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Posts posted by Sheiss
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Hey guys,
I haven't been on this forum in ages, decided I would return to KSP to try fix a ship which I got stuck on years ago because of some kraken-like issues. Alas, I got stuck again! I'm not sure where else to turn so I hope you guys are able to help:
I'm building a stock spaceship with a rotating turret. I've gotten the turret to work quite nicely, but whenever I leave and re-enter the session on the ship with the turret, the turret goes flying as soon as I undock it from the ship.
The axle of the turret is created by two rings of Cubic Octagonal Struts around Z-200 Rechargeable Battery banks with an FL-T100 in between to stop the axle from sliding up or down (see screenshot below). It uses an Advanced Grabbing unit to dock the turret with the ship for flight and time-warping. The grabbing unit works perfectly if I don't dock the turret to the ship when leaving a session and load straight back in. The problem with this is the turret then drifts from the ship if I timewarp in another session. Docking the two together prior to leaving the session results in the aforementioned kraken-like disintegration.
If you want to see what I'm talking about, you can get the craft file at: https://www.dropbox.com/sh/u947i804lhyt8aa/AABrxuIIYthtM4u1m4NsmFaxa?dl=0
You'll find the turret slot in the middle of the ship. There's a decoupler along the side of the turret (which is currently just Remote Guidance Unit) that initially connects it to the ship that you'll need to detach once in flight (you can see the decoupler on the right side of the screenshot below). You'll find the grabbing unit below the turret which you can arm to connect the turret to the ship. I then usually timewarp to get the decoupler to float out from inside the ship. You'll obviously need to cheat the ship to orbit to test this as I haven't included a launcher.
I've also tried a variation with a Clamp-o-tron Shielded Docking Port instead of the grabbing unit, but with this I can only seem to dock and undock it once, then it refuses to reconnect the turret.
Thanks for reading, looking very much forward to your responses!
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Hey guys,
I haven't been on this forum in ages, decided I would return to KSP to try fix a ship which I got stuck on years ago because of some kraken-like issues. Alas, I got stuck again! I'm not sure where else to turn so I hope you guys are able to help:
I'm building a stock spaceship with a rotating turret. I've gotten the turret to work quite nicely, but whenever I leave and re-enter the session on the ship with the turret, the turret goes flying as soon as I undock it from the ship.
The axle of the turret is created by two rings of Cubic Octagonal Struts around Z-200 Rechargeable Battery banks with an FL-T100 in between to stop the axle from sliding up or down (see screenshot below). It uses an Advanced Grabbing unit to dock the turret with the ship for flight and time-warping. The grabbing unit works perfectly if I don't dock the turret to the ship when leaving a session and load straight back in. The problem with this is the turret then drifts from the ship if I timewarp in another session. Docking the two together prior to leaving the session results in the aforementioned kraken-like disintegration.
If you want to see what I'm talking about, you can get the craft file at: https://www.dropbox.com/sh/u947i804lhyt8aa/AABrxuIIYthtM4u1m4NsmFaxa?dl=0
You'll find the turret slot in the middle of the ship. There's a decoupler along the side of the turret (which is currently just Remote Guidance Unit) that initially connects it to the ship that you'll need to detach once in flight (you can see the decoupler on the right side of the screenshot below). You'll find the grabbing unit below the turret which you can arm to connect the turret to the ship. I then usually timewarp to get the decoupler to float out from inside the ship. You'll obviously need to cheat the ship to orbit to test this as I haven't included a launcher.
I've also tried a variation with a Clamp-o-tron Shielded Docking Port instead of the grabbing unit, but with this I can only seem to dock and undock it once, then it refuses to reconnect the turret.
Thanks for reading, looking very much forward to your responses!
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On 5/7/2016 at 8:41 AM, FungusForge said:
That is really well done!
Thank you sir!
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Thanks for the support guys!
22 hours ago, spacebrick3 said:Amazing! How'd you get them to fly together in the battle scenes?
BDArmory has a nifty flight formation feature and the AI can fly your wingmen for you.
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On 02 May 2016 at 5:46 AM, castille7 said:
Very impressive videos!!!
Thanks again Castille! You have hereby earned the number one fan award
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45 minutes ago, castille7 said:
You can also bet I won't be doing any Showdowns with Valentina Kerman!
