Diman_AS Posted November 27, 2024 Share Posted November 27, 2024 Can anyone tell me how and where to do this? I want to change the number of ignitions on the Raptors in StarshipExpansionProject. On 1/10/2023 at 8:32 AM, kerbnub said: Are they mod parts? The code you linked should cover it, unless something else is overwriting them afterward. I recently changed some of my burn durations/number of ignitions for mod parts with a patch very similar to what you linked. It uses FINAL to make sure it comes last. Maybe not the most context smart, but it works. @PART[M2X_Pluto|M3X_NuclearJet|M3X_Hades|M2X_AtomicJet|kare_eng_ntj_mk2|kare_eng_ntj_s1a|kare_eng_ntj_s1b|kare_eng_ntj_s2]:Final { @MODULE[Reliability] { @rated_operation_duration = 3600 //1 hour @rated_ignitions = 0 //infinite } } Just replace the engines/durations which whatever you need. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted November 27, 2024 Share Posted November 27, 2024 2 hours ago, Diman_AS said: Can anyone tell me how and where to do this? I want to change the number of ignitions on the Raptors in StarshipExpansionProject. i don't remember the exact file, but it's in gamedata and either kerbalism, or kerbalismconfig. there are a few big files with data like that Quote Link to comment Share on other sites More sharing options...
Roger_Race Posted December 10, 2024 Share Posted December 10, 2024 On 10/29/2024 at 1:18 PM, mtbikoff said: Facing same problems with PPD-10 and other habitats. Ghost RDUs turn on after rendezvous. There's a pull request and possible fix on Github, but I have not tested it yet. Trying to figure out how to make a custom Kerbalism build with it... Hello, did you manage to apply the fix? Quote Link to comment Share on other sites More sharing options...
heakhaek Posted December 17, 2024 Share Posted December 17, 2024 Help the toolbar icon for Kerbalism is missing so I can't access any of the Kerbalism settings and stuff. Quote Link to comment Share on other sites More sharing options...
Will2006_ Posted December 28, 2024 Share Posted December 28, 2024 Hey, Is there a way to remove the science wait times for kerbalism? I like all other aspects but not the wait times. Thanks. Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted December 28, 2024 Share Posted December 28, 2024 Probably best to ask in the thred dedicated to the mod. Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted December 29, 2024 Share Posted December 29, 2024 1 hour ago, Will2006_ said: Hey, Is there a way to remove the science wait times for kerbalism? I like all other aspects but not the wait times. Thanks. Hello. Your question has been merged into the thread for this mod. Good luck with your issue. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted December 29, 2024 Share Posted December 29, 2024 2 hours ago, Will2006_ said: Hey, Is there a way to remove the science wait times for kerbalism? I like all other aspects but not the wait times. Thanks. the only way is to edit the file. don't stop reading, it's not difficult if i managed it with minimal skill. open game folder, open gameData, it's where the game stores the mods. there are kerbalism and kerbalismConfig, inside those are a few config files. they can be opened with a text editor. one of them should contain science data. you can use a specific time (in seconds) as search key. like, i don't remember any exact number, but say for example that the science jr takes 10 minutes 40 seconds to complete, that's 640 seconds, search 640, there should be few enough of those that you can scroll all instances through the files. once you find where the science data is stored, change the experiment running time to 1 second. at least i hope the duration of the experiments is stored inside those config data like most other values. of course, do save copies of any file before editing, just in case. Quote Link to comment Share on other sites More sharing options...
TwoCalories Posted Sunday at 11:36 PM Share Posted Sunday at 11:36 PM When I use a monoprop fuel cell built into the Mk.1 Command Pod it doesn't seem to generate any electricity and doesn't even drain monoprop from the ship. Is this a known issue? Quote Link to comment Share on other sites More sharing options...
lordcirth Posted Monday at 12:09 AM Share Posted Monday at 12:09 AM 31 minutes ago, TwoCalories said: When I use a monoprop fuel cell built into the Mk.1 Command Pod it doesn't seem to generate any electricity and doesn't even drain monoprop from the ship. Is this a known issue? Do you have it set to dump its outputs? Eg, if it's not set to dump O2, it will stop running if your O2 is full. Quote Link to comment Share on other sites More sharing options...
TwoCalories Posted Monday at 12:23 AM Share Posted Monday at 12:23 AM 13 minutes ago, lordcirth said: Do you have it set to dump its outputs? Eg, if it's not set to dump O2, it will stop running if your O2 is full. So do I have to set it to dump O2 for the fuel cell to function? Quote Link to comment Share on other sites More sharing options...
