etheoma Posted October 15, 2018 Share Posted October 15, 2018 (edited) It's kind of kinda scary that you can break a hole file by missing a single | "{" or "}" take your time while editing files... or use note pad++ or something similar and it will be instantly obvious is what I am learning. Also don't do it drunk... I suppose that is good advice for a lot of things... Edited October 15, 2018 by etheoma Quote Link to comment Share on other sites More sharing options...
MaltYebisu Posted October 15, 2018 Share Posted October 15, 2018 4 hours ago, etheoma said: It's kind of kinda scary that you can break a hole file by missing a single | "{" or "}" take your time while editing files... or use note pad++ or something similar and it will be instantly obvious is what I am learning. Also don't do it drunk... I suppose that is good advice for a lot of things... True... It's also a good practice to back up the file you are editing, so you don't do permanent damage to a file you worked hard on. Github is a free way to keep track of the changes you've made and makes it easy to roll back or see where you might have made a mistake. You have to be willing to let it be public for the free version though. I don't know about notepad ++, but Visual Studio Code has integrated git support. It makes it super easy to manage your edited files. Quote Link to comment Share on other sites More sharing options...
raidernick Posted October 17, 2018 Share Posted October 17, 2018 On 10/14/2018 at 1:47 PM, Gordon Dry said: The paradox is: RO devs say"we wait for official FAR" FAR thread says "perhaps there will never come an 'official' FAR from Ferram" (so it's a community project now) ... So ... Ferram doesn't say anything, so who knows. It doesn't need to be official from ferram, but it needs to be it's own official thread with it's own github release and ckan support. I'm not basing a RO release on some random persons dll compile posted in the mess of the main thread. Quote Link to comment Share on other sites More sharing options...
winged Posted October 21, 2018 Share Posted October 21, 2018 On 10/14/2018 at 12:53 AM, etheoma said: I have the problem that the runway is not long enough as the Skylon is suppose to have a 5km runway Use Space Shuttle runway from Real KSC. On 10/14/2018 at 12:53 AM, etheoma said: I keep asking for a edit for the RO file for B9, even gave the code for the edit, explained that it was editing the engine to be realistic, but nothing was done. Did you create a PR with proposed changes? Because I did and it was merged: https://github.com/KSP-RO/RealismOverhaul/pull/1884 - proper ISP for SABRE engines, minimum thrust and mass correction. Quote Link to comment Share on other sites More sharing options...
Kitspace Posted October 23, 2018 Share Posted October 23, 2018 Hi everyone! I am having a weird effect, where the Kerbal Engineer, the readout in the vanilla toolbar, the Mechjeb vessel info, and its stage stats, give out three different mass values, for the exact same vessel. I thought this was an old bug, fixed some time ago already. It is not related, to whether the parts are crewed or not though, so not sure, if that is it. Any ideas why that could be happening? Thank you! Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted October 23, 2018 Share Posted October 23, 2018 hey guys, hope everyone is great today! quick question here: one of my vessels is now stranded in space without control as the only command module it has is an uncrewed MK1 cockpit. Is there a way to remove the crew requirement in order to operate the vessel remotely? I have tried the following but it didn't work, so I am wondering if either the code I added is wrong, or it simply does not apply to launched vessels. I edited RO_Squad_Spaceplanes.cfg for the following part... // Resized parts. // because why not, and 1.25m is too narrow a diameter for crewed spaceplanes +PART[Mark1Cockpit]:FOR[RealismOverhaul] { @name = RO-Mk1Cockpit ... and added the following bit of code: @MODULE[ModuleCommand] { @minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 1.895 } } Thanks in advance! Quote Link to comment Share on other sites More sharing options...
RoboRay Posted October 23, 2018 Share Posted October 23, 2018 I think editing the RO config would only affect the parts in the VAB, and therefore newly created craft. Existing craft already in flight would not be changed. Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted October 23, 2018 Share Posted October 23, 2018 thanks @RoboRay!!! any clue on how to edit a craft already in flight? Quote Link to comment Share on other sites More sharing options...
RoboRay Posted October 23, 2018 Share Posted October 23, 2018 (edited) I suggest making a new Quicksave file and editing that one. Don't ever play around with your Persistence save file. If you break the Quicksave, KSP will refuse to load it... if you break the Persistence file, KSP will refuse to load your game at all. You should be able to find your in-flight craft by its name in the Quicksave. Do the same edit to the cockpit listed in that section as you tried on the RO config. Edited October 23, 2018 by RoboRay Quote Link to comment Share on other sites More sharing options...
sam_milne Posted October 23, 2018 Share Posted October 23, 2018 does anybody know where I could download RO configs for ksp version 1.22 for the space x launch vehicles mod by Kartoffelkuchen Quote Link to comment Share on other sites More sharing options...