Haha! She's one badass Kerbal
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@castille7 Thanks a ton! Messages like these will ensure I make more
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If you enjoyed this please like and subscribe to force me to make more!
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Uploaded this today. Enjoy!
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Changing the addModule numbers to the following produces this:
evaPartPos = (0.0, 0.00, -0.30) //the lower the number, the further away it'll be. I chose a happy medium between clipping and looking ridiculous
evaPartDir = (0,1,0)
Also, don't jump. And if you drop the seat, the kerbal falls out.
Haha awesome! Thanks so much!
It's time to try piggy back inception
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This would be great if it was possible for kerbals to be wounded. "Jeb broke his leg when he crashed the rover! We need to get him back to the medial bay!"
Yep, that's what I'm getting at.
If they're in that rover seat thing, yes.Nice going! I think I will fiddle with the addModule config to get the seat to attach so the carried Kerbal is 'vertical'
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Would it be possible to get a Kerbal to carry another Kerbal on his back with this mod?
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Here's part 1 (just the launch) of my attempt at Level 3 of the challenge. Part 2 to follow.
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Episode 1 is finally out!
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Aha! For some reason; stupid me thought I had the latest version of smokescreen, but its really neat being able to change the max particles on the fly.
I will definitely do so!
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Ah Sebi, you don't understand how much I love you right now!!! I can't do much to say thank you, but the least I can do is name a character after you in the video I needed this for
I always just kept the toolbar plugin for distant object enhancement. But if I can edit smoke effects in game that'll be real handy! However I can only see the action groups extended plugin as an option after updating.
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Just go to MassiveSRB folder and replace *.cfg with this.
PART
{
// --- general parameters ---
name = MassiveBooster
module = Part
author = Squad
// --- asset parameters ---
mesh = MassiveSRB.mu
rescaleFactor = 1.0
// --- node definitions ---
node_stack_top = 0.0, 7.429159, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -7.435616, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.0, -0.635, 0.0, 0.0, 1.0
// --- editor parameters ---
TechRequired = heavyRocketry
entryCost = 3000
cost = 800
category = Propulsion
subcategory = 0
title = S1 SRB-KD25k
manufacturer = Kerbodyne
description = This super heavy booster is designed to be recovered after jettisoning. Once recovered, it is refurbished and refueled for another launch.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0
// --- standard part parameters ---
mass = 3.0
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 2
breakingForce = 200
breakingTorque = 200
crashTolerance = 7
maxTemp = 3900
stagingIcon = SOLID_BOOSTER
EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
PREFAB_PARTICLE
{
prefabName = MP_Nazari/FX/smokebooster
transformName = smokePoint
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.25
speed = 1.0 1.0
localOffset = 0, 0, 1
}
MODEL_MULTI_PARTICLE
{
modelName = MP_Nazari/FX/flamebooster2
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
MODEL_PARTICLE
{
modelName = MP_Nazari/FX/smokebooster
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = smokePoint
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
engineID = S1SRB
runningEffectName = running_closed
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 650
heatProduction = 400
useEngineResponseTime = True
engineAccelerationSpeed = 8.0
allowShutdown = False
fxOffset = 0, 0, 0.35
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 250
key = 1 230
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationSRB
}
MODULE
{
name = targetPart
targetMaterial = aluminum2
}
MODULE
{
name = FlagDecal
textureQuadName = FlagTransform
}
RESOURCE
{
name = SolidFuel
amount = 2500
maxAmount = 2500
}
}
Thanks sebi!! The SRB now gives off similar fumes to the BACC!
The only big issue I have with this is that the launch smoke is missing. Here's a screenshot of what I'm aiming for:
On a side note; the smoke trail seems to disappear quicker with the massiveSRB. How could I extend it?
Once again, thank you everyone for your help so far!
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I meant change the "transformName =" parts, not change them to transformName = parts
i.e. change those lines in the smoke particle parts to transformName = smokePoint, while the energetic exhaust effects would remain transformName = thrustTransform
Similarly thrustVectorTransformName under ModuleEngine would remain thrustVectorTransformName = thrustTransform
Sorry about not being quite so clear, I was trying to get that up before I left for work (where I'm presently stuck for a while)
Aargh, I'm still being stupid! Now there's no premature exhaust effects, however it still won't launch. Below are the changes I made to the last cfg highlighted in red.
