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sebi.zzr

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Everything posted by sebi.zzr

  1. Hello,and welcome to the forum. Did you install these mods via CKAN?You have two other (older) instances of MM installed,which are unnecessary.Also,try to manually install this USI tools. https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases EDIT:There is a similar problem in MKS thread:
  2. This is stock contract. What you have to do is to take materials bay,launch it in space,run materials bay experiment while in space and land it back on kerbin. But i understand your confusion,the experiment you need is " SC-9001 Science Jr. " also known as materials bay.
  3. So when you clone the part you want to use add these lines to module MODULE { name = ModuleRCSFX useThrottle = true //will act like engine with throttle fullThrust = true //if you want always max thrust }
  4. AXIS_MOUSEWHEEL { PRIMARY { name = Mouse ScrollWheel axis = -1 inv = False sensitivity = 1 deadzone = 0 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.0500000007 scale = 1 group = 0 modeMask = -1 } } You can change that in game.But if you decide to do this as you did then you can freely delete settings.cfg and on next start it will reset it self to default and create new settings.cfg.
  5. You can try this MM patch and customize it for your needs. @PART[*]:HAS[@MODULE[ModuleWheelBase]|@MODULE[ModuleDeployableSolarPanel]]:Final { %explosionPotential = 0 }
  6. Yes it is Mk2 Expansion.It adds MM patch for air intakes so they can be used on non oxygen planets (Duna,Eve).Unfortunately there is no easy way to add "intake atmosphere" without duplicating air intake,so this is normal.
  7. This is well known issue.For the time being you can edit config.xml. <bool name="multiPartAttachNodeReinforcement">1</bool> //cahange to <bool name="multiPartAttachNodeReinforcement">0</bool>
  8. Your engines thrust is obstructed by docket vessel.This is like u blow into your own sail,while "mythbusters" prove that this would work,it wont in these game.
  9. You should post some logs,so we don't blind guess what's going on.
  10. two cows siting on a tree,one say muuuuuu,and the other said,you took it from my tongue
  11. You have many other mods and multiple instances of MM.You need to use only one,and try to run the game only with MJ and see if your problem still persist.
  12. Hello,i tried to edit cfg so that the clouds on dark side are not so dark(black).But i have problem,there is "belt" between dark and illuminated side of a planet,where the clouds remain black (pictures) ,it gets even more noticable if i make clouds brighter. here is my .cfg for kerbin: Can someone tell me how to fix that,or if it's even possible? here are also logs,in case this is a bug
  13. Of course it is,water is already in so for food: B9_TANK_TYPE:NEEDS[TacLifeSupport] { name = SSPXFood tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Food unitsPerVolume = 1 } } @PART[sspx-cargo-container*] } @MODULE[ModuleB9PartSwitch] { SUBTYPE:NEEDS[TacLifeSupport] { name = Food tankType = SSPXFood title = #LOC_SSPX_Switcher_Cargo_Food transform = LifeSupportDecal } } } @Localization { @en-us { #LOC_SSPX_Switcher_Cargo_Food = Food } @ru { #LOC_SSPX_Switcher_Cargo_Food = пища } } It's a little sketchy around decals because there aren't any for food,oxygen,waste,wastewater and carbondioxide.They would need to be added by Nertea.
  14. Open "ModuleManager.ConfigCache" with text editor,find the RCS youre talking about and paste it in spoiler,so we can see what is actually going on.
  15. It's just a matter of math.Things you need 2X bigger multiply with 2 and thighs 3X bigger multiply by 3. * means multiply value *= 2 // value X 2 = value *= 3 // value X 3 = You need to do your math before = .
  16. https://github.com/snjo/Firespitter/releases
  17. Basically i already did that. Well,i don't know what other resources different mods use.I just wanted to propose a pattern which will suit "supported mods" or many without interfering/overlapping with each other.And since the patches are already formatted it's matter of just a simple tweak.These can be done for both,the tank types and subtypes.So when the tank is created you could use: B9_TANK_TYPE:NEEDS[KolonyTools|USILifeSupport|mod3|mod4] { } and it's easy to translate that to subtypes and decals.How i edited the patches was based from "supported mod list",That's why i mostly used "MKS needs". It's not just support to variety of mods but to also consider the other users,which don't have right knowledge to edit or personalize their game. For example: Someone use SSPXr and MK2 expansion pack.The MK2 expansion pack uses CRP only for "mk2 nuclear generator".In the end he'll end with bunch of contantainers that is no use for him. Again,thank you for your time and effort and to consider my proposal.
  18. I didn't wanted to be rude,aggressive or disrespectful.I just expressed my thoughts,because i was so graceful turned down.I have great respect for all modders and their work,so if someone feels offended,i apologise.
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