AlbertoKermov Posted November 13, 2013 Share Posted November 13, 2013 (edited) Found a problem I cant attach a mechjeb case to ares or lok descent modules one explodes the other just falls offYou could add the mechjjeb directly to the cfg of the the LOK. That's what I do for TMA descent module, progress and MIR probe.Add this after the lift support module on the cgf file//mechjebMODULE{ name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } }}EDIT: Missing TechRequired attributes (not showing up on carreer mode):- Soyuz TMA Descent Module- Soyuz TMA Orbital Module- Soyuz TMA Service Module- SoyuzST Fregat- SoyuzST Shroud- SoyuzST decouplerMissing Parts- MIR ProbeAlso, TMA doesn't have crew report nor experiment storage.Missing this part:MODULE{ name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 2.0}MODULE{ name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 3.0}I fixed them quickly on the cgf files Quick Question: Is it possible trhough cgf editing to add the deploy antenna to action groups? It doesn't show up in the action group options, only right clicking. Right now I press 5 and the panels get deployed, but it'd be great if it'd also deploy the antennas.Awesome mod though! This adds a whole new level to immersion! Edited November 13, 2013 by AlbertoKermov Link to comment Share on other sites More sharing options...
Fredonia Posted November 13, 2013 Share Posted November 13, 2013 I'm assuming that the life support can be gotten rid of by a simple .cfg edit if I don't want my immersion to be that deep? Link to comment Share on other sites More sharing options...
AlbertoKermov Posted November 13, 2013 Share Posted November 13, 2013 I'm assuming that the life support can be gotten rid of by a simple .cfg edit if I don't want my immersion to be that deep?Just remove the lifesupport module from the cfg file. Link to comment Share on other sites More sharing options...
jrolson Posted November 13, 2013 Share Posted November 13, 2013 (edited) I got the Buran chutes to stay attached when the Buran touches the ground using the RealChute Parachute Mod and editing the .cfg file. If anyone wants the .cfg file, let me know... 1. Install the RealChute Parachute Mod Mod.2. Replace part.cfg below with GameData\BobCatind\SovietPack\Parts\Buran\Buran_parachute\part.cfghttp://www./download/h685h5nxos56131/part.cfg Edited November 13, 2013 by jrolson Link to comment Share on other sites More sharing options...
Guest Posted November 13, 2013 Share Posted November 13, 2013 Could you post it? It'd be great to have this feature. Link to comment Share on other sites More sharing options...
BobCat Posted November 13, 2013 Author Share Posted November 13, 2013 How make this , and use only stock modules? Link to comment Share on other sites More sharing options...
Guest Posted November 13, 2013 Share Posted November 13, 2013 This was done using this plugin: http://forum.kerbalspaceprogram.com/threads/57988-WIP-RealChute-Parachute-Systems-realistic-parachutes-v0-1a-0-22-xIt's a great plugin, BTW. You could also use it for the other parachutes, and for Orion. It should soon feature automatic drogue chute cutoff, so it'd be easier to run the parachute deployment sequence. Link to comment Share on other sites More sharing options...
BobCat Posted November 13, 2013 Author Share Posted November 13, 2013 Hmmm...very cool. Need thinking about this. Link to comment Share on other sites More sharing options...
Ralathon Posted November 13, 2013 Share Posted November 13, 2013 I'm currently making a module manager file that adds ECLSS to the stock capsules, it is fairly straightforward so far, but I'm wondering about the "TankPriorityModule". It seems to be set at either 30 (For service modules) or 10 (For capsules). Is this just something to tell the system what tank to drain first? Or does it do something more profound? Link to comment Share on other sites More sharing options...
BobCat Posted November 13, 2013 Author Share Posted November 13, 2013 Its oxygen prioritet level. At first, he spent the tank, where the priority is higher. Link to comment Share on other sites More sharing options...
