Aelfhe1m Posted March 5 Share Posted March 5 @EngineeringEnjoyer All the experiments are available in native DMOS parts, having USII installed (which works fine with 1.12 in my experience) adds wedge shaped alternatives for many of the experiments. Quote Link to comment Share on other sites More sharing options...
EngineeringEnjoyer Posted March 6 Share Posted March 6 So I don't need to have US2 installed. Thanks. Quote Link to comment Share on other sites More sharing options...
rottielover Posted July 23 Share Posted July 23 (edited) EDIT, never mind I uninstalled and re-installed with CKan and things are working now I'm getting back into KSP1 again. I installed This and US2 thinking that the science parts would just automagically show up but for whatever reason I'm only seeing the DMagic stand alone varients and not the US2 ones. Do I need to do something inside CKan to make this happen? Edited July 23 by rottielover Quote Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted August 25 Share Posted August 25 Is there any do-it-yourself modification that can be made to disable the magnetometer? It's largely redundant since there is now a stock equivalent. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted August 25 Share Posted August 25 This simple little Module Manager patch ought to do the trick. -@PART[dmmagBoom]:NEEDS[DMagicOrbitalScience]:FINAL{} (If you're not sure how to use it, copy the one line above into a text file, save the file with any filename you like as long as the file extension is ".cfg", and save it anywhere in your GameData folder.) Quote Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted August 25 Share Posted August 25 43 minutes ago, UnanimousCoward said: This simple little Module Manager patch ought to do the trick. -@PART[dmmagBoom]:NEEDS[DMagicOrbitalScience]:FINAL{} (If you're not sure how to use it, copy the one line above into a text file, save the file with any filename you like as long as the file extension is ".cfg", and save it anywhere in your GameData folder.) Can you help me understand this? If I'm reading this correctly, it's modifying the part to remove it if Dmagic is present, and applying the patch last? Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted August 25 Share Posted August 25 (edited) Dang. Typo. Should be: -PART[dmmagBoom]:NEEDS[DMagicOrbitalScience]:FINAL{} You're correct. The "-PART" bit tells it "remove the part called 'dmmagBoom'" (the game's internal name for the part - obtained from the part's CFG file). The "NEEDS" bit tells it "only run this patch if the folder 'DMagicOrbitalScience' exists in GameData". The "FINAL" part tells it "run this patch last after all mods have run their own patches". This is good practice for user's own patches. If you were editing the part rather than deleting it, it would be structured like this: @PART[dmmagboom]:NEEDS[DMagicOrbitalScience]:FINAL { //edits go here } "@PART" tells the patch to edit the part. "-PART" tells it to remove the part. All such patches need curly brackets. If you're just removing the part, they don't need anything inside them. If you're editing it, the edits go there. Edited August 25 by UnanimousCoward Fix typo, clarity Quote Link to comment Share on other sites More sharing options...
q250 Posted December 2 Share Posted December 2 is this mod obsolete? like half of parts in stock now. or someone make mm patch to fix that? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted December 3 Share Posted December 3 (edited) On 12/2/2024 at 11:54 AM, q250 said: is this mod obsolete? like half of parts in stock now. or someone make mm patch to fix that? No, the mod is not obsolete and does scanning that stock just doesn't do. Edited December 3 by Brigadier Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.