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Maeamian

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  1. The tech level tip was a good one, I'd forgotten about having set that setting way back at the start of the game! It fixed my problem with most of the near future stuff, but KNES seems to not currently have RP-1 support, I was looking especially for the Hermes parts, and have a personal guess where on the tech tree they'd make sense for me, how would I go about writing patches for that for my own use? I'm kinda a newbie at MM stuff
  2. I've been playing around with this mod and having a blast, I recently decided to add a couple of parts packs and went to the 'suggested mods' folder of the Realism Overhaul mod to figure out which ones, from those I put in the Near Future suite and KNES, but when I loaded up my game, the KNES parts weren't showing up at all as well as some of the Near Future ones I was expecting and hoping to use, I figured having an RO patch would mean they'd work, but looking at my log it seems like they're getting deleted for not being RP-1 patched, which fair enough, that makes sense as a thing to do, but it leads me to the following questions: a) how can I tell if a mod/part has RP-1 support in addition to RO support? b) are there patches out there somewhere that I missed? and c) if not is there a guide on how one might write one's own patches for such a thing?
  3. Oh I see! Because I'm relying on the Snacks mod to do the processing that I'm asking it to do I need to make sure that the name of the module is what the mod is looking for, the "It's fine if it's internally consistent" part is just the converter name part of it. Thank you again for taking the time!
  4. That seems to have been it! Thanks for your help! For my own edification, I figured (obviously wrongly) that as long as your name was internally consistant you were fine, why does that make a difference?
  5. Huh! You're right, I just double checked the same cache and it does seem to have applied the module exactly as you pointed out, however when I loaded up those parts in the VAB just now they don't seem to have the 'Start Air Scrubber' button available, nor when I launch a new vehicle with one attached (screenshot for reference) or load an old one that already had one, any insight as to why this might be? Either way, thanks for taking the time, I didn't realize the config cache was where I could check results so you've helped a lot already in terms of my ability to double check things
  6. I believe that I've got the right file (modulemanager.configcache from my game data folder) and it's at dropbox here
  7. Hi, I'm trying to add Snacks Fresh Air support to some of the SSPX-R parts and could use a hand. Specifically I'm using the logic that if it has a soil recycler it should probably have an air scrubber, and to that end I more or less just copied the Snacks patch and modified variable names and numbers as made sense to me, as such: When I run the game with this added to the SSPXRSnacks patch (between the normal snacks stuff but before the Snacks Stress section) it does apply the stale air capacity to parts so I know I'm doing at least part of this correctly, but it doesn't seem to actually add the air scrubbing modules like I thought I had. If anyone can point me to what I'm doing wrong, I'd appreciate it. I figure once I get this right I can also add them to a few more parts from other mods that I'm using, but if anyone's already done more extensive Fresh Air support for more than just the modifications to the three base parts supported by the base mod addon, I'd also love to be pointed at that work so I don't have to clumsily duplicate it.
  8. Really been enjoying this pack, would it be possible to add Final Frontier ribbon support? It's not the end of the world to be getting blank ribbons, but it'd be cooler to have real ones, either way thanks for the cool planet pack!
  9. Hi, this is a gorgeous mod and I'm loving it, but I was wondering if you were planning to add TAC life support support? It's certainly not a major problem, I've just been sticking the hex cans to the service module, but it does undercut the elegance somewhat to have to do so
  10. Hi! I'm having a problem where the IVAs for this mod don't have the RPM monitors loaded (screenshot), and I'm sure that I missed a dependency or something similar but for the life of me I can't spot it, so I could use some more experienced eyes on my log (dropbox) if you don't mind!
  11. Hi! I was noticing that the TAC_LS patches were only applying to a few parts, so I poked under the hood a bit on the TACLS config section and came up with this config file that fixes most of them, except it still doesn't attach the resources to the Attic module which might be because the inflate/deflate makes the resource handling fancier but honestly I learned everything I now know about mod manager scripting while poking at this problem so I'm pretty out of my depth, anyhow here's a log from loading up the game and subsequently this craft (which as you can see has the right resources on all the parts except the attic), I'd really appreciate if you have any more insight into this, but thanks for making such a great part set that I absolutely *had* to have for my moonbases!
  12. I really appreciate the Apollo rework, the attention to detail is so cool, my grandpa was one of the control room scientists on the 15/16 Gamma Ray Spectrometer so it's really exciting for me personally to be able to put that exact instrument on my missions!
  13. This is a really fantastic mod! It's brought a whole new life to not only the building management process but also the rocket design process! It feels much more like small incremental meaningful upgrades to my capacity that I have to choice which to prioritize rather than something to think about twice in the early game and then never again! I really appreciate the life it's breathed into my early and mid-game career!
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