KhaosCorp Posted November 13, 2013 Share Posted November 13, 2013 I'm currently making a module manager file that adds ECLSS to the stock capsules, it is fairly straightforward so far, but I'm wondering about the "TankPriorityModule". It seems to be set at either 30 (For service modules) or 10 (For capsules). Is this just something to tell the system what tank to drain first? Or does it do something more profound?THANK YOU SIR!!!Love MM..but can never seem to make working files for it.....probably because I am horrible at typing, and code requires no typos =/ Link to comment Share on other sites More sharing options...
Ralathon Posted November 13, 2013 Share Posted November 13, 2013 Its oxygen prioritet level. At first, he spent the tank, where the priority is higher.Thanks, so higher number = higher drain priority. That's simple enough. Link to comment Share on other sites More sharing options...
BobCat Posted November 13, 2013 Author Share Posted November 13, 2013 Use 10 for Pods, 30 fuel tanks and 20 for Space station parts. Link to comment Share on other sites More sharing options...
KhaosCorp Posted November 13, 2013 Share Posted November 13, 2013 Noticed some of the orbital modules have O2candles X/X showing in the VAB, but no mention of them in flight. What do these do and how do they work..sorry for silly question but I cant read code =) Link to comment Share on other sites More sharing options...
BobCat Posted November 13, 2013 Author Share Posted November 13, 2013 http://en.wikipedia.org/wiki/Chemical_oxygen_generator Link to comment Share on other sites More sharing options...
asmi Posted November 13, 2013 Share Posted November 13, 2013 (edited) Noticed some of the orbital modules have O2candles X/X showing in the VAB, but no mention of them in flight. What do these do and how do they work..sorry for silly question but I cant read code =)This is a backup O2 generation system that would keep your crew alive for a little while after all the rest of oxygen is gone. It's purposefully not included in any times calculations since you're not supposed to rely on it for your mission. Besides it's just silly because those candles weigh 300 times the weight of oxygen they produce. It can be used manually (via "Consume Reserve" button in ECLSS window), although I'd highly advise against it since they would be used automatically once oxygen is depleted without any user intervention. Each candle generates enough oxygen for a single kerbal to survive for 6 hours. Edited November 13, 2013 by asmi Link to comment Share on other sites More sharing options...
KhaosCorp Posted November 13, 2013 Share Posted November 13, 2013 Very interesting. Honestly I thought that spacecraft and stations would use super compressed tanks with slow release valves, probably a little more weight, but safe compared to chemical reactions and heat n such... but now I know =) Link to comment Share on other sites More sharing options...
Guest Posted November 13, 2013 Share Posted November 13, 2013 Oh, there is bottled oxygen, too. But it's very limited. It's mostly used as a backup for oxygen candles. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 13, 2013 Share Posted November 13, 2013 Yes the ISS uses multiple chemical systems to generate O2 and maintains a short term supply (maybe 3 or 4 days worth) of compressed oxygen for emergencies. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 13, 2013 Share Posted November 13, 2013 I wish the RAM usage could be lowered to under 350mb so I can actually use this on my main install its a fantastic mod just too much RAM. Link to comment Share on other sites More sharing options...
BobCat Posted November 13, 2013 Author Share Posted November 13, 2013 delete unnecessary parts. Link to comment Share on other sites More sharing options...
sirkut Posted November 13, 2013 Share Posted November 13, 2013 delete unnecessary parts.Do what BobCat suggests. I removed certain parts I would never use and it's been a huge improvement. Link to comment Share on other sites More sharing options...
BobCat Posted November 13, 2013 Author Share Posted November 13, 2013 im use old PC 4gb RAM and use Soviet Pack and American pack + experemetal stuff and 10 small pack like Khetane and KAS. For other im have other game version. And im no have any RAM problem.Im relaunch game, sometime 50-80 per day. Its normal for create , testing and balancing my packs. Link to comment Share on other sites More sharing options...
Prowler_x1 Posted November 13, 2013 Share Posted November 13, 2013 can the new mods be used with lifesupport functions disabled? Link to comment Share on other sites More sharing options...
fatfluffycat Posted November 13, 2013 Share Posted November 13, 2013 What will you be working on now that life support has been added? Link to comment Share on other sites More sharing options...
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