divinity_chimera
Members-
Posts
23 -
Joined
-
Last visited
Reputation
11 GoodRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
divinity_chimera replied to nightingale's topic in KSP1 Mod Releases
@nightingale, thank you very much! (thanks as well to @sarbian for the CBK) My wait has ended. Ladies and gentlemen, please excuse me - I have to start my 1.2 Career in 3... 2.... 1..... oh, I have to go to work -
Hi @Derrey, Here a more detailed description of the issue: I hope that helps to track down the issue. (I have to remark, I have a ton of mods installed - but it happened with several experiments) If I can be of further assistance, just ask.
-
Hi @Derrey, I'm not fully sure what is going on, but I have some issues of recovering experiments triggered through your mod. A quick invastigation leads to the experiments which use the DMModuleScienceAnimateGeneric Module. So my question is, if your mod compatible with the Generic version of Dmagics Modules? If no, I have a suggestion for your mod - else there might be an issue
-
@Pepethecat, Sorry, I was busy, but here you go: paste the following text in a new text file in the MK+Cockpit-Alt folder and rename the file ending to *.cfg This is basically the stock Cockpit regaring the parameters. There are custom IVA's - for the new pods at least. Found here: VenStockRevamp\Squad\Parts\IVA
-
Hey @sarbian, First of all, thanks for your work - I really appreciate it. While I was messing around with your CBK, I realized that the deault.cfg overwrites the in-game settings. To explain: The flag to allow Action Groups always has no effect after CBK is installed. I guess this is because of the loading sequence of KSP. Since there is an easy workaround to this (just fix it in the CBK itself) this is something really not important to fix - but I thought I mention it to you. I know, mod users can sometimes be a pain, but again: You are awesome!
-
@EmbersArc You were right - When I created a new vessel it works perfectly. Could be an issue with the change. (At work now everybody would complain why there was no migration path ) Oh, and when your done with @Blasty McBlastblast's request, could you please head over to the AIES thread and fix those legs as well? But seriously: Thanks a lot for your effort!
-
@EmbersArc, as far as I know the landing legs are only available as the *.mu file. There are 2 versions - one I used with KSP Version 1.0.5 and then there was an update for 1.1 - but they never really get popular, since they exploded on ground contact. Since it seems you have some experience with landing legs, is it even possible to get working landing legs out of a *.mu that was created before 1.1?
-
Regarding the RCS topic - for the RV-105 the following code needs to be added (for sound and effect) !EFFECTS{} EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } The others have to be adjusted accordingly... Remark: Use the ModuleRCSFX instead of the ModuleRCS