chris-kerbal
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Everything posted by chris-kerbal
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Saved craft files are not altered by any mod as far as I know. There are some (afaik mechjeb included) that add modules to the ship when it gets loaded and is missing it. However it is modules. They do not prevent you from loading a craft file if the mod is missing. The modules just get removed. So it might be that you are mixing up parts (something you see in the VAB as a part) and modules (something you might see in the properties of a part)? A craft file cannot be loaded with a part of a missing mod. And no, you do not have to rebuild the craft. You can use tools to clean parts out of a save or craft file, like: https://github.com/ChrisDeadman/KSPPartRemover
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Hmm... personally I would prefer to have a matching engine in the SOCK setup. Just to have the option not to have another mod just for one engine and keep dependencies low (especially as modders will now focus on KSP2).
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Probably would make sense to move the Rainstorm to SOCK? Then SOCK with Oranges and Photon would be independent from reDirect.
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The exception on ht2_02 tankType is actually out of the KerbalismConfig. To get rid of it, just edit GameData/KerbalismConfig/Support/HabTech2.cfg at line 1790 and just uncomment (using //) -B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2,B9PartSwitch,CommunityResourcePack,!ProfileNone]:AFTER[zzzKerbalismDefault] { } to //-B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2,B9PartSwitch,CommunityResourcePack,!ProfileNone]:AFTER[zzzKerbalismDefault] { } @HebaruSan Not sure why this line is there? Maybe some old fix for the pre-release versions?
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Not that I know of. you would need to search the thread if someone posted any. Out of my experience PlumeParty looks better for SRBs, as the smoke is much heavier. Might be able to configure that with waterfall as well, but all I've seen was too little for my feeling.