sebi.zzr
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KSP2 Release Notes
Everything posted by sebi.zzr
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Mini Freezes and over 10GB RAM usage
sebi.zzr replied to averageguy's topic in KSP1 Technical Support (PC, modded installs)
- 6 replies
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- memory leak
- stutter
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(and 3 more)
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KSP crash reports?
sebi.zzr replied to strider3's topic in KSP1 Technical Support (PC, modded installs)
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Maybe this will fit your needs:
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Multiplayer in KSP 1.8
sebi.zzr replied to popos1's topic in KSP1 Suggestions & Development Discussion
When did that happened,can you elaborate? -
Kerbal Konstructs/Kerbinside Always Crashes 1.3
sebi.zzr replied to Den_Tykke_Kat's topic in KSP1 Mods Discussions
Welcome to the forum. To successfully troubleshoot your problem,you need to provide us with more information,so please read: -
In earlier version of KSP they used to had: fuelCrossFeed = True NoCrossFeedNodeKey = bottom while this could work with stack decouplers there is no way to achieve it with radial ones. I think you have just described how the game currently handles fuel flow.The outer tanks always have higher priority,but when they are empty,the engines attached to them still consume fuel from center tank,if crosfeed is enabled. While i'm not against this idea,i think the current solution provided by the game is more than satisfactory and that is the main role of fuel lines! Simple as:disable fuel crossfeed on decoupler and attach fuel lines to control the fuel flow direction.
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Mod allowing passage through in-line parts
sebi.zzr replied to HeyThisIsntFallout's topic in KSP1 Mods Discussions
In stock game,there is no such restriction.This is coming from a mod you have installed,if i would make a blind guess it is probably from CLS. So,you need to remove that mod or write MM patch to override the restriction.- 1 reply
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You don't need any plugin for that.What you need is the right configuration.I suggest you to inspect the model in blender to see how the landing gear is "rigged".Then you can use either stock module for landing gear or KSPWheel.The easiest way to make landing gear working (deploy/retract) is to use ModuleAnimateGeneric,but there must not be any "non supported transforms" in model.
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Help me understand : Exhaust effects
sebi.zzr replied to genericeventhandler's topic in KSP1 Mod Development
Can you tell me where can i find this engine?The path to it would be great (Contares/Parts...?). -
Porting thrust effects of ModuleEngines to ModuleEnginesFX?
sebi.zzr replied to trias702's topic in KSP1 Mod Development
Like i explained in other post,i didn't map anything.I started with the converted .cfg and inspected it in game and then made the adjustments.There is no formula,if you convert 100 .cfg then maybe some pattern will start to show,but it's mostly trial and error. -
Porting thrust effects of ModuleEngines to ModuleEnginesFX?
sebi.zzr replied to trias702's topic in KSP1 Mod Development
Maybe this can help a little: -
ComOffset??????
sebi.zzr replied to harrisjosh2711's topic in KSP1 Modelling and Texturing Discussion
Maybe you could be less demanding and more specific? -
Yes you can.In specific module you need to add these lines: MODULE { name = ModuleCommand requiresTelemetry = false SignalRequired = false } With these,you can control your probe without a signal and you need additional module: MODULE { name = ModuleProbeControlPoint minimumCrew = 0 //number of crew required for control multiHop = true } which will control your probe. You can do this with MM for specific probe or for all.
- 4 replies
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- probes
- realism overhaul
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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
Exactly. -
Is it possible to add MODULEs through part upgrade?
sebi.zzr replied to sebi.zzr's topic in KSP1 Mods Discussions
You mean in the right click menu? The button stays hidden and get visible after you have researched/buy the right node. -
Probably is,but i never had enough time to test this myself.If you want to investigate(experiment) yourself,here is link:https://kerbalspaceprogram.com/api/class_module_deployable_part.html
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Crashing on EVA
sebi.zzr replied to Astrophobiac Astronaut's topic in KSP1 Technical Support (PC, modded installs)
Hello and welcome to the forum. What version would that be since i can't see it in the log?