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Everything posted by wallum61

  1. Noticing in the OP you mention it conflicts with Kerbalism; is it a game-breaker confliction when used in conjunction?
  2. Topic name "19 May 2023", the only mod coming from the future!
  3. Okay it should be nicely updated now. Please delete the old version and replace with the Clusterfunk version To get around RationalResources, I have just blocked all patches that I fear would conflict with it, eg, hydrates and such. I may patch this further in the future, if I can get RR to work nicely with my RSS setup! :') If you do have any suggestions, then please submit issues on GitHub in further to avoid spamming this topic with too much irrelevant posts.
  4. I have a patch collection that I am going to update on GitHub shortly. Basically adds life support resources, habitat pressurisation, lab configurations and additional features I feel are a good fit. Will try to update tomorrow!
  5. Yes, there are some patches there. I am working on a larger update at the moment, so I will push the commits on GitHub and you're free to use.
  6. I was tinkering other day and the Universal Storage parts work very well for a Block III SM, especially since there are dedicated Apollo style textures
  7. Hey Just asking a little bit of a question; shoot me down if daft or previously asked... Given the new stock "magnetometer report" experiment, are there plans to convert all previous "magnetometer scan" (bd_magScan) experiments to the stock experiment? Cheers in advance
  8. Hey I'm working on a custom patch for my own playstyle to add in the MOLE experiments, in particular those that are added to "payload" parts via the manifest. Looking at the experiment definitions, there are "requiredPart"'s such as the M.O.L.E. or the Bigby OW. I'm wondering if there is a simple way to add (for example) the Skylab OW from (BDB) or Tantares labs to the required parts list? Could a ModuleManager patch like below work?
  9. Yes. Edit the LaunchSites.cfg within the RealSolarSystem folder. The syntax is pretty straightforward.
  10. Something weird I am noticing on 1.11.1 using V1.5.2; The RP-1 administration box does not open when in a Sandbox gamemode. I stripped everything out bar the essentials, and the box simply doesnt appear when clicked. In Career, it looks fine, but for a "dont worry about money or science but just play as you want with stuff like LS and Admin" playthrough, a bit problematic.
  11. This is certainly an incredible feat of science in the public! I wish you luck at you AMS conference! Regarding the ~220 mods you tested with; is there a list such that we can ensured drag-the-files compatibility?
  12. Hey Various Delta2 parts are not showing up for me in the parts list, such as fuel tanks or the RS27 engine. I can load vessels with the said included parts, but not utilise the parts in new designs. I looked in the part configs and noticed that the category for various of the parts is "none". Not sure if I missed something but is there any particular reason for this? Cheers
  13. Likely may just be a problem with my extensive mod setup, but when flying the Skylon craft provided in the download, along with FAR and KJR on a 0.27xRSS setup, the fuselage wobbles longitudinally. Just wondering if anyone else is having a similar problem?
  14. There is an even quicker fix. Use Notepad++ and open all the craft files at once. Do a find and replace for "version = 1.10.1" (or whatever versions happen to be there) and replace with "version = 1.8.1". There is a button for 'find and replace for all open documents'. Much easier to resolve version incompatibilities.
  15. No worries Unfortunately, is that related to a current problem I'm having? I had a recent build (from just before the Blok D revamp, and when I get the most recent master build, no fuel tanks/engines show up?
  16. Will you be releasing an absolute last version for <1.10 (featuring the revamped N1 parts)?
  17. Sorry for the long reply; I been dev'ing a test config, and success! (so far). It seems to be working okay; I'll test it some more then I'll publish the files and fixes to make compatible for RSS
  18. Mods needed are standard setup for a base RSS installation, the versions I'm using are as follows; Kopernicus 1.8.1-1, RSS-18.0 and RSS-Textures (res doesn't matter), then bung CNC in as well. My GameData folder then looks like this: Inside of the CNC folder, my config file is used. I have tested it both with and without the "RSS_CommNet_Stations.cfg" in the RealSolarSystem folder. Cheers for providing assistance
  19. Been tweaking about further today but still haven't had any desired outcomes. in the settings.cfg, may I ask what ID references to? I see that the ID in your stock config has instances where both "Kerbin: <groundstation>" and "<groundstation>"? EDIT(S): Testing with stock but with Kopernicus is still okay and adds the default custom GS's Testing with stock, Kopernicus and RealisticAscension (for a lightweight Kopernicus added body) successfully adds a GS onto it's surface Whenever RSS is added into the mix, none of the GS show up. I'm not sure if there is any workaround.
  20. I'm attempting to create a patch for the RSS commnet stations, so I'm not certain if anyone had done this already; if so please make me aware. Using the version 1.5.3 on KSP-1.8.1 I am editing the CommNet stations in the Tracking station, changing their name and so forth, but when "updated", exit and reload the tracking station, the changes I make do not continue. Any help?
  21. Oh of course!!! I apologise; didn't intend for that to come across in a nagging way - just curious as to whether any variations are being considered further down the road
  22. Is there any chance of there being a science lab variant of the ATV? For anyone not aware of the MTFF
  23. This is some good news in rather a hectic time. Given whether it stays finished, I believe is entirely up to yourself. Just ensure you have fun whilst working on Tantares! If you are willing, and of course able to, I would love for an N1 rework. Alongside Soyuz and R7, this is probably commonly used. Keep up the good work (if you want to!)
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