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thiagohdf

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  1. @Starwaster Ok, I understand, but I guess I was not clear on my explanation. Is my CFG correct? The example I posted it changed exactly what I wanted, as you said. But it is not working as it should. I only have the sound effect, but not the RCS thrusters ... Is there something missing? Could you tell me? Thanks for your time.
  2. Hello everyone! I created a cfg to apply the ModuleRCSFX to my old parts. @PART[*]:HAS[@MODULE[ModuleRCS],!MODULE[ModuleRCSFX]]:Final { @MODULE[ModuleRCS] { @name = ModuleRCSFX runningEffectName = running } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } } But it only ran on parts that are RCS blocks, but it did not work primarily on capsules and cokpits with rcs. Directly from ModuleManager.ConfigCache, an example of a part where it did not work: What should I do? Thanks.
  3. Ok thanks, in some parts worked, but in others only the audio effect is working. Cfg looks like this: @PART[*]:HAS[@MODULE[ModuleRCS],!MODULE[ModuleRCSFX]]:Final { @MODULE[ModuleRCS] { @name = ModuleRCSFX runningEffectName = running } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } } It only ran on parts that are RCS blocks, but it did not works primarily on capsules and cokpits with rcs. Directly from ModuleManager.ConfigCache, an example of a part where it did not work: What do you think? Thanks.
  4. I was wanting to add the new RCS sound effects of KSP 1.2 to how my old parts and command modules, how would it be? @PART[*]:HAS[@MODULE[ModuleRCS]]:FINAL { MODULE { runningEffectName = running } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } } } } What is wrong?
  5. Divico has any chance you provide the KSC in the above format? I wanted very much to play with several pads at KSC like NASA KSC 39A and 39B. PS .: I am using Kosmodrome here at KSP 1.1 x64 Win without any problem! Excellent job!
  6. Exactly the same problem here. If someone wants to analyze my logs would be happy to send.
  7. I have not tested the 1.0 version, updated by the steam directly from version 0.90 to 1.0.2 and i have problems with the launch clamps appearing in mid air following rocket. I tested and it occurs with or without mods installed. Also tested it with a clean install and the same bug occurs. My problem is exactly the same as the description here: http://bugs.kerbalspaceprogram.com/issues/4874 This problem already have some solution? The "Stock Bug Fix Modules (v1.0.2d.3 Release - 18 May 15)" fixes this bug? Thanks!
  8. AIES Aerospace v1.5.1 is not working in 0.24 ksp x64 Win!
  9. I believe I have found a way to make KSP.exe access up to 4.0 GB using PAE. Just when the KSP came to 3.3GB of RAM in use just after the game crashed! Until the Unity Player for Windows 64Bit be stable and Squad staff of the KSP release 64 for Windows, as follow the next tip: A brief explanation: In 32 bit systems each process and the operating system itself is able to address up to 4GB of RAM, due to bad hardware reserves that limit falls between 3.2 to 3.8 depending on the configuration. This applies to any OS be it Windows, Linux or Mac Using PAE process can use up to 4gb 8gb depending on how the program is done even though it is 32 bits. Just run the Patch in 2 files. Mono.dll and KSP.exe modo.dll on: "<Your installation folder KSP>\KSP_Data\Mono\mono.dll" KSP.exe on: "<Your installation folder KSP>\KSP.exe" Do not forget to make a backup first in case something goes wrong! Doing this my KSP began using maximum 4Gb, and has not yet crash ... (yet! ) Earn 500mb-700mb or more is too much! If you want to know more about the limits of memory addressing on 32-bit systems and PAE search on Google. Download the program to the pach: http://www.ntcore.com/4gb_patch.php Here is still running smooth with: Active Texture Management, Visual Astronomer's Pack V3 and many many many many other mods.
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