dethsturm
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I've noticed that there is an issue with the English localization file installed with 2.2 from CKAN. Items in the localization are tagged as #OHS while the in game settings are showing as #FND. Swapping the tag in the localization seems to fix it. Not sure where else there may be issues because some items are #OHS. Also looks like there are messages that don't even have text for them defined in the localization file such as the remote repair text for some kind of failure but I have no idea what the failure is.
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An idea I thought of at work to allow people disable the LES or use it as a Landertron or even an OMS: Cut the engines off the pod and have slots with attachment points to add in the module you want to use. Downside is that its a lot of work, but people could customize the capsule load out/functionality. You could then add storage containers for various mods that fit in the slots (TAC/KAS/ORS). - - - Updated - - - It appears that removing the TAC section of the .cfg file that is supplied for the HCV allows TACs MM .cfgs to correct the issue. - - - Updated - - - Also, the newest BDAnimationModule causes the engines to bug out and activate/deactivate rapidly, sometimes hitting escape interrupts the cycle. Tested with a clean install.
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Your TAC Lifesupport numbers are off. The ship has less than 10m of O2 and more than 4D of Water with a full crew. - - - Updated - - - Also, if I remove the engine module, how do I retract the engines?
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[0.90] KSP Interstellar port maintance thread
dethsturm replied to Boris-Barboris's topic in KSP1 Mod Development
I am having issues with stock solar panels not generating waste heat. Reactors still generate. I don't have any mods installed that change how solar panels work aside from tweakable everything (sun tracking enable/disable). -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
dethsturm replied to qfeys's topic in KSP1 Mod Releases
Will there ever be a way to specify what axis are being controlled? Also how about a way to exclude an engine from the controls, such as a center lift fan on a VTOL? Or a way to flag an engine as normally off and only to be used when rotating (throttles up when turning, then goes back to 0)? -
Woot, KSP launching hard mode engaged! I always thought that the engines worked strange, I just assumed that the pumps were able to provide enough fuel to get a higher thrust than the engine was designed for, and the throttle setting was computer controlled to control thrust output and not fuel flow.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
dethsturm replied to JDP's topic in KSP1 Mod Releases
So is there a way to have it not tied to the 'T' and 'F' keys to activate? Basically I want to make it so Killrot is only active when I click it in the flight control window but still have the ability to turn on my SAS modules with 'T'. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
dethsturm replied to JDP's topic in KSP1 Mod Releases
Question, is there a way to keep the 'Killrot' flightcomputer command from turning on when I turn on SAS? I find it really annoying when I just want to use my SAS modules to dampen my rotation and it starts firing all my RCS thrusters. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
dethsturm replied to JDP's topic in KSP1 Mod Releases
Downloading the new MM and placing it in /gamedata/ and placing the remotetech.cfg in /gamedata/remotetech/ fixed it. It had to be the new MM cause I tried that setup before. Thanks! -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
dethsturm replied to JDP's topic in KSP1 Mod Releases
That's what I did the first time but it didn't seem to go, I'll try it again just to double check. Is there any known conflicting mods? -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
dethsturm replied to JDP's topic in KSP1 Mod Releases
Tried that, Did not work. Both dll and cfg are in GameData/RemoteTech/