Hitchiker Experiments. Thanks for pointing this one out.
  14. There is a KSC Switcher for 1.2. I tried it out and it worked fine.... https://github.com/Alexical/KSCSwitcher/tree/21ddece4fbdb493de10cdcf54eb0f7a50c19e051
  15. I generally avoid using the auto thrust plates, most engines you can use without them. I would prefer if they were just separate parts listed alongside other adapters.
  16. Yes, you get my vote on higher res textures, looks great!
  17. I completely disagree in every way possible. If CKAN worked 100% of the time and was reliable for installing all mods, then sure, you could make that statement like it was a fact.
  18. I was considering more the aesthetics, as pictured the fans make the footprint of the vessel really wide. I don't really know what your ultimate goal with it is though.
  19. Same with me, its become so inaccurate in 1.2.2 that I finally just stopped using it.
  20. could you make the wings and the fans a single piece? There is a part in Quiztech like that.
  21. What kind of part do you want that is not offered?
  22. Is it possible to setup an engine so that each config unlocks at a different tech level?
  23. I've got something else I'm working on right now. I was planning on giving it a crack before I start my new career game.
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