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KSP2 Release Notes
Everything posted by skbernard
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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]]
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A Mechanic Is Jeb, or "KAS For Almost Everything"
skbernard replied to GavinZac's topic in KSP1 Mod Development
agreed, removing that part block removes the load error -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
skbernard replied to stupid_chris's topic in KSP1 Mod Releases
i'm running into the same thing as well, cant figure it out for the life of me... -
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
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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
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awesome addition, nice feature with the highlighting
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
skbernard replied to rbray89's topic in KSP1 Mod Releases
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 -
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
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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
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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 // //================================//
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FLEXrack... FLEXible RACk for Kerbals... problem solved