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Posts posted by MissMolly
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so here is a copy of my MM.cfg where did i go wrong?
@PART[roverWheel1]
{
// this is my first MM .cfg, file hope this works
@MODULE[ModuleWheel]
{
@braketorgue = 300
@impacttolerance = 2000
@overspeeddamage = 600
@part[GooExperiment]
// dam thing is to big
// there is no MODULE for this part i wanted to change
@ rescaleFactor = .5
}
}
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I have been sifting this topic and I was wondering if this addon works with .22?
it dose for me i just edit the .cfg and persistent files no problems here
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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
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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
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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
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why thanks you for all your help very insightful ill keep this in mine for any other parts i may want to screw around with,
thanks for the link.
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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
}
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thanks you ill try it again i must of missed some thing the first time, for it to change back
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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
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ok thank you for the input guys
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Are you usung Remotetech? This should be in addon support.
im not asking about an addon im asking how many sat dishes should i have on a sat thats in a orbit
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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.
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ok thank you all for the help
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so im trying to in put the cords of my kethane -61.695,-137.890 as these dont fit into MJ2, as MJ2 does not have the same function as the older MJ how do i convert the cords to put in to MJ2 **,**,** N **,**,** E
thanks you
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hey when i put the parts in my KSP folder ether /Users/*******/Desktop/KSP_osx/parts or /Users/*********/Desktop/KSP_osx/GameData/
all the parts but Damned Robotics are gone i can keep the plug in in the folder but not the parts none of them.
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just my thoughts.
well im still not happy with v.20.2 at all and MJ2 is still buggy to the point i just keep the old one from v.19
thought MJ2 would work better with the v.20.2 but that was wishful thinking this could be Ksp more them MJ. im thinking on running my v.19 as it worked better with MJ2.
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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
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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?
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If you open the debug menu with alt-F12, you can reload all of the part config files while within the game using the Database tab.
Sweet thank you very much..
this will safe so much time
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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
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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
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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.
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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?
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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
unbalance Builds
in KSP1 Gameplay Questions and Tutorials
Posted
not sure where to put this.
any ways id like to know if theres away to find out if the build is unbalanced? or is there a Mod out there thats can help?
it seems i always have some part of my builds unbalanced even thou it the same all around my builds.