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JPGSP

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Everything posted by JPGSP

  1. Hi, is there a way that I can make every monoprop that uses monopropellant use another monoprop gas(I have real fuels and RO+RSS, and quite an amount of my monoprop from mods use monopropellant)?
  2. @TranceaddicT Ok, here they are(it's for a mod I'm working on, this .rar only has the contracts): https://www.dropbox.com/s/6cfb0inqrkfy3p3/Space Agency Contracts.rar?dl=0
  3. @TranceaddicT Thanks, but unfortunately it didn't work, it still gives me the same error(P.S. its in version 1.3.1)
  4. I'm making my own contract pack, and in the first contract, and when I press alt+F10 and to look if it works,and in the log details section one of the things is an error, but I don't know what it is supposed to mean or how to fix it, the error is like this: [ERROR] Contract.Configurator.ContractType: CONTRACT_TYPE 'Satellite Launch'.Error parsing group If anyone knows how to fix it, that would be helpful, thank.
  5. I'm making a mod that is going to add parts and contracts, and the first part, which is a probe core with solar panels, and all the modeling and texturing are done, but my problem right now is that the solar panels function doesn't work, and I have tied different things and it still doesn't work. Here is the content of the .cfg : PART { name = comSat module = Part author = ComradeJP mesh = Part rescaleFactor = 1.0 CrewCapacity = 0 node_stack_bottom = 0.0, 0.2, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = basicRocketry entryCost = 24800 cost = 3400 category = Pods subcategory = 0 title = Communication Satellite manufacturer = Space Agency description = Part made by the Space Agency, icludes antenna, solar panels and probe in one! attachRules = 1,0,1,1,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 // = 3400 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size2 MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = True } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.0008 } hasHibernation = True hibernationMultiplier = 0.00125 } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.015 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 5 MaximumFoV = 90 AnomalyDetection = 0.3 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 //#autoLOC_438890 = Biome Mode = Terrain,#autoLOC_438839 //#autoLOC_438839 = Terrain } } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = ModuleScienceContainer reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments evaOnlyStorage = True // i.e. can nearby regular vessels also do this, or EVA only storageRange = 1.3 canBeTransferredToInVessel = True canTransferInVessel = True } MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher pivotName = suncatcher isBreakable = false resourceName = ElectricCharge chargeRate = 5 extendpanelsActionName = #autoLOC_6002400 //#autoLOC_6002400 = Toggle <<1>> } MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = Rescalar windResistance = 1 animationName = dish extendActionName = #autoLOC_6002398 //#autoLOC_6002398 = Extend <<1>> retractActionName = #autoLOC_6002399 //#autoLOC_6002399 = Retract <<1>> extendpanelsActionName = #autoLOC_6002400 //#autoLOC_6002400 = Toggle <<1>> } } Thanks, and if more info is needed just ask and I will try to provide it.
  6. I had the idea of making a mod(I have no experience and this is the first time I'm doing something like this) that adds the missions of the mobile game: 'Space Agency' as contracts using contract configurator and I will also be adding a few new parts like the Communication Satellite. Images: https://imgur.com/r6dtPGt Status: Missions: Mission 1 half done Parts: Communication satellite+Telescope+Spy telescope done
  7. I found out that its a mod that causes the problem last time it was a mod that added Chinese rocket part for my RSS save, and now I took all the mods that I installed yesterday and it works, now I need to manually check one mod at a time.
  8. That's weird because I installed the mods with ckan and not manually.
  9. So, I made a new install, added just a few mods, and the game started crashing when loading; and I have no idea why. The files are here: https://www.dropbox.com/s/87y6lgwcqduqsz0/error.log?dl=0 https://www.dropbox.com/s/6bfsltaatlxp3d4/KSP.rar?dl=0 and https://www.dropbox.com/s/2n9ccpg6tqdzilh/output_log.rar?dl=0 thanks
  10. Do you know best soviet ww2 mellee weapon? Its sovel, because you can use them to stab cut or shove them ...
  11. What happens with that one, is that when you click download with spacedock(only download link) it says on spacedock that it can't be found
  12. @Heirloom I already had that one, but thanks anyway. I mean like more solar systems.
  13. Do you guys know of any mods that add more planets and that kind of stuff to RSS(ksp version 1.3.1)? Because the ones that I can find are no longer in development, or can't be downloaded.
  14. Apparently in the 27 of May, there is going to be a launch of a Russian rocket
  15. There is a Soviet/Russian rocket which the translation of the name means"boom"
  16. Why do you guys think the Soyuz is called like that? Here is why I think is called like that: If you know Russian, you will know that Soyuz (союз) means union, and the Soyuz is divided into 3 different modules, which means that the 3 modules are united together, which here is why I think is called like that. Leave why you think is called like that below. The Soyuz separated into 3 modules:
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