ColKlonk2 Posted October 23, 2018 Share Posted October 23, 2018 (edited) Only reference (so far) to SpaceX parts I could find is the Merlin1_Config.cfg from RO Version 11.0.5.1 https://github.com/KSP-RO/RealismOverhaul/releases/download/v11.5.1/RealismOverhaul-v11.5.1.zip // ================================================== // Merlin 1 series global engine configuration (all versions). // Gross Mass: 760 Kg (baseline Merlin 1 variant) // Throttle Range: 39% to 100% (throttleable variants) // O/F Ratio: ~2.17 (differs between versions) // Burn Time: ~170 s (ASL variants), ~400 s (VAC variants) // Sources: // [1] http://spaceflight101.com/spacerockets/falcon-9-v1-1-f9r/ // [2] http://www.spacex.com/falcon9 (2015-09-21) // [3] http://www.spacex.com/falcon9 (2016-05-14) // [4] https://www.quora.com/Is-SpaceXs-Merlin-1Ds-thrust-to-weight-ratio-of-150+-believable // [5] https://twitter.com/elonmusk/status/728753234811060224 (min thrust of Merlin1D+ is ~40%) // [6] http://www.spacex.com/press/2012/12/19/spacex-falcon-9-upper-stage-engine-successfully-completes-full-mission-duration // [7] http://www.spacex.com/press/2012/12/19/spacex-completes-development-merlin-regeneratively-cooled-rocket-engine // Used by: // * LazTek // * RealFuels // * StarShine Industries // * SSTU // Notes: // * None of the Merlin 1 engines ever really failed, with the // exception of the SpX-1/CRS-1 flight anomaly. The TF configs // should not be considered complete by any means. // ================================================== @PART[*]:HAS[#engineType[Merlin1]]:FOR[RealismOverhaulEngines] { %category = Engine %title = Merlin 1 Series %manufacturer = SpaceX %description = The whole family of Merlin 1 rocket engines, made by SpaceX. Diameter: 1.75 m. @MODULE[ModuleEngines*] { @minThrust = 369.2 @maxThrust = 369.2 %heatProduction = 58 @useEngineResponseTime = False !engineAccelerationSpeed = NULL @allowShutdown = True %EngineType = LiquidFuel @useThrustCurve = False %ullage = True %pressureFed = False %ignitions = 1 !IGNITOR_RESOURCE,*{} !thrustCurve,*{} } !MODULE[ModuleEngineConfigs],*{} MODULE { name = ModuleEngineConfigs type = ModuleEngines configuration = Merlin1A origMass = 0.76 CONFIG { name = Merlin1A minThrust = 369.2 maxThrust = 369.2 heatProduction = 58 massMult = 1.0 PROPELLANT { name = Kerosene ratio = 0.3907 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6093 DrawGauge = False } atmosphereCurve { key = 0 288.5 key = 1 253.7 } ullage = True pressureFed = False ignitions = 1 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 4.0 } } CONFIG { name = Merlin1B minThrust = 394 maxThrust = 394 heatProduction = 64 massMult = 1.0 // From Wikipedia: turbopump weight was unchanged at 150 lbs. PROPELLANT { name = Kerosene ratio = 0.3907 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6093 DrawGauge = False } atmosphereCurve { key = 0 302.3 key = 1 260.8 } ullage = True pressureFed = False ignitions = 1 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 4.0 } } CONFIG { name = Merlin1BVac minThrust = 421.6 maxThrust = 421.6 heatProduction = 63 massMult = 1.2 // No good source but it should be heavier than the SL version. PROPELLANT { name = Kerosene ratio = 0.3907 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6093 DrawGauge = False } atmosphereCurve { key = 0 332.1 key = 1 195.5 } ullage = True pressureFed = False ignitions = 1 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 4.0 } } CONFIG { name = Merlin1C minThrust = 482.63 maxThrust = 482.63 heatProduction = 96 massMult = 0.829 PROPELLANT { name = Kerosene ratio = 0.3907 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6093 DrawGauge = False } atmosphereCurve { key = 0 304.8 key = 1 267 } ullage = True pressureFed = False ignitions = 1 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 4.0 } cost = 0 entryCost = 15000 techRequired = experimentalRocketry maxSubtraction = 12000 entryCostSubtractors { Merlin1CVac = 12000 } } CONFIG { name = Merlin1CVac minThrust = 246.9 maxThrust = 411.5 // [6] heatProduction = 76 massMult = 1.0 PROPELLANT { name = Kerosene ratio = 0.3907 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6093 DrawGauge = False } atmosphereCurve { key = 0 342 // [6] key = 1 173 } ullage = True pressureFed = False ignitions = 4 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.500 } IGNITOR_RESOURCE { name = TEATEB amount = 1.0 } cost = 0 entryCost = 18000 techRequired = experimentalRocketry maxSubtraction = 12000 entryCostSubtractors { Merlin1C = 12000 } } CONFIG { name = Merlin1D minThrust = 290 maxThrust = 722 heatProduction = 196 massMult = 0.6184 PROPELLANT { name = Kerosene ratio = 0.3729 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6271 DrawGauge = False } atmosphereCurve { key = 0 311 key = 1 282 } ullage = True pressureFed = False ignitions = 4 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1.0 } cost = 0 entryCost = 20000 techRequired = giganticRocketry maxSubtraction = 12000 entryCostSubtractors { Merlin1C = 12000 Merlin1CVac = 12000 } } CONFIG { name = Merlin1D+ minThrust = 330 maxThrust = 825 //[2] heatProduction = 225 massMult = 0.6184 PROPELLANT { name = Kerosene ratio = 0.3729 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6271 DrawGauge = False } atmosphereCurve { key = 0 311 // FIXME: M1D+ Isp is not same as M1D, exact spec difficult to pin down. key = 1 282 } ullage = True pressureFed = False ignitions = 4 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1.0 } cost = 0 entryCost = 28000 techRequired = giganticRocketry maxSubtraction = 18000 entryCostSubtractors { Merlin1D = 18000 Merlin1DVac = 18000 } } CONFIG { name = Merlin1D++ // Uprated again, slated to fly in mid/late 2016. minThrust = 330 // [5] maxThrust = 914.12 // [3] heatProduction = 248 massMult = 0.6184 PROPELLANT { name = Kerosene ratio = 0.3729 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6271 DrawGauge = False } atmosphereCurve { key = 0 311 // FIXME: M1D+ Isp is not same as M1D, exact spec difficult to pin down. key = 1 288.5 } ullage = True pressureFed = False ignitions = 4 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1.0 } cost = 0 entryCost = 20000 // Just a small uprating, so low entry cost with subtractors. techRequired = giganticRocketry maxSubtraction = 18000 entryCostSubtractors { Merlin1D+ = 18000 Merlin1DVac+ = 18000 } } CONFIG { name = Merlin1DVac minThrust = 360 maxThrust = 805 heatProduction = 233 massMult = 0.6447 PROPELLANT { name = Kerosene ratio = 0.3709 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6291 } atmosphereCurve { key = 0 345 key = 1 200 } ullage = True pressureFed = False ignitions = 4 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1.0 } entryCost = 23000 techRequired = giganticRocketry maxSubtraction = 15000 entryCostSubtractors { Merlin1C = 12000 Merlin1CVac = 15000 } } CONFIG { name = Merlin1DVac+ minThrust = 360 maxThrust = 934.12 // [2] heatProduction = 225 massMult = 0.6447 PROPELLANT { name = Kerosene ratio = 0.3709 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6291 DrawGauge = False } atmosphereCurve { key = 0 348 key = 1 200 } ullage = True pressureFed = False ignitions = 4 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1.0 } cost = 0 entryCost = 30000 techRequired = giganticRocketry maxSubtraction = 20000 entryCostSubtractors { Merlin1DVac = 20000 } } } @MODULE[ModuleGimbal],* { @gimbalRange = 5.0 //FIXME: Any real numbers for gimbal? %useGimbalResponseSpeed = True %gimbalResponseSpeed = 16 } !MODULE[ModuleAlternator],*{} !RESOURCE,*{} RESOURCE { name = TEATEB amount = 4.0 maxAmount = 4.0 isTweakable = False } } // ================================================== // TestFlight compatibility. // ================================================== @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1A]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1A ratedBurnTime = 170 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1B]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1B ratedBurnTime = 170 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A:50 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1BVac]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1BVac ratedBurnTime = 345 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A,Merlin1B:50 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1C]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1C ratedBurnTime = 170 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A,Merlin1B,Merlin1BVac:50 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1CVac]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1CVac ratedBurnTime = 345 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A,Merlin1B,Merlin1BVac,Merlin1C:50 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1D]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1D ratedBurnTime = 180 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A,Merlin1B,Merlin1BVac,Merlin1C,Merlin1CVac:50 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1D+]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1D+ ratedBurnTime = 162 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A,Merlin1B,Merlin1BVac,Merlin1C,Merlin1CVac,Merlin1D:50 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1D++]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1D++ ratedBurnTime = 162 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A,Merlin1B,Merlin1BVac,Merlin1C,Merlin1CVac,Merlin1D,Merlin1D+:50 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1DVac]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1DVac ratedBurnTime = 375 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A,Merlin1B,Merlin1BVac,Merlin1C,Merlin1CVac,Merlin1D,Merlin1D+,Merlin1D++:50 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Merlin1DVac+]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Merlin1DVac+ ratedBurnTime = 400 ignitionReliabilityStart = 0.98 ignitionReliabilityEnd = 0.995 cycleReliabilityStart = 0.98 cycleReliabilityEnd = 0.995 techTransfer = Merlin1A,Merlin1B,Merlin1BVac,Merlin1C,Merlin1CVac,Merlin1D,Merlin1D+,Merlin1D++,Merlin1DVac:50 } } Edited October 23, 2018 by ColKlonk2 Quote Link to comment Share on other sites More sharing options...
