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COL.R.Neville

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Everything posted by COL.R.Neville

  1. looks like the OPT folks removed the opt_ from their part names so here is a new OPT_TweakScale.cfg
  2. yeah shadows patch i use as well as just hitting the complete contract button on alt f12.
  3. If you use the starlifter cargo truss and the lil container holders (cargo adapters i think they are called) it wont pass the containers weight thru and the kraken awakens. also there seems to be quite a bit of gap with the 3.75 containers and the cargo adapter. If you connect the containers directly to the truss its all good. not only giant wheels but big ass landing gear like the coreworks c7 you know sorta like voyager has or soup up the aset landing gear they are pretty sweet as well. speaking of wheels, landing gear etc who are the resident SME's on the subject course im just assuming there is more than one hehe.
  4. i couldnt remember if it recharged when you got back in and if you are doing surface experiments etc and unable to recharge you need a lil ec. you can make it anything you want. so long story short SWAG technically the guy is a ship so you could add a singularity reactor and warp drive if you wanted to hehe
  5. ah okay. new change. before you just needed solar energy and they would xmit,receive or relay. read thru the docs on the wiki and other places but didnt see that part or probably missed the ONE that did say something about that. good to know. thanks
  6. yeah everything besides what i have commented out seems to work fine
  7. so checking out the power transmission stuff microwave in particular. I think its busted cant seem to find a xmitter even though the descriptions list multiple ones. and the cfg/s seem to contain xmitter code but it seems to be named the same thing as the reciever. title = Pivoted Microwave Phased Array Relay Recieverer manufacturer = DragonTech description = Capable of transmitting, receiving or relaying microwave beamed power. MODULE { name = MicrowavePowerReceiver animName = Deploy receiverType = 2 collectorArea = 75 diameter = 10 maximumPower = 10000 facingThreshold = 0.25 facingExponent = 0.25 minimumWavelength = 0.003189281 maximumWavelength = 0.008565499 efficiencyPercentage = 90 } MODULE { name = MicrowavePowerTransmitter animName = Deploy maximumPower = 10000 canTransmit = true canRelay = true canFunctionOnSurface = true apertureDiameter = 10 atmosphericAbsorption = 0.44 efficiencyPercentage = 80 nativeWaveLength = 0.003189281 nativeAtmosphericAbsorptionPercentage = 44 } MODULE { name = ModuleAnimateGeneric animationName = Deploy isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle eventAvailableEditor = true eventAvialableFlight = false eventAvialableEVA = false instantAnimInEditor = false }
  8. you might be able to find an old one from the previous version on github. but i dont know which file controls the "Stock" buttons.
  9. is there any way to group engines together by their ASL,VAC thrust either sorted by either of those or by a range of like 0-100 etc..?
  10. yeah oops forgot this is a MM config file create a folder i use zzzMyModParts ,to make sure everything in there is processed last., i call mine kerbalEVAxmitter.cfg eva right clik on kerbal change vessel type to rover or something then accept you should see the symbology change in the upper corner from a guy to the commnet connection only has a range of 2500 m so you need a relay antenna on your rover or ship also makes it where you get full credit for the science. ill admit not a very elegant solution but the only one i could think of at the time hopefully somebody will come along and do a more elegant one.
  11. i think you should get another nyan cat for every patch you process.
  12. just curious why two different versions? couldnt you collaspe all that into one so you dont have to try to maintain all that? thanks for this update KW is one of THOSE packs like AIES,Novapunch,B9 that is just a goto.
  13. for me if I try to use the force-opengl switch i get a black sky and pink kerbin in the map view. d3d11 seems to work fine. and everyonce in awhile still getting a scatterer/fourier spam
  14. thanks for the update. I use your probes for commnet and surveying and having fun so thanks again.
  15. probably should do a community filter category id assignment like they do for resources.
  16. yeah squad parts then the utility file //@PART[longAntenna] { // !mesh = DELETE // !MODEL {} // MODEL { // model = VenStockRevamp/Squad/Parts/ScienceParts/16 // } // %rescaleFactor = 1 //} //@PART[mediumDishAntenna] { // !mesh = DELETE // !MODEL {} // MODEL { // model = VenStockRevamp/Squad/Parts/ScienceParts/DTS-M1 // } // %rescaleFactor = 1
  17. D:\games\ksp\KSP_win64\KSP_x64.exe -force-d3d11 D:\games\ksp\KSP_win64\KSP_x64.exe -force-opengl those are my shortcuts. is there a registry entry or something i can check? seriously i dont have an output_log in x64data i used to but not anylonger after i started running the 1.2 stuff.
  18. there used to be another log file output or something like that in x64data. the only log i can see to find now is the ksp one in ksp_win64. is there some setting im missing to turn the other back on or did it get done away with in 1.2. also before in the alt f12 screen you used to be able to see the actual part config now it only list the parts did that get zapped as well?
  19. yeah ran into the same problem as drtedastro stopped on the viper cockpit. where its looking for real fuels. i have interstellar fuel switch and modular tanks installed but not real fuels since it hasnt been updated yet. maybe from using the texture switching on interstellar is causing some further reach back to real fuels at some point? dunno.
  20. ban3k8 heres a pretty video showing how to do it. it just creates a series of quicksaves everytime you stage. just remember you have to make each stage a flyable craft so probe core, antenna etc...
  21. as i was going thru the MMparts i noticed that you were referring to metal ore in one of the scanners i believe for the extraplanetary launchpad mod shouldnt that be metallicore now?
  22. seems like this is stepping on the USI rover,kolonization,logistics,manufacturing tabs in the part editor. had those before installing now i dont. is there some limit to the number of categories there can be in the right side tab. same column that pods is the first item in.
  23. cool thanks man love this mod btw use the service bays and decouplers for just about everything.
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