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mrZonke

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Everything posted by mrZonke

  1. Both Hullcam and Kronal works with Kerbalism 1.1.9 (and a gazillion other mods) for me (which makes me very happy, love Hullcam especially!!)
  2. In "Kerbal Space Program\GameData\Kerbalism\Settings.cfg" you can change "Signal = true" to "Signal = false" and it'll return to stock behaviour. Edit: I suggest this to the Kerbalism\Support\MOLE.cfg: To make it's lab (which is earlier in the tech tree) to behave like a Kerbalism lab, but not as powerful..
  3. Ello! Thanks for the configs Errol, using it for a new campaign Really glad to see this working again! Here are some more configs for engines in Vens Stock Revamp, might add more laters... Edit: Fiddled abit more... In order to get all features to work, one needs the 1.2.0.1 version of the mod (as mentioned above) but the resources definition from 1.2.1.1. So, install 1.2.0.1 first. Then download 1.2.1.1 and copy ...EngineIgnitor/Resources/Ignitors.cfg to the corresponding folder in your install. Or download 1.2.1.1 and just replace the .DLL with the one from 1.2.0.1 I guess Anyways, this way it works as advertised on KSP1.22 Awesome sauce!! Off to killing Jeb and his friends... Edit2: Configs for Stock, mk2Expansion, Vens Stock Revamp and RLA continued. Also some small upgrades to some of the stock engines along the tech tree The relationship between Hypergolic Fluid and Ignitors are more inline with DennyTX's one for the stock engines for example the Poodle has 8 Hypergolic Fluid, 24 Ignitors and uses 2 Hypergolic Fluid per ignition (when upgraded, has 16 ignitions and uses 4 Hypergolic before upgrade). Added two more sizes of the Hypergolic containment unit (one smaller and one larger) along the tech tree. Very slightly lowered the mass for engines that use Hypergolic Fluid to compensate for the added mass of the Hypergolic Fluid. These settings are merely my idea of fun, I did have a quick look at real fuels stock engine configs and these are in the same ball park I think. Any engine that does'nt have it's own config will have 8 ignitions, 4 hypergolic fluid and use 1 hypergolic fluid for ignition. Engine configs, two more hypergolic fluid containment sizes, resource definitions: Tech Upgrades: Cheers!
  4. Hi Really liking this, tried it out for abit and works perfectly. I always used to MM-nerf the reaction wheels (torque *= 0.02 ) but it was always troublesome to keep a station from spinning madly when you EVA and grab something, this mod by it's mechanics seams to mitigate that(?) The RCS parts look beautiful!!
  5. Noticed that when I have Kerbalism installed, the filters on the Hullcam VDS Continued (0.1.4.1 and 0.1.6) cameras don't work for me. No idea what it might be, all I know is that if I remove Kerbalism the filters work again. Also tested it on a clean KSP 1.2.1 install with only Hullcam, Kerbalism, MM2.7.5. Also it struck me that the Kerbalism radial containers very light compared to the comparable universal storage radial containers? Or the US containers are very heavy compared to the Kerbalism containers
  6. It seams that even with signal feature turned off the connection lines for it are drawn, just a really really tiny annoyance Also this: ISRU - planetary resource definitions based on real data ...made me wonder if one should reseed resource distribution (by changing the "GameSeed" value in persistent.sfs?) when applying Kerbalism to an ongoing career? Thanks for the awesomeness!!
  7. Ello! Seams to work well so far, installed onto ongoing career with 100+ other mods and did a bunch of testing with the science and signal set to off (will try those bits on next career). Really appreciate all the descriptions and comments in the config files, makes it so much easier to customize a profile to ones liking (I changed the consumption rates to approximately halfway between kerbalisms and tac ls). Thanks for one of the (if not the most) most awesome mods for KSP!!!
  8. Hi, Seams the camera filters don't get applied to the screenshot when pressing "Photo" in GUI after the last update. Otherwise working fine Thanks for this sweet mod!!
  9. No I see them in Sandbox... It says *** PART UPGRADE AVAILABLE *** or something to that effect in the part discription, and then there is a tweakable menu to show the upgraded stats.. Make sure "apply part upgrades"(or something like it) is enabled in difficulty settings
  10. This is amazing! Was just about to start me career this evening/night/whatever I also like Pood's idea with the 4th level tracking station and/or upgrades, gonna try those configs and see Thanks for your incredible work!!
  11. Awesome to see this mod revived! I can't seam to get the ullage simulation to work though, right clicking on the engine it always says "fuel flow stable" no matter if I'm in orbit or atmosphere under negative G etc. Tested on a fresh 1.2.1 install... Everything else seams to work nicely on the fresh install as well as a heavily modded install. Awesome stuff and thank you!!
  12. Hi, really very awesome sauce this! Very beautiful and believable planets!! I have a (probably dumb question), do I just replace the ScienceDefs.cfg in the squad dir with this new one? Would be really very incredibly awesome with Kethane and Interstellar resources, I might try and add that, if I do I'll share it here. Are there custom biomes? Now I'm off to start a new career game with these planets, thx again for the beautiful work!! Cheers!
  13. Ellow! First of all: Love this mod, gives me the shakes some times when the next stage does'nt ignite on the first try Had alot of fun with this and another mod called smart parts allowing some triggers and stuff allowing automated stage transitions etc... I have a problem though, not sure whether it's a bug with this wonderful mod or a conflict. Whenever I use a solid propellant booster, any liquid engines after that will have their thrust vectoring disabled. The "lock gimbal" box still show up if I right click it, but there is no thrust vectoring. If I disable the mod and launch the same rocket, the thrust vectoring works after the SRB stage. As I said I don't know if it's an issue with this mod or a conflict or something (have'nt tried to recreate it on a fresh vanilla install). Just thought I'd stop by and tell you about it, tell me if you want more info. Thanks for an awesome mod!! Edit: Ah, found the answer in your tweakable gimbal thread (also an awesome mod ).
  14. Ellow! Was just reading up on this latest patch and realised I've never posted in this thread eventhough I've used this mod since... forever? Anyway, just wanted to say that I absolutely love this mod. Out of my hundreds of KSP hours, I've possibly played 2 or 3 hours without this mod Thanks for absolutely epic work and support!!! Never really had any problems with the mod I believe, thanks to great documentation and the awesome support. Cheers! [bowing smiley kissing shoes]
  15. Hi all! I've been struggling trying to make a little personal patch with module manager to remove the "reaction wheel module" from all parts with "category = pods", all I can manage so far is to change the torque values for an individual part. If it's not too much trouble, any help or sample code would be super appreciated. Also thx for this awesome effort!! Cheers! Edit: oki, I think I got it to work after much trial and error ...now to edit the reaction wheels and add a couple RCS parts to the start of tech tree
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