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flack

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Everything posted by flack

  1. Open ..\GameData\Kerbalism\Settings.cfg Change "Signal = true" to "Signal = false" Reliability = true // component malfunctions and critical failures Signal = false // communications using low-gain and high-gain antennas Science = true // science data storage, transmission and analysis SpaceWeather = true // coronal mass ejections Automation = true // control vessel components using scripts Hope this can help you!
  2. Of course!! For some reasons I thought RF Stockalike was dependent of Real Plume - Stock! Just wanted to be sure Nhawks17 wouldnt lose his time investigating because of my previous list of phantom plume! Thanks!
  3. Ahhh I removed RealPlume - Stock and it fixed a lot of the phantom plumes! Thank you! But I still have some phantom plumes with : -All the engines of Cryoengines -MRS Liquid fuel engine "hound" -LV-0 "ant" -MRS "Flingatron" Misplaced plumes are still there on previously mentioned engines. Thanks a lot!
  4. I also have phantom plumes and some wrong plume placement with these parts / mods : Squad: 24-77 "Twitch" 48-75 "Spark" RE-Ii5 "Skipper" KR-2L "Rhino" RLA Continued Stockalike: LV-0 "Aphid" 36-5D "Caravel" KW Rocketry: VR-9D "Vesta" G8D "Griffon" "Titan V" "Maverick" "Kw Rocketry Hypergolic Service Propulsion system" Modular Rocket System: All the engines. Cryoengines: All the engines. SXT : LV-NX3 "Phoebus" Kerbal Atomics: LV-N50 "Stubber"(Crooked plume) LV-100 "Neptuna" (Crooked plume) LV-N "Atomic Rocket motor trimodal" (Patched LV-N "Nerv" by squad) Umbra Space Industries: GNR-3750 (Smoke going 90degree sideway) GNR-2500 (Misplaced plume and smoke)
  5. I also have a permanent flame effect bug on some engines, but my installation was manual. Is there a way to fix this? Thanks!
  6. It is possible! I tweaked the number of slot on my mod by adding this MM patch @PART[*]:HAS[#CrewCapacity[3]]:NEEDS[ProfileDefault]:FOR[Kerbalism]:Final { @MODULE[Configure] { @slots = 3 } } @PART[*]:HAS[#CrewCapacity[>4]]:NEEDS[ProfileDefault]:FOR[Kerbalism]:Final { @MODULE[Configure] { @slots = 4 } } Note that its also possible to add processes that are not included originally. If you want to add Fuelcells, you need to add a "ProcessController" Module and also add a "Setup" in the module "Configure" // ============================================================================ // Add configurable Life Support System to all manned parts // ============================= @PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = ProcessController resource = _FuelCell title = Fuel cell capacity = 1 } MODULE { name = Configure title = Pod slots = 2 SETUP { name = Fuel cell desc = Produce Electric charge with H2 and O2 mass = 0.05 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _FuelCell } RESOURCE { name = Hydrogen amount = 110000 maxAmount = 110000 } RESOURCE { name = Oxygen amount = 220000 maxAmount = 226000 } } }
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