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MissMolly

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Posts posted by MissMolly

  1. The great thing about MM is that _anything_ works with it. :)

    MissMolly, that's not quite right.

    First of all, KSP is case sensitive. Every letter has to be the same as as it was originally for it to work. So PART, MODULE, brakeTorque, etc.

    You're trying to apply those changes to the MODULE modulegenrator [sic], but I think you mean to apply it to MODULE[ModuleWheel].

    The use of @, the brackets, etc., however, is correct.

    And you just put all that in a new, blank cfg file, call it something.cfg, and put it somewhere in GameData. Like, you could call it WheelTweaks.cfg, and put it under a folder called MissMollyTweaks in the GameData folder.

    Thank you NathanKell for your help

  2. ok i think i got this just to be safe instead of editing the .cfg part it self i.e. iv edit the roverWheel1 part in squads part list

    all i have to do is make a new .cfg file named

    @part [roverWheel1]

    {

    // so is this all that i need to add and is the (@) required

    @module[modulegenrator]

    {

    @braketorgue = 300

    @impacttolerance = 2000

    @overspeeddamage = 600

    }

    }

    do i have it

    this is the most iv done to a .cfg i usually just change a few values

  3. OMG my brain is fried im so lost lol.

    im sorry to have to ask this really dumb question.

    where do i put this thingy? iv put it in to my ksp/gamedata nothing happen, so i came here and from what i have red im not sure where to put it.

    i thought maybe it was to go in to to ksp show package contents if so where? and after that what do i need to do if any thing?

    just a side note

    yes i can edit .cfg files

  4. thanks

    if it doesn't work, you can paste the cfg here and I will have a look if you want.

    this is what i got, the part does indeed look right but i have no nodes and i dont have the window come up on the launchpad but that may be do to it has not been up dated to .21.1 yet but still if i can get the part to fit then i just have to wait for the update thanks for your help

    name = TacFuelBalancer Z5000

    module = Part

    author = TaranisElsu

    Edit i did get the window to come up by fluke by pressing the ESC to leave the pad

    MODEL

    {

    model=Squad/Parts/Electrical/batteryBank/model

    position = 0.0, 0.0, 0.0

    scale = 1.0, 1.0, 1.0

    rotation = 0, 0, 0

    }

    change all the node stack

    node_stack_top = 0.0, 0.1108553, 0.0, 0.0, 1.0, 0.0

    node_stack_bottom = 0.0, -0.1108553, 0.0, 0.0, 1.0, 0.0

    Change the attachment rules

    allowSrfAttach, allowCollision

    attachRules = 1,0,1,1,0

    cost = 600

    category = Science

    subcategory = 0

    title = Z5000 Fuel Balancer

    manufacturer = Thunder Aerospace Corp.

    description = The Z5000 is the newest to the TAC family, Allows transfering fuel to maintain vessel balance.

    attachRules = 0,1,0,0,1

    // --- standard part parameters ---

    mass = 0.001

    dragModelType = default

    maximum_drag = 0.02

    minimum_drag = 0.02

    angularDrag = .5

    crashTolerance = 15

    maxTemp = 3200

    MODULE

    {

    name = TacFuelBalancer

    }

  5. Ok hope this is the right place to post ..

    i want to change a part in how it looks size and fits on my builds, the TacFuelBalancer is nice and all but i dont like the way it looks or fits i was thinking about making it look more like Z 1k Rechargeable Battery Bank.

    iv tried it and it keeps changing the back to the original Tac, what did i miss or is there more to it?

    P.S

    i dont want to change the mod it self just the looks of it

  6. ok so my question is how do i make my relaynet work the best way i.e. how many dishes do i really need on each relay-sat?? how many relay sats do i really need i do have a command station in geo orbit around kerbin and it has about 12 dishes and room for more if needed, each would pointed to a sat or planet. now if this is over kill please let me know.

    at this time I'm not going to be running any .dll i just want to build and put them up in to orbit.

  7. Wrong way round, rescaleFactor changes everything - mesh, colliders, nodes etc.

    scale is different and only seems to affect the node positions, default used to be 1 and it now appears to have increased slightly (1.25?)

    Ty good to know, now if there is no scale = in the .cfg where can i put it if it will work?

    right now there only two groups of parts i want to keep useing JoolV and kosmos iv been changing the nodes them selfs

    i was about to start on the jool tonight

  8. Be aware that for many mods, just make sure that there's a scale= line in the config, if it's not there, add scale=1. That seems to fix a lot of the nodes that shifted inside the part with 0.20. Not sure if that's your problem, as I was seeing a few mods that exhibited this problem before 0.20.

    Thanks i did fix all of them by hand each and every node it was a pain. I do have others i will try what you said and see if that works

    the scale line would that be the same as the rescalefacter?

  9. hey there all

    so as of .20 being out I'm trying to fix some nodes.

    my question is there an easier way to see if the nodes are in the right place other then starting to game up to see then shut it down

  10. But since you use remote tech mod for realism, you can not point signal of the omnidirectional antenaes without dish around it, since onidirectional means all direction, thats why dishes are used to focus signal to one side.

    thanks but what part the info looks so much the same from the .cfg files, 'm not sure if i have copyed the right pc. I did try copying and pasting but it did not work do i need to move one of the models as well

  11. But since you use remote tech mod for realism, you can not point signal of the omnidirectional antenaes without dish around it, since onidirectional means all direction, thats why dishes are used to focus signal to one side.

    ok so its not really needed then to point them at a body? i was thinking of making a super small telsats for my telnet this way no need a dish till i hit minmus.

  12. ok i know there a thread out there but i cant find it i think it went bybyby when the forum crashed, so any ways.

    id like to make an antenna behave like a Sat dish1 i want to point the antenna just like you can with a dish what can i do to make this happen?

  13. I think that you should clarify before using mods. I allowed them without hesitation in order to create more variety. Just ask the challenge poster before.

    i know late response was busy.

    Any ways What mods are you referring to theres only mechjeb and it was only left on to show you the info, your rules did not say i was to list any mods and i my have parts that can use mods but as they have really no use to me in game there not installed only Mechjeb was used and i did NOT use hyper edit i flew each part up, but what ever thou

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