

Aurelius
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I have same problem, same part almost always fails immediately after loading the craft. EDIT: After some testing, I can say that it happens always when any craft is loaded. Always the same part fails on same crafts. It's usually also part that is close to root part.
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Hello, I have encountered bug when using Snacks and Dang It together. Containers from Snacks mod start to leak almost immediately. I have found that it was known issue, but supposedly resolved by MM patch. Despite having latest versions of both Dang It and Snacks I keep having this bug. And of course thank you for your work on this mod and many others!
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I have been trying to add Mechjeb module to some computerized parts such as SAS modules and probe cores, but I cannot get it working. I would be most grateful for advice how to properly add Mechjeb functionality to certain parts. I tried unsuccessfully several syntaxes like these: @PART[probeStackSmall],!MODULE[MechJebCore]:Final { @MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = specializedControl } MechJebModuleLandingGuidance { unlockTechs = specializedControl } MechJebModuleSpaceplaneGuidance { unlockTechs = hypersonicFlight } MechJebModuleDockingGuidance { unlockTechs = specializedControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = specializedControl } MechJebModuleRendezvousGuidance { unlockTechs = specializedControl } } } } @PART[advSasModule]:HAS[@MODULE[ModuleCommand]]:Final { @MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = specializedControl } MechJebModuleLandingGuidance { unlockTechs = specializedControl } MechJebModuleSpaceplaneGuidance { unlockTechs = hypersonicFlight } MechJebModuleDockingGuidance { unlockTechs = specializedControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = specializedControl } MechJebModuleRendezvousGuidance { unlockTechs = specializedControl } } } } but nothing has worked so far. Mechjeb module in those parts just doesn't show up in game.
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Thank you but it still doesn't work. I tried removing that extra bracket with no luck then adding extra bracket at the end because I thought there was one missing - mechjeb module in part still doesn't show up in game. Afterwards I tried this syntax which I found here on forums but still nothing. @PART[advSasModule]:HAS[@MODULE[ModuleCommand]]:Final So how can mechjeb functionality be given to certain parts? I am the end of my wits here and would greatly appreciate help on this matter.
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I have been trying to add Mechjeb module to some computerized parts such as SAS modules and probe cores, but I cannot get it working. I would be most grateful for advice from more experienced community members. Here is the code I am using (unsuccessfully): @PART[probeStackSmall],!MODULE[MechJebCore]]:Final { @MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = specializedControl } MechJebModuleLandingGuidance { unlockTechs = specializedControl } MechJebModuleSpaceplaneGuidance { unlockTechs = hypersonicFlight } MechJebModuleDockingGuidance { unlockTechs = specializedControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = specializedControl } MechJebModuleRendezvousGuidance { unlockTechs = specializedControl } } }
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HotRockets! Particle FX Replacement + Tutorial
Aurelius replied to Nazari1382's topic in KSP1 Mod Development
Is it possible to have HotRockets engine particles but stock smoke effects? -
Well, I guess you would need to write a config which would add TAC resources to the pods. I think that orbital modules could be perfect to hold lot of consumables. And if you thought that Remote Tech is too complex, I would suggest you to try AntennaRange mod. It is way less complex than Remote Tech but it make you think about which antenna to use. Problem with TAC is that it adds consumables only for one day and I think that especially orbital modules should hold much more. And yes, you can use the DR heatshield but it does not match perfectly. Added ablative resource directly to the bottom of the pods would be better in my opinion.
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- totm march 2020
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Thank you for great stock alike mod. If you still want suggestions you could continue with some soviet space programme themed parts, for example station modules (inspired by Mir or Salyut) or Tantares resupply craft (like Progress). Also I would very much appreciate if you could add support for some popular mods such as Deadly Reentry and TAC Life Support.
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- totm march 2020
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aurelius replied to Starwaster's topic in KSP1 Mod Releases
Thank you very much! It works like a charm.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aurelius replied to Starwaster's topic in KSP1 Mod Releases
Please do... I would really apreciate it.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aurelius replied to Starwaster's topic in KSP1 Mod Releases
Thanks, but now for dumb question. Where can I find non-ablative config? In KSO download there is only one DREC config (dre_KSO) which apparently use ablative shielding. And as you said, mass of that shielding make shuttle fall like a rock.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aurelius replied to Starwaster's topic in KSP1 Mod Releases
First, let me thank you for great mod. But I would also like to know if someone could help me out. I have also installed Kerbin Shuttle Orbiter System and Deadly Reentry conflicts with the shuttle mod somehow as flying shuttle with Deadly Reentry installed makes shuttle heavy and unresponsive. I would greatly appreciate information whether this two mods could be made compatible or what should i change in the files to make it so.- 5,919 replies
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[0.90] Kerbin Shuttle Orbiter System v4.13
Aurelius replied to helldiver's topic in KSP1 Mod Releases
Thank you for great mod, but I would like to ask whether there are any plans to address heavy and nonresponsive flight while using Deadly reentry. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Aurelius replied to helldiver's topic in KSP1 Mod Releases
Thank you for great mod, but may I ask if there are any plans to address heavy and nonresponsive flight when used together with Deadly reentry?