Ricovandijk Posted October 24, 2018 Share Posted October 24, 2018 Heya quick question, is there an easy way to remove or hide all the non RO parts? Thanks! Quote Link to comment Share on other sites More sharing options...
Miza Posted October 25, 2018 Share Posted October 25, 2018 On 10/23/2018 at 12:41 PM, sam_milne said: does anybody know where I could download RO configs for ksp version 1.22 for the space x launch vehicles mod by Kartoffelkuchen I would like to know this too, please. Quote Link to comment Share on other sites More sharing options...
JohnMcLane Posted October 25, 2018 Share Posted October 25, 2018 10 hours ago, Ricovandijk said: Heya quick question, is there an easy way to remove or hide all the non RO parts? Thanks! This is what your are looking for. Quote Link to comment Share on other sites More sharing options...
Axela Posted October 26, 2018 Share Posted October 26, 2018 On 10/23/2018 at 1:48 PM, Kitspace said: Hi everyone! I am having a weird effect, where the Kerbal Engineer, the readout in the vanilla toolbar, the Mechjeb vessel info, and its stage stats, give out three different mass values, for the exact same vessel. I thought this was an old bug, fixed some time ago already. It is not related, to whether the parts are crewed or not though, so not sure, if that is it. Any ideas why that could be happening? Thank you! Hi, I'm having the same problem! I noted this when on Mechjeb the weight was 150 t and on the vanilla toolbar was 139t. Quote Link to comment Share on other sites More sharing options...
Ricovandijk Posted October 27, 2018 Share Posted October 27, 2018 Awesome Thanks! That seems to filter out most non RO parts! Quote Link to comment Share on other sites More sharing options...
juanml82 Posted October 27, 2018 Share Posted October 27, 2018 On 10/11/2018 at 8:20 PM, winged said: You can create a working Skylon pretty much from Procedural mods like I did. Other than that I can suggest installing B9 Aerospace which adds many spaceplane cockpits and fuselages. I've been looking at this, but my procedural tanks end up overheating above 15,000 meters. Their maximum skin temperature is about 750°K, and they are already at about 600° at the runway, so it doesn't take a lot for them to blow up Quote Link to comment Share on other sites More sharing options...
winged Posted October 28, 2018 Share Posted October 28, 2018 5 hours ago, juanml82 said: I've been looking at this, but my procedural tanks end up overheating above 15,000 meters. Their maximum skin temperature is about 750°K, and they are already at about 600° at the runway, so it doesn't take a lot for them to blow up I've forgotten to mention. I edited RO config for Procedural Tanks and created a new variant: cryobaloon shielded tank. With regular shielded tanks plane was about 25 t too heavy, now she is 50 t dry and 350 t wet. I don't remember what is max temp for B9 tanks you need to check it on your own. Quote Link to comment Share on other sites More sharing options...
