sebi.zzr
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Everything posted by sebi.zzr
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@RussianAround
- 2 replies
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- mod request
- tracked rovers
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My game keeps crashing on startup
sebi.zzr replied to Rolacume's topic in KSP1 Technical Support (PC, unmodded installs)
And? How do you expect to get support with that information? -
Is it possible to add MODULEs through part upgrade?
sebi.zzr replied to sebi.zzr's topic in KSP1 Mods Discussions
I had to use some "tricks",but i finally made it. -
Game Does not Produce Output_log.txt
sebi.zzr replied to Svm420's topic in KSP1 Technical Support (PC, unmodded installs)
@Svm420,if you're on windows -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
sebi.zzr replied to ferram4's topic in KSP1 Mod Releases
I think the solution is to change name="multiPartAttachNodeReinforcement">0< in ...KSP_win64\GameData\KerbalJointReinforcement\Plugin\PluginData\KerbalJointReinforcement\config.xml- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Is it possible to add MODULEs through part upgrade?
sebi.zzr replied to sebi.zzr's topic in KSP1 Mods Discussions
@Shadowmage,thank you for response,it was my original idea to add all the modules and enable them with upgrades,but i never found how to disable MODULE[ModuleScienceExperiment]. I was trying: SetInoperable = true //and Inoperable = true with no avail. Do you know how this could be achieved? -
Is it possible to add MODULEs through part upgrade?
sebi.zzr posted a topic in KSP1 Mods Discussions
I would like to add different science experiments to command pods when they are available in tech tree and would prefer the stock part upgrade function. This'll add icon and notification in tech tree: PARTUPGRADE { name = comandscience partIcon = sensorThermometer techRequired = engineering101 entryCost = 2500 //cost = 0 title = thermometer upgrade //basicInfo = Whatever\nblah //manufacturer = description = Adds thermometer to all command pods } no problem here,but nothing of the following is working Upgrade through "PartStatsUpgradeModule": direct upgrade: so,is there any other method to achieve that? thank you -
[1.4.2] ForScience! v1.5.2 - Your science autopilot.
sebi.zzr replied to WaveFunctionP's topic in KSP1 Mod Releases
The only thing that's missing is,either support for blizzy's toolbar or function for hiding the icon.Otherwise,everything is working as intended,is simple as it gets and that's why i like it. If you want more complicated version of automatic science gathering,you could browse the forum and find it. -
You sure do have more questions than answers.There is no such thing as "scranjet",closest to what Google could find was Scramjet. R.A.P.I.E.R. is a sabre engine,but if you're looking for scramjet,you could make it yourself,with stock parts. What you need is:Whiplash,Engine Pre-cooler and Shock Cone Intake. And this is how yor "scranjet"shoud look:
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What is the status of BDA, ALG, and Mouse Aim Flight?
sebi.zzr replied to SlabGizor117's topic in KSP1 Mods Discussions
The original thread was deleted by some unfortunate circumstances,but i think you'll find everything here: p.s.:ALG is being worked on , so don't poke the hornet's nest.- 1 reply
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You didn't made any progress update,but how is your network connection?
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And we thank you,just look at your repository.No need to explain yourself.
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Ok,i'm going to drop this here. I've been using ALG with help from KSPWheel.They are not "out of the box" working,because they still need some in game adjustments,but they suit me well.These patches are for big and medium landing gears,because the little one is too bugged out. If someone would like to try it out: What you need in addition for patches to work: KSPWheel Module Manager BDAnimationModules On another note.The only dependency for AGL to work is BDAnimationModules (FSBDwheel) and while they work on their own just fine,the thing they are missing is working wheelcollider.So my question here is.I know the FSBDwheel is based from firespitters FSwheel and all FSwheels are somehow working,without model changing,wouldn't be just enough to fix the plugin,at least te FSBDwheel part?
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https://github.com/RangeMachine/TextureReplacer/releases
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You should ask here:
- 69 replies
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- module manager
- exampels
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You're missing: @MODULE[ModuleRCS] { @name = ModuleRCSFX runningEffectName = running } you also need to change: @PART[*]:HAS[@MODULE[ModuleRCS],!MODULE[ModuleRCSFX]]:Final so you won't patch existing modules twice.
- 69 replies
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- module manager
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