sebi.zzr
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KSP2 Release Notes
Everything posted by sebi.zzr
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The mod is called Texture Replacer and there's release that works in 1.2.2:https://github.com/RangeMachine/TextureReplacer/releases
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Electric Charge Generation Problem
sebi.zzr replied to Voodoo8648's topic in KSP1 Technical Support (PC, modded installs)
@Voodoo8648,this is normal behavior of solar panels,farther you are from the sun,less energy they produce. -
[Answered] Not generating Output Log
sebi.zzr replied to Racescort666's topic in KSP1 Technical Support (PC, modded installs)
I never thought of that,because i always enable "hidden folders" and "file extensions" as soon i install my OS. -
Minor Details
sebi.zzr replied to EpicSpaceTroll139's topic in KSP1 Suggestions & Development Discussion
Actually its stock feature. Either you can go in every engines *.cfg and remove "//" for the model to appear or use this MM patch. -
Recover All Button?
sebi.zzr replied to Castille7's topic in KSP1 Suggestions & Development Discussion
I don't know if you all playing without mods,but in the meantime check these two little ones RecoverAll/DestroyAll. -
[Answered] Not generating Output Log
sebi.zzr replied to Racescort666's topic in KSP1 Technical Support (PC, modded installs)
@Numberyellow, @Racescort666 Try to look in: C:\Users\"name"\AppData\LocalLow\Squad\Kerbal Space Program If your AppData is hidden just type(copy/paste) the following in search bar: C:\Users\%USERNAME%\AppData\LocalLow\Squad\Kerbal space Program -
Have you tried this
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- ksp rocketry
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Menu buttons not Working
sebi.zzr replied to Feladris's topic in KSP1 Technical Support (PC, modded installs)
@Feladris,when using mods is highly recommended to run the game as X64.The other thing is,which version of KSP are you using,how did you install your mods and are all the mods compatible with the current version of the game? For start remove "active texture manager" and "crossfeed enabler",those two are obsolete in 1.2.x versions.I'm not sure about FAR ,but it was last updated for 1.1.3.- 1 reply
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- menu
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from 1.2.x the right syntax is @PART[*]:HAS[@MODULE[FlagDecal],!name[flag]]:Final { @MODULE[FlagDecal] { flagDisplayed = False } }
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- module manager
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@Xyphos,i'm not aware of any mod that can do what you asking for,but in the meantime,download this plugin and add MODULE { name = ModuleTestWeight minMass = 0.01 maxMass = 1000 } to any(or all) part you want to change dry mass.After selecting part in editor,right click and select "toggle window",UI will pop out,where you can select the dry mass you want. The mod adds feature to manipulate height and diameter of parts too,but you dont need to use that.
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@DunaRocketeer,the parts should be fine,as far as .cfg structure goes(you need to respect the specific path of the part),because there were no major difference from 1.0 to 1.0.5.I can't remember correctly,but i think you would need to convert .dds textures to .png. On another note,why you don't use 1.0.5,or you use 0.90?
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Mechjeb interface not showing up!
sebi.zzr replied to jaidyns_account's topic in KSP1 Mods Discussions
That doesn't mean,that you can't use use MJ.Just download the "dev build". -
@PART[liquidEngine1-2]:AFTER[Squad] { @EFFECTS { @Thrust { @AUDIO { @clip = mysounds/sounds/rumble_large @volume = 1.0 1.0 @volume = 1.0 1.0 @pitch = 1.0 1.0 @pitch = 1.0 1.0 } } } }
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I've been using those as long as they been released with stock "ModuleGenerator",also i have texture for the small one that looks like this. You can PM me if you want it.
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the grand add on acronym repository (i hope)
sebi.zzr replied to StupidAndy's topic in KSP1 Mods Discussions
Ups,my bad @Daveroski,happy? -
the grand add on acronym repository (i hope)
sebi.zzr replied to StupidAndy's topic in KSP1 Mods Discussions
acronyms are used from experienced player,for example MM and MJ or RT.It's all matter of learning curve,by that i mean,a lot of reading and monitoring the forum. some more: FS-Firespitter OPM-Outer Planets Mod FAR-Ferram Aerospace Research CRP-Community Resource Pack TCA-Throttle Controlled Avionics DRE-Deadly Reentry SVE-Stock Visual Enhancements EVE-EnvironmentalVisualEnhancements MM-Module Manager RT-Remotetech ... -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
sebi.zzr replied to RealGecko's topic in KSP1 Mod Releases
I'm not steam user,i downloaded game from store. EDIT:I heard that Windows don't like .dlls to be installed in Program Files or in Documents,so i tried again and put everything in C:\Games\KSP_win64 with no avail. -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
sebi.zzr replied to RealGecko's topic in KSP1 Mod Releases
The batteries in stack,get filed with only so much EC that the command module with generator has it. -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
sebi.zzr replied to RealGecko's topic in KSP1 Mod Releases
Well,OP says different! -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
sebi.zzr replied to RealGecko's topic in KSP1 Mod Releases
For some reason this is not working for me.At first i thought there is a conflict with another mod,but i tried with fresh install (stock,veselemover,MM and simple logistic),with no avail.i get the UI,but not the option for "plug into network". KSP.log:http://pastebin.com/SNt5VNxM