Ocid Posted Monday at 02:51 PM Share Posted Monday at 02:51 PM Hi, I just have a quick question I was wondering if someone could help me. I tried searching but didn´t come up with anything though I imagine the answer is there. I´ve installed kerbalism and beyond home. I notice around kerbol that theres no radiation or belts around the planets or star. Is this an issue that kerbalism doesn´t support multiple stars or would it be a case I needed to create some configs for there to be data there. Thanks Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted Monday at 05:00 PM Share Posted Monday at 05:00 PM 16 hours ago, TwoCalories said: So do I have to set it to dump O2 for the fuel cell to function? goes for every chemical process, it consumes something and produces something else. if there is no room to store the produced resources, it can dump the product and keep going, or it can stop. you have to set it in each case. it's the most common cause of something not working. 2 hours ago, Ocid said: I´ve installed kerbalism and beyond home. I notice around kerbol that theres no radiation or belts around the planets or star. Is this an issue that kerbalism doesn´t support multiple stars or would it be a case I needed to create some configs for there to be data there. Thanks it means kerbalism doesn't work with that planetary pack. i'm not sure if there are other issues, nor if it's easily fixable or not. Quote Link to comment Share on other sites More sharing options...
Ocid Posted Monday at 10:34 PM Share Posted Monday at 10:34 PM 5 hours ago, king of nowhere said: it means kerbalism doesn't work with that planetary pack. i'm not sure if there are other issues, nor if it's easily fixable or not. Ah ok I understand thank you. It works around the main system just not the secondary star. Would`ve been nice for it to work with both but I`m alright with it just working in the main system. Quote Link to comment Share on other sites More sharing options...
capslfern Posted Wednesday at 04:39 PM Share Posted Wednesday at 04:39 PM there should be a way to remove the science changes to kerbalism, I much prefer the stock version, I think having kerbalisms new experiments be the same and having stock experiments be instant would be good as well as making labs work as in stock with the addition of the extra experiments still taking time Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted Wednesday at 06:44 PM Share Posted Wednesday at 06:44 PM 1 hour ago, capslfern said: there should be a way to remove the science changes to kerbalism, I much prefer the stock version, I think having kerbalisms new experiments be the same and having stock experiments be instant would be good as well as making labs work as in stock with the addition of the extra experiments still taking time there is a way to use kebalism without the science. i have already done it, i don't remember how but i can link you to where i asked for the same instructions; it's just a couple pages back i'm copy-pasting the whole conversation for your convenience On 7/4/2024 at 2:01 PM, king of nowhere said: I read somewhere that there is a simple option to install kerbalism while keeping the normal stock science. in particular, i am trying to make a kerbalism run with science capped at 10%, but i'm finding it impossible, with the goo container nerfed and the ksc minibiomes removed, to get away from kerbin orbit. can anyone tell me where to edit the config files to restore normal stock science? thanks On 7/4/2024 at 7:02 PM, theJesuit said: In the settings.cfg in the kerbalism config of kerbalism simplex folder you can turn things off like science. On 7/5/2024 at 12:30 AM, king of nowhere said: where? because i am looking at tha cfg file and i don't see it i see only one mention of science, and it only says about storage, transmission and analysis. that is, it would have the science experiments happen instantly instead of over time, and it would have the normal stock way of handling science experiment instead of the division between samples and data. oh, and there's sciencedialog, but it applies to dialog. i don't see anything that would leave all science management as stock. not unless some of those options are mislabeled On 7/5/2024 at 2:05 AM, theJesuit said: I believe that if science = false, then stock science is used. Instant transmission, but also no special science experiments etc. Not sure about the stock science dialogues. I think that may relate to the experiments that kerbalism can't cope with such as deployable ones from BreakingGround DLC and the second EVA experiment which is a hammer hitting, or golf swing. You may be able to just delete the Science folder directly. I think all the expereiments and patches are in one place: KerbalismConfig/Support/ScienceRework. or KerbalismSimplex/Support/ScienceRework On 7/5/2024 at 10:30 PM, king of nowhere said: it worked, thanks Quote Link to comment Share on other sites More sharing options...
JD_ Posted Thursday at 06:52 PM Share Posted Thursday at 06:52 PM Does this mod include support for Space Station Expansion parts? (greenhouses, gravity rings, planetariums for entertainment, etc.) Quote Link to comment Share on other sites More sharing options...
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