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Cagz

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  1. I've got Kerbalism 3.14, Kerbalism RO Configs as well as RSS/RO installed using CKAN. Kerbalism seems to be installed fine, no errors in the log file, when I go to habitat module I see Food, Water, Oxygen supplies. However I've got following issues: 1 - Service Bays have no storage for life support items. Am I doing something wrong ? From videos it seemed like they were to be used to transfer life support materials. Only option I see on a Service Bay window is Open/Close. If it is not them, what can I use to resupply my space station ? 2 - I cannot tell if Kerbalism Config Engine is working as it should be. It appears as an actual engine, having food, water, oxygen as propellants, and gets added as an additional stage. Is this the expected behaviour ? 3 - Most importantly I cannot access kerbalism windows neither in the VAB or in flight. Is there a secret key combination ? Or am I missing a button on the toolbar ? Other things seems to be working, I get warnings when a supply is low, scrubbers etc are installed and seems to be working. Tried to remove/re-install Kerbalism and RO Configs but it didn't help. Any ideas you can suggest before I give up and go back to TACLS ? Thanks
  2. Standard game, RRS + RO and I want to apply the following patch. It does not get applied at all (i.e. description does not get updated) and the main purpose is making this engine throttle enabled. What am I doing wrong ? @PART[*]:HAS[#engineType[LR79]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG[LR79-NA-11] { @minThrust = 50 @ignitions = 20 @throttleLocked = false @description = Main engine for MB-3-II propulsion system - test1 } } }
  3. I need a bit of help. Playing RSS and wanting to send 10t+ to LEO. I want to use something similar to falcon 9 without SRBs or asparagusing. Falcon 9 is 70m x 3.6m so I try to replicate a similar fuel tank sizes, but whatever I do I end up at or below 8k delta-v. Falcon 9 is capable of lifting 22t to LEO as per wikipedia so I assume I must be doing something wrong. Can anybody kindly point me to a configuration that can achieve 10t+ without SRBs ? Many thanks
  4. Thanks a lot @mateusviccari I installed stockalike from CKAN hoping that it would be the latest but obviously it is way way old. This explains some other glitches I've been seeing. Thanks again.
  5. Possibly I am very confused. This line in the code is meant to patch mainsail, isn't it ? RealFuels-Stock/liquidEngine1-2_Mainsail.cfg at master · ValentinBischof/RealFuels-Stock · GitHub However, name of that part is squad config is liquidEngineMainsail_v2, not liquidEngine1-2. So at least in my setup, Mainsail comes up unpatched, without ignitions-ullage. What am I missing here ? How can I fix it ?
  6. This patch fixes it: @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = MechJebCore } }
  7. Thanks a lot and I am really sorry for the lame questions that follow: 1 - Where do I find "engine" names ? They seem to be different from what I see on the UI. 2 - Where can I find full list of parameters that I can tweak for an engine? e.g. what would be the parameter for ullage, or what else I can change? EDIT: I tried this but it made no difference, I must be doing something silly. @PART[LiquidEngineRV-1] { @ignitions = 50 }
  8. Need a bit of help. I did something (I think it was the action of uninstalling Real Fuels and Solver engines and re-installing them) and now Remote Guidance Units lost their internal MechJeb, so did stock command pods. Not a massive issue for new crafts as I can attach a MechJeb on the side but big problem for the ones already in orbit, all of a sudden several modules in orbit no longer have MechJeb How can I add it back to Remote Guidance Units and Command Pods ? Uninstalling / re-installing mechjeb didn't help. Many thanks
  9. I noticed that it is possible to enable/disable ullage and number of ignitions in RealSettings config file for all engines. I am wonder if it is possible to change the actual settings for a specific engine ? Thanks a lot
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