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About iFlyAllTheTime

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  1. That is glorious! I can't wait to launch the network and the rover! Thank you for screenshot Yay! I was able to! Maybe it was just the browser... anywho... Thanks.
  2. Okay. I don't know why but I was incorrectly thinking the range calculation only ever takes into account your current vessel and another one, which needs to be a relay. So I didn't think that that relay would be able to connect to a third relay, which then connects to Kerbin. Thank you Edit: On a side-note, any idea why I cannot hit the "Like" button on posts?
  3. I'm away on business for a couple of weeks so I can't test this out on my PC but I've been thinking of a mission outline that relies on proper usage of Commnet. Let's say I have: a rover on Ike with a Communotron 16 (Ike surface facing away from Duna, but in LoS of Ike relay), a 2 satellite highly elliptical relay with HG-5 around Ike (no LoS to Kerbin but LoS to Duna relay) , and a 3 satellite equatorial relay with RA-15 or RA-100 around Duna (LoS to Ike relay and Kerbin) Does the default Commnet allow the rover on Ike to be controlled on the surface, with the signal bouncing from Kerbin-->Duna relay-->Ike relay-->Ike rover? Or do I need to have a relay in Ike orbit capable of reaching Kerbin? Here's what I quickly threw together to illustrate my question: On a side note, would Remotetech allow this connection (signal from point A to B to C and then finally to D, or even further to E), given the appropriate omni and dish antennae?
  4. I'm running KSP 1.2.2 and with a bit of progress under my belt (Duna and Eve flyby missions, but gearing up for scanning, rover and manned missions) I'm starting to dislike Commnet and feel that Remotetech is far more intuitive and fun to use than the stock option. (used it back in KSP 0.25 and been away from the game for a while) My question is: Would I be able to install the appropriate version of Remotetech on my current save or would I have to start a new career game for it to work? I know that some of my probes would be rendered useless due to lack of antennae on them, but if I can, I'd like to make a change now before I increase my reach into the Kerbol system.
  5. Yay! Success. If you care to know, here's how I got it to work: After looking closely at the part files for other ion and argon engines from NFPropulsion, and picking Nertea's brains, I found a solution! There were two things I had to do: 1. In Squads cfg file there was an entry powerEffectName = IonPlume in the ModuleEnginesFX. I had to change that to the powerEffectName = run_hipep (same name as the plume) 2. I then had to replace exhaust with run_hipep in the EFFECