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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1


IRnifty

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Assume this is meant for me:

I have no idea how to do it. Would appreciate some kind of guide to prevent me from screwing something up big time.

just go into your kerbal mechaic folder in the resouce folder and copy past this into the .cfg there

RESOURCE_DEFINITION

{

name = SpareParts

density = 0.0189

flowMode = NO_FLOW

transfer = NONE

isTweakable = true

unitCost = 63

}

the .cfg can be opened with pretty much any text reader but i recommend using notepad++( its a free program)

if they still dont work then thats cause he has them hardcoded into the mod but i dont think he has them hard coded into it.

once i straighten up some computer probmes ima do rest of kw and move to near future tech to be added.

Edited by sidfu
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just go into your kerbal mechaic folder in the resouce folder and copy past this into the .cfg there

RESOURCE_DEFINITION

{

name = SpareParts

density = 0.0189

flowMode = NO_FLOW

transfer = NONE

isTweakable = true

unitCost = 63

}

the .cfg can be opened with pretty much any text reader but i recommend using notepad++( its a free program)

if they still dont work then thats cause he has them hardcoded into the mod but i dont think he has them hard coded into it.

once i straighten up some computer probmes ima do rest of kw and move to near future tech to be added.

Alright, thanks!

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this one is the same as one i posted before but has interstellar,universal storage,Kolonization,karbonite,karbonite plus, tac life support(just oxygen,water and water waste containers),

surface lights,station sceince(kibbal storage onloy),rover sceince,real fuels(the inlcuded engeins in it only),procedrual fairings(just the decoupling faringins), near future tech,MarkIVSystem,kethane,fattman nuclear engines,AviationLights, AJE, and b9 aerospace (HX parts skiped as they wind up being inside ship designs so cant get to at times)

here u go adds alot of mods to the list. ive tested what i could do. worst case is saying a engine has a gimbal fail module and the engine dont have a gimbal. any erros u fine just message me with the part name and the mod.

https://www.dropbox.com/s/m6i4p490ze3jdtl/Injections.rar?dl=0

looks like i missed a few aje engines ill get them later

Edited by sidfu
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Apologies to everyone for disappearing. I've become extremely busy as of late and haven't had the time to work on anything I want to, which saddens me greatly... However!!! I'm expecting to get a month long paid vacation soon and should be able to at the least work on any bugs 0.90 produces in my code. Thanks for being patient, sticking to it, improving it, and just being awesome KSP players. I promise I haven't given this up and really really hope to find the time to get back into this.

For that matter, what do yo guys think I should do with Engineer skills in the 0.9 update?

A: Engineers lvl0+ can repair, but number of parts is based on level.

B: Engineers lvl0+ can repair, but chance of failing the repair is lower per level.

C: Engineers lvl1+ can repair, with a flat and even chance of successful repair all throughout.

Edited by IRnifty
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Care to make a list of things you believe should be repairable at each level, taking into account what tech is available when? I'm still busy and unable to do many things, although I've fixed most bugs and am close to recompiling a compatibility update.

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