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firefrog

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Everything posted by firefrog

  1. Give a a go and let me know otherwise if its too confusing pm me. you are more than welcome just trying to help :-) happy kerbaling! freak EDIT; I've just looked at interstellar and in my honest opinion its a bit of a mess, with so many forks that i'm not going to touch it until there is a definitive version. So your better off modding the code in the respective parts cfgs as i've shown above. It did the trick. Thank you very much!
  2. So i opened it with my trusty notepad++ i added this code to it... @PART[mechjebkso]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech] { // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU } } So now it looks like... // Support for MechJeb probe core // Original config by Cilph @PART[mumech_MJ2_AR202]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech] { // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU } } //Support for KSO MechJeb //Added in by freakneek @PART[mechjebkso]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech] { // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU } } Saved it as the same name (RemoteTech_MechJeb.cfg) and tested.... KABOOM! it now has RemoteTech support and works. Hope this helps people who use the kso mechjeb. Could this be added in the next release? It would be my first contribution to ksp since i started 2 years ago. Thanks for the great mod and plugin and i hope my spoiler tags work im posting on my mobile phone :-p So what exactly does this change do? And if it does what I think it does (marking the part as remote-controlled device?), can I just take that "name = ModuleSPU"-part for my Computer Core? /edit: and what part would I need to take? What about the @PART and @title lines, or would the Module {...} stuff suffice?
  3. Howdy folks, I'd need a little help with some kind of bug I found: I launched a Probe with a Computer Core from Interstellar mod. Now this one seems not to be implemented with RT and is missing some marker saying it is unmanned. Is it possible to fiddle in the .cfg of either the part itself or inside one of RT's config files, marking which pods are locally controlled and which ones are not? I already compared the .cfg of the Computer Core with a stock one (which is regarded as not-locally controlled), but could not find the sweet spot. Any ideas? Cheers ff
  4. Sorry, I completely forgot about this thread. No, it didn't refresh. Somewhen I got it working, but as of version .23 now, I didn't get the mod yet. Might even skip it completely, for thoughts of "being fair" in career mode or such. Although noone will judge me I reckon (or if so, I wouldn't care, haha)
  5. Wow! I had quite some RAM issues lately (before .23 it worked w/o problems, but now it doesn't - might be a couple of new mods...), but with this mod I can even have firefox open and it still works :> I'm experiencing only one issue: when I just wanted to start my new MapSat, it says it deleted my all my flag-"flights" due to a missing part. Why is that? Anyone else having that problem? I mean, it's only flags, but... still. You know?
  6. In an completely unmodded .22 version of KSP, I can weld parts and it says they are "saved and shipped", but they do not appear in the items list. Happens even with a simple thing like two orange tanks. Additionally (which would be not much of a problem, but still annoying) the assembly I've welded disappears with the "crumbling paper"-delete-sound. Anyone's got any hint on how to fix that? =/
  7. Hey Gaby, is this mod still going on? At least some parts sound exactly like "omfg I need them now!"
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