Artemonim
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ScrapYard also doesn't work well with the Ferram Aerospace Research continued mod, as FAR has it's own built-in implementation of RealChute. If you use only FAR and disable RC, the parachutes can be re-installed on the rocket, but they will already be used. Maybe I didn't fully understand something, but after disabling FAR, the problems disappear.
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Is it possible to add a repair function or "Rebuild this vessel as in this saved ship"? It seems to me that it will be enough to allow open\merge saved vessel, but perhaps it just seems to me. And I also noticed that we can fill the items that are launched from SPH, but to fill the items in VAB, you need to open the editor. (if this is important, I use " Real Fuels")
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Artemonim replied to stupid_chris's topic in KSP1 Mod Releases
Hi! RealShutes does not work with the "ScrapYard" mod, which allows you to use parts that have not been destroyed - it is impossible to apply stored parachutes to the rocket. I have already notified the author of SY, but he does not respond in his topic for at least a month. Perhaps you can do something on your side? I also tested FAR, which (as I understand it) uses a modified version of RChute, and ScrapYard works with parachutes as it should. (I initially played in a FAR+RC bundle) I also have You can reproduce it kit — you will need "Быстрое сохранение #.sfs" -
Parachutes from "RealShute" cannot be reused via ScrapYard, so I suggest adding RS to the list of conflicts.
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I suggest turning the wheels so that they are turned correctly by default. I built this truck and by default the "arrow" is pointed sideways, not down.
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I have the same problem. Here's what I tried: Copy my config file from "...\KS3P\Export" to "...\KS3P" Change "DefaultConfig.cfg" Change "Configuration.cfg" Download someone else's config file
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[1.4.3]Automated Aerial Refueling System[V0.4.3] [2018-06-10]
Artemonim replied to Icecovery's topic in KSP1 Mod Releases
I created a Russian localization for AARS, but can't check changes in game. Please check your Git repository. I also removed dependency with Aircraft Carrier Accessories in CKAN index. -
I think to create Git pull requests for each mod that use Git and wait for author to accept it. If author don't react to pull request for a week => create standalone CTT patch for the mod. I'm not breaking community rules, am I? And one more question - CTT can work only with parts?
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If you want to see modern information about mods in CKAN and author don't support CKAN - you can go to CKAN Git repository and update info to help other CKAN users. Use CKAN Index and CKAN documetation for this.
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@Nertea, mods can support CTT only through *.cfg file with @PART[*]:NEEDS[CommunityTechTree] or no? I would like to add support for several mods, but not sure they need it.