Axela Posted October 28, 2018 Share Posted October 28, 2018 On 10/26/2018 at 8:15 PM, Axela said: Hi, I'm having the same problem! I noted this when on Mechjeb the weight was 150 t and on the vanilla toolbar was 139t. I found the origin of the bug: every part attached to a manned capsule will be given a weight (from MJ or Kerbal Engineering Redux) of: realWeight + 100 * n_of_passengers. If you empty the capsule the weight count return normal. I think there is some logic that add 100kg to the weight of the capsule per each passenger but that logic by error is applied to every single part attached to the capsule (I tried with a thermometer or a parachute). Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted October 28, 2018 Share Posted October 28, 2018 On 10/23/2018 at 7:38 AM, hypervelocity said: I edited RO_Squad_Spaceplanes.cfg for the following part... @hypervelocity are editing the wrong thing; all that will do is make changes to FUTURE parts. Once you launch a vehicle it becomes hard-coded. You need to edit your VESSEL{} in the game's persistent.sfs . Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted October 28, 2018 Share Posted October 28, 2018 (edited) thank you @TranceaddicT & @RoboRay!!! will try it out! EDIT: ok, this is rather strange. I edited the save file's VESSEL{} entry but it didn't work I first tried the following (my addition is the @MODULE[ModuleCommand] entry at the bottom): PART { name = RO-Mk1CockpitInline cid = 4292551006 uid = 520936581 mid = 4257879762 launchID = 59 parent = 5 position = 0,3.9504241943359375,0 rotation = -0.707106352,0,-0.707107186,0 mirror = 1,1,1 symMethod = Radial istg = -1 resPri = 0 dstg = 4 sqor = -1 sepI = 0 sidx = -1 attm = 0 srfN = , -1 attN = top, 5 attN = bottom, -1 mass = 2.34067154 shielded = False temp = 223.06565801213159 tempExt = 222.86479049072139 tempExtUnexp = 4 expt = 0.5 state = 0 attached = True autostrutMode = Off rigidAttachment = False flag = Squad/Flags/redsacqua rTrf = RO-Mk1CockpitInline modCost = 9252.07813 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleCommand isEnabled = True hibernation = False hibernateOnWarp = False stagingEnabled = True EVENTS { } ACTIONS { HibernateToggle { actionGroup = None active = False } } UPGRADESAPPLIED { } } @MODULE[ModuleCommand] { @minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 1.895 } } And then, as it did not work, tried just simply adding "minimumCrew = 0" under MODULE {name=ModuleCommand} and left it as follows: MODULE { name = ModuleCommand minimumCrew = 0 isEnabled = True hibernation = False hibernateOnWarp = False stagingEnabled = True EVENTS { } ACTIONS { HibernateToggle { actionGroup = None active = False } } UPGRADESAPPLIED { } } None of these updates worked - any ideas? Edited October 29, 2018 by hypervelocity Quote Link to comment Share on other sites More sharing options...
RoboRay Posted October 29, 2018 Share Posted October 29, 2018 (edited) It might be easier to spawn a FASA launch tower with a kerbal in it, EVA the kerbal, use the cheat menu to rendezvous the kerbal with the craft in orbit, and get in and drive. In any case, the code you need to enter is a different format that the Module Manager code you're using. Don't include Module Manager things like the @ sign. Instead of adding a new Module Command, you should just be editing the Module Command block that's already there. I would look at an unmanned craft in the save with a working probe pod and copy from that. Edited October 29, 2018 by RoboRay Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted October 29, 2018 Share Posted October 29, 2018 (edited) 4 hours ago, RoboRay said: It might be easier to spawn a FASA launch tower with a kerbal in it, EVA the kerbal, use the cheat menu to rendezvous the kerbal with the craft in orbit, and get in and drive. In any case, the code you need to enter is a different format that the Module Manager code you're using. Don't include Module Manager things like the @ sign. Instead of adding a new Module Command, you should just be editing the Module Command block that's already there. I would look at an unmanned craft in the save with a working probe pod and copy from that. thanks @RoboRay!!! your second comment was on point, I just added "minimumCrew = 0" and it worked! thanks a ton!!!! Edited October 29, 2018 by hypervelocity it worked! Quote Link to comment Share on other sites More sharing options...
Miza Posted October 29, 2018 Share Posted October 29, 2018 (edited) I see there are configs for KK's SpaceX pack included in RO, but they don't seem to do anything to the parts in-game? Do I have to move those configs somewhere else for it to work? Edited October 29, 2018 by Miza Quote Link to comment Share on other sites More sharing options...
JohnMcLane Posted October 30, 2018 Share Posted October 30, 2018 7 hours ago, Miza said: I see there are configs for KK's SpaceX pack included in RO, but they don't seem to do anything to the parts in-game? Do I have to move those configs somewhere else for it to work? Yes there are configs, if you take a look at for example the "RO_KK_Falcon_Tanks.cfg" in the RO suggested mods folder KK Launchers, youll see that only the LaunchersPack parts are supported. Use the 1.3.0 version 4.1 of the launchers pack. For the new parts, the F9Demo parts, there are no configs. Quote Link to comment Share on other sites More sharing options...
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