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamebooster2
transformName = [COLOR="#FF0000"]thrustTransform //I think this is the energetic exhaust effect?[/COLOR]
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 1.98
speed = 1.0 1.12
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.88 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = KSPRC/Sounds/SRB_B
volume = 0.0 0.0
volume = 0.8 0.8
pitch = 0.0 0.0
pitch = 1.0 1.0
loop = true
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster
transformName = [COLOR="#FF0000"]smokePoint //I also tried smokePoint = thrustTransform[/COLOR]
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 2.8 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.1 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.2 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.4 // Rescale the particles to +0%
renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)
sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0
emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
// launchpad smoke
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokelaunch
modelName = MP_Nazari/FX/smokebooster
transformName = [COLOR="#FF0000"]smokePoint //I also tried smokePoint = thrustTransform[/COLOR]
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.05 0.0 // Curve for emission like stock
emission = 0.2 0.5 // Curve for emission like stock
emission = 1.0 1.7 // Curve for emission like stock
energy = 0.0 0.5 // Same for energy
energy = 1.0 4.0 // Same for energy
speed = 0.0 90.0 // And speed
speed = 1.0 0.3 // And speed
grow = 0.0 0.0
grow = 1.0 0.05
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.52 // Rescale the particles to +0%
renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0.0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)
sizeClamp = 55 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 550.0 0.0
emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.25
mach = 0.05 0.0 // don't display until mach .8
mach = 1.0 0.0
}
//additional settings
initialDensity = 0.6
physical = true
stickiness = 1
dragCoefficient = 0.4
logarithmicGrowth = 5
fixedEmissions = true
randomInitalVelocityOffsetMaxRadius = 5
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = smokePoint [COLOR="#FF0000"]//I assumed I needed to leave this as is[/COLOR]
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = [COLOR="#FF0000"]thrustTransform[/COLOR]
engineID = S1SRB
runningEffectName = powersmoke
directThrottleEffectName = powerflame
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 650
heatProduction = 400
useEngineResponseTime = True
engineAccelerationSpeed = 8.0
allowShutdown = False
fxOffset = 0, 0, 0.35
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 250
key = 1 230
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationSRB
}
MODULE
{
name = FlagDecal
textureQuadName = FlagTransform
}
RESOURCE
{
name = SolidFuel
amount = 2500
maxAmount = 2500
}
}In case you meant change transformName to smokePoint I tried that as well in the powersmoke section, but that had the same result.
Are the powersmoke and powerflame sections otherwise copied correctly?
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Thanks MrBond!! I really appreciate your help. I'm starting to get an idea of how this all works now, but alas, I still haven't managed to get it working. I followed your steps, but I am unsure of how exactly to:
and so I suspect this is where I went wrong. The red code below are the lines I added in.copy the non audio parts (or all) of the EFFECTS section (@PART[solidBooster1-1] of the squad_hotrockets.cfg) to their corresponding parts of the MassiveSRB part.cfgI was also unsure of what you meant by:
These changes are highlighted in bold black.you can change the transformName = parts for the smoke effects to point there instead of thrustTransformEFFECTS
{
[COLOR="#FF0000"]powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamebooster2
transformName = [COLOR="#000000"][B]parts[/B][/COLOR]
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 1.98
speed = 1.0 1.12
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.88 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = KSPRC/Sounds/SRB_B
volume = 0.0 0.0
volume = 0.8 0.8
pitch = 0.0 0.0
pitch = 1.0 1.0
loop = true
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster
transformName = [COLOR="#000000"][B]parts[/B][/COLOR]
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 2.8 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.1 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.2 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.4 // Rescale the particles to +0%
renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)
sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0
emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
// launchpad smoke
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokelaunch
modelName = MP_Nazari/FX/smokebooster
transformName = parts
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.05 0.0 // Curve for emission like stock
emission = 0.2 0.5 // Curve for emission like stock
emission = 1.0 1.7 // Curve for emission like stock
energy = 0.0 0.5 // Same for energy
energy = 1.0 4.0 // Same for energy
speed = 0.0 90.0 // And speed
speed = 1.0 0.3 // And speed
grow = 0.0 0.0
grow = 1.0 0.05
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.52 // Rescale the particles to +0%
renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0.0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)
sizeClamp = 55 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 550.0 0.0
emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.25
mach = 0.05 0.0 // don't display until mach .8
mach = 1.0 0.0
}
//additional settings
initialDensity = 0.6
physical = true
stickiness = 1
dragCoefficient = 0.4
logarithmicGrowth = 5
fixedEmissions = true
randomInitalVelocityOffsetMaxRadius = 5
}[/COLOR]
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = smokePoint
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = [COLOR="#000000"][B]parts //thought I'd try changing this as well, but it didn't do anything[/B][/COLOR]
engineID = S1SRB
runningEffectName = [COLOR="#FF0000"]powersmoke[/COLOR]
[COLOR="#FF0000"]directThrottleEffectName = powerflame[/COLOR]
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 650
heatProduction = 400
useEngineResponseTime = True
engineAccelerationSpeed = 8.0
allowShutdown = False
fxOffset = 0, 0, 0.35
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 250
key = 1 230
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationSRB
}
MODULE
{
name = FlagDecal
textureQuadName = FlagTransform
}
RESOURCE
{
name = SolidFuel
amount = 2500
maxAmount = 2500
}
}With this massiveSRB part cfg, the SRB doesn't want to launch, but it appears to be emitting fumes as if it were launched.
