TheAnonymous
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Posts posted by TheAnonymous
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14 hours ago, Sovetskysoyuz said:
I have RPM installed but I disabled PropBatching.cfg because it was causing some other errors with MAS props.
How do I do that? Just delete the file?
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I can't seem to fit the LEM inside the fairing without the model overlapping with the Service Module Engine. Also, the Service Module Doors aren't opening for me, any ideas why?
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Hi, I downloaded this mod a long time ago in tandem with Kerbal Construction Time but lately I noticed that the Quick Apply button isn't working. Is there a fix for it? Also what else does this mod do? thanks
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Hallooooo, how exactly do I earn more Upgrade Points without buying them with Science or Funds?
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Have we figured out a fix for the Quick Apply bug?
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Is there a way to disable the new science mechanics but keep the data storage, like from the previous versions? coz i downloaded a lot of science mods but cant use them coz of the new mechanics, I love it but unless there's a patch for other science mods I think I'm sticking with just the data storage. thanks a bunch in advance
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What mod did you use to match the colors of procedural wings? Thanks!
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2 hours ago, linuxgurugamer said:
Link to the mod, please. I'll take a look
It's this one.
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@linuxgurugamer Hey bro, love the mod, thanks for picking it up, I see you're keeping a lot of mods alive you the real MVP. I just wrote to say that I think the FASA clamps no longer have the external ignitor module. I think it's because the part names were changed by the author (added prefix BDB_), thought I'd let you know.
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@Gargamel Thanks man, I didn't know I had to upgrade the buildings, lol
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@Temeter Thanks but how do I make them appear in-game? Never tried editing an IVA before lol
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Hi, is there a way to know what level your flaps are at without right-clicking on the flap? I try to only play in IVA for roleplaying. Also, is FAR toolbar compatible? Thanks very much!
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https://drive.google.com/file/d/12bd9Gbmr6PlZFkDMgnrhoLfnDxXs8RSP/view
Try replacing the shaders.windows with this. I think this only works if you are using windows. Make a back up of the file tho, coz I'm not sure. -
Hi, any ideas why maneuver planner and several other features aren't showing up in career mode? In sandbox they're all there but when I play in career even when I unlocked all of the nodes it's not showing.
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Hi, so I'm very noob when it comes to making config files, so I'm just gonna ask. How do I make Diverse Kerbal Heads work? Do I have to rename the "Head" files to "Skins"? What should I do? Thanks in advance.
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30 minutes ago, magico13 said:
Nope. You can edit the craft to put it the right direction or you can use the normal recovery and rebuild it with inventory parts, but unless somebody submits a pull request with that fixed then I'm probably not fixing it any time soon, sorry.
That's ok man, thanks! Love the mod bro!
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Hi has the bug with recovered planes pointing up been fixed? I love this mod, this is the only bummer for me coz I love flying planes in KSP.
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How do I get that flat flanker body tho?
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How do I make a part function like an external ECLSS? I've searched for a similar cfg in the support files but can't find any.
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2 hours ago, PiezPiedPy said:
You will need to make a .cfg file using Module Manager syntax like the following excerpt from Default.cfg
// ============================================================================ // Add configurable supplies to inline containers // ============================================================================ @PART[kerbalism-container-inline-*]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Configure title = Supply Container slots = 1 SETUP { name = Supplies desc = Store a balanced supply of <b>Food</b> and <b>Water</b>. RESOURCE { name = Food amount = 0.7224224 maxAmount = 0.7224224 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } RESOURCE { name = Water amount = 0.2775776 maxAmount = 0.2775776 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Waste desc = Store solid and liquid organic waste. RESOURCE { name = Waste amount = 0 maxAmount = 0.4949706 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.5050294 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Food RESOURCE { name = Food amount = 1 maxAmount = 1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Water RESOURCE { name = Water amount = 1 maxAmount = 1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } } }
You will find plenty of examples in the Kerbalism/Support folder, when you get your support .cfg file to work you can submit a pull request on GitHub so it can be reviewed and added into a Kerbalism release for others to benefit from rather than it being your own personal support file.
Right, thanks man! I will try, haha. So the one' with "*" are the ones I change right? I really don't know what I'm doing, just maximum effort lul. I appreciate your help man, will update if it works.
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Hi! Is there a way to make parts from other mods to function as supply container? I added this outdated mod "Phoenix Industries-CRS" and I'd like to make the Dragon capsule function as a supply container. Thanks!
https://imgur.com/aAJzIyD -
@PiezPiedPy Thanks I'll try this. Oh btw are there any issues if I use this with TAC-LS?
Found it! Apparently, I accidentally placed another Kerbalism folder in the RealPlume Folder. Brain fart. Thanks man. -
Hi! Love the role playing this mod brings to the game. That being said, is there a way to modify the control scheme as the "H" button coincides with a function in KIS/KAS. I would love to try the force EVA setting but I can't detach/attach a part during EVA. Thanks in advance!
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Hi, I was wondering if this is normal. The controls always appear twice, and even if I don't have the Water Recycler and the Humidity controller they show as "running".
How do I fix it? Thanks in advance.
[1.12.4] OhScrap! (OHS) A ScrapYard (SYD) based Part Failure and Reliability Mod - 2.2.99.0-prerelease `<允许降落伞损坏>` edition [28 Dec 2022
in KSP1 Mod Releases
Posted
Hi, I was wondering why do I still see the debug buttons upon right click on a part when the debug option is set at false? How do I make those disappear?Hi, I was wondering why do I still see the debug buttons upon right click on a part when the debug option is set at false? How do I make those disappear?