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skbernard

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Everything posted by skbernard

  1. why the complicated code? post the rest of the code if its a huge cfg the simple way wont suffice? @PART[partNameHERE] { MODULE { name = KASModuleContainer maxSize = 40 } } what about testing for the presence of the KAS Module in the part search - this one tests for the presence of the CommandModule and the absence of the KASModuleContainer @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[KASModuleContainer]]
  2. agreed, removing that part block removes the load error
  3. i'm running into the same thing as well, cant figure it out for the life of me...
  4. ah think i found the answer on page 91ish - it appears that the mechjebRPM.dll file is compiled expecting a specific build of mechjeb, namely the last official release, not the dev builds, since i'm using a dev build the RPM plugin is looking for a different DLL and breaking - i'm assuming youre using a dev build of mechjeb as well? seems like theres only one things we can do to make mechjeb work in the capsule, go back to using the official 2.2.1.0 build of mechjeb, or wait for the next full release to come out and then RPM to be updated - i think i'll keep my dev build
  5. i'm in the same boat, was just coming to check on info for this, i personally am using mechjeb2.2.1.0 build 238
  6. awesome addition, nice feature with the highlighting
  7. the volumetric clouds are awesome, gives so much to this game - my only little teenie tiny nit pick would be when new clouds spawn in after old ones float away from the vessel, it appears that a large number of particles pop in at once, i think it might look a little less jarring to the experience if a few came in then a few more, gradually over a few seconds, whaddya think? EDIT: on second thought, i guess the ideal scenario would be to constantly despawn the old particles and constantly spawn in new particles
  8. I'm gonna guess, if you take a kerbal and attach the cable to his back while on EVA, then you hop back inside the vessel the world implodes... am i close?
  9. I've made kethane storage tanks, kethane drills, and multiple different solar arrays and lights from various mods KAS-able, and all turned out fine in size - you're likely not doing correctly, or copying over too much information in your module manager file
  10. MLA forces the use of the serial comma, dont be pompous, especially when youre wrong - its up to the writer to decide
  11. anytime you add something new to your ship that you expect to work, you need to quicksave and quickload to make everything work right - this will make solar panels and other things work also
  12. you apparently havent installed it correctly... theres a good number of posts in here with specific instructions, i suggest skimming or searching through the thread
  13. nope you didnt miss anything, there is no career integration - you can check for my integration instructions a few pages back
  14. yeah like MechaPants said, struts don't go in winches, the only things that can connect to a winch are a hook, a magnet and a connector
  15. it appears you are clearly having an issue installing the mod, lets try something different... lets navigate inside the kerbal install directory - assuming you installed via steam it should be somewhere similar to this filepath: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program once inside you may see a bunch of different folder, go into the GameData folder, you should see at least a folder named Squad, and one named MechJeb2 (since you installed it successfully) - this is a good spot to be if you see those folders... back over to the zipfile you downloaded for KAS - lets double click it to open it up with a unzipping program, then double click on the GameData Folder in the zipfile to go inside there should now be a KAS folder - drag that folder over into the Kerbal GameData folder, and make sure you dont drop it on top of one of the existing folder over there, make sure to drop it on the whitespace, so it should copy everything over and make a new folder So now your Kerbal GameData folder should now list the following folders (at minimum) KAS MechJeb2 Squad this would show a correct install
  16. quick save and quick load are your friends with this mod - it makes solar panels work, and it makes spontaneous rapid disassembles not happen... as often... quick save, then quick load before connecting two things together, and like someone else said make sure both ships' sas is OF, stop rolling with a quick time warp, then try it again
  17. Download and install Module Manager (from these forums), then create a config file (.cfg, name doesnt matter) with any text editor, then fill it with the below text and put it in your GameData directory //================================// // Kerbal Attachment System // //================================// @PART[KAS_Container1] { TechRequired = start entryCost = 0 } @PART[KAS_Container2] { TechRequired = start entryCost = 0 } @PART[KAS_ContainerBay1] { TechRequired = start entryCost = 0 } @PART[KAS_CPort1] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_CPort2] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_Hook_Anchor] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_Hook_GrapplingHook] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_Hook_Magnet] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_HookSupport] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_Pipe1] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_Pylon1] { TechRequired = generalConstruction entryCost = 0 } @PART[KAS_Strut1] { TechRequired = generalConstruction entryCost = 0 } @PART[KAS_Winch1] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_Winch2] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_Winch3] { TechRequired = specializedConstruction entryCost = 0 } @PART[KAS_Winch4] { TechRequired = specializedConstruction entryCost = 0 } //================================// // Kerbal Attachment System // //================================//
  18. FLEXrack... FLEXible RACk for Kerbals... problem solved
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