I also tried some other things, which got me as far as the rocket launching with no exhaust fumes (which actually looked surprisingly cool).
Anyways, I'm definitely missing something obvious here.
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Use the same method I used for the Nasa patch in this mod. The Nasa srb isn't ignoring anything, I just didn't make a config for it because i think it looks ok.
I apologise for being a moron, but which method is this? I tried step 4 of your guide for getting custom particles, copying the code provided in place of:
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
in the MassiveSRB config. This resulted in nothing changing, so I tried copying the launch pad smoke section of the BACC SRB from the squad_hotrockets config just after the Model_Particle module. This results in the massive SRB having exhaust emissions even while off and not being able to be turned on.
So clearly I have no idea what I'm doing
and anymore help would be massively + hugely appreciated
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How could I replace the massive nasa SRB fx effects with say the Rockomax BACC SRB? I tried copying from the squad config just under "@PART[solidBooster1-1] //Rockomax BACC" until the next engine and pasting it just under "@PART[MassiveSRB] //Really big SRB", replacing the code that was there. However, the nasa SRB still has the same particle fx.
In fact, I'm pretty sure the NASA SRB is still using its stock particle fx and is completely ignoring HotRockets.
Mod list:
- KSPRC
- KSPRC Dependencies
- KW Rocketry
- Procedural Fairings
- MechJeb
- KerbCam
- KerbQuake
- Mechjeb
Any ideas would be hugely appreciated!
- KSPRC
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Alright, so it was running nicely and then the game crashed again. Since then its been bugging out. For example, some of the struts and fuel lines seem to 'forget' what they were connected to. After I reconnect them, launch the rocket and return to the VAB the connections are forgotten once again. Another bug is if I undo the removal of a part, the part becomes unclickable until I reattach one of its parent parts. I'm thinking maybe the ship save was corrupted by the crash?
I think the crash may have been caused by memory use, which was at 3.5 GB at the time. I don't know how it reached this value as when I first loaded the rocket in the VAB, memory use was only at 2.6 GB.
If it helps I can send the crash log and craft file.
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Thanks e-dog! It seems to fix it if I make the body of the rocket a sub-assembly and then place it again. The jerkiness came back again after I made a few modifications to the fairings, but seemed to go away once I launched the rocket and returned to the VAB. So its playable, yipee!
Oh and might I add that you good sir are a champion.
Stock rotating turret help
in KSP1 The Spacecraft Exchange
Posted
Thanks so much OHara. I've taken quite a thorough look at your craft and fiddled a bit with mine on Collide-o-scope, but am still not quite sure why yours doesn't spontaneously disassemble when disarming the grabbing unit after reloading into the session. I also tried replicating your rotor as the basis of my turret, but I am unable to translate things like the RCS port cage far enough away. Is there some trick I'm missing?
Also, apologies that the craft file was modded. I thought I removed the Mechjeb unit, but apparently not. I've created a bare minimum Turret Test craft file that is definitely mod-free for you to look at: https://www.dropbox.com/sh/u947i804lhyt8aa/AABrxuIIYthtM4u1m4NsmFaxa?dl=0
It seems that whenever my rotor Krakens-out its the internal Cubic Octagonal Strut and lower Z-200 battery that go flying.