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Everything posted by flart
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hi, it's probably possible, but not in this mod. It's easier to make a parts limit larger using Custom Barn Kit
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[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
It's better to fix these MM errors to ensure the cache is saved. I checked my MM patches, the Consumptor only created for the RELAY and DIRECT antennas, but not INTERNAL, so it's probably something else. -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
@Bit Fiddler Most likely there is some mods conflict, 12 EC/s for small plane is not ok. I don't know mods that make all internal antennas very powerful (probably something around 10T), but in this scenario any part with internal antenna will draw 6 EC/s (because of 10T power) Share KSP.log and GameData/ModuleManager.ConfigCache — not on the forum, load somewhere online, and put links there. -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
CommNet Antennas Extension 2.1.9 added bulkheadProfiles updated Chinese translation (thanks to github.com/zhangyuesai) updated MM 4.2.3 CommNet Antennas Info 3.1.4 updated Chinese translation (thanks to github.com/zhangyuesai) CommNet Antennas Consumptor 3.5.8 updated Chinese translation (thanks to github.com/zhangyuesai) updated MM 4.2.3 -
Version 0.9.6 VABOrganizer patches
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[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
CommNet Antennas Info 3.1.3 The vessel rating in the Internal Antenna PAW accounts for the antenna strength modifier in the difficulty settings (thanks @SergeantBlueforce for the bug finding) -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
CommNet Antennas Extension 2.1.8 VABOrganizer patches (thanks to github.com/Adventurer13) -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
Yes, if you have a relay somewhere, then it could be helpful for designing a new vessel to be able to connect to the relay, but not something else. -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
you set it to the rating of an other vessel, click recalculate button, and the distance between current vessel the "other vessel" will be recalculated -
Hi, the toolbar button was never requested, units suppouse to be changed on-the-fly, without another gui. Also type of the vessel could be changed to have some specific units. However, there is now so many options, so I understand where the request came from. Then SUA solution would be to add option for auto-split speed horizontal/vertical only for Lander type — and maybe only for descent — that make sence What do you mean? The game sometime does not reconize vessel type correctly, and there is gui for changing type, and the SUA's "virtual types" are straighforward:
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[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
yes -
Version 0.10.3 * new: * DodoLabs 1.3.1.1 * Luciole 1.9 * updates: * rework SEQ for storage containers * small different updates * add Naming-Spec.md to mod folder * MM 4.2.3
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
flart replied to SuicidalInsanity's topic in KSP1 Mod Development
Hello @SuicidalInsanity, RCS Chine Cap has thruster power 60, while other RCS Segments have thruster power 6, is it a bug ?- 863 replies
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[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
CommNet Antennas Consumptor 3.5.6 icons in the "Filter by Module" in the Editor -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
flart replied to Gotmachine's topic in KSP1 Mod Releases
So no possible optimization there, on Harmony level? Like, for example, for the start of career temporary disable other planets? Another one, a limit of a zoom in the map mod. It makes complicated to target vessel, that is close enough to active vessel. -
The clean install with the CPT still have the cockpit, so some other mod is related. Probably some other mod (most likely airplanes related) added new cck category, and you could find the cockpit there. Do you have Community Category Kit installed? Another worse option is some mod added cck-* tag to the cockpit, but there is no related cck category. In the GameData/ModuleManager.ConfigCache, find mk3CockpitShuttle, and check tags field.
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after 9:40 mark, Raiz Space has a problem of openning KH GUI in-flight https://youtu.be/FhDTuwjBCL0?si=WTe0S2r1cnQ0xbxI&t=581
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
flart replied to Gotmachine's topic in KSP1 Mod Releases
Feature request: Maybe it makes sense to generate all volumes at runtime in this mod, because the KSPCF could also regenerate volumes if related settings is changed without requiring a game restart (how the KSP part volume works). Feature request 2: Option to disable all bodies except for home planet, its sun, its moons. It is for quicker load / performance impovement if for testing purpose user do not need other bodies for now. -
@ttikkoo thanks, this one from the stock expansion has been missing Version 0.10.2 fix stock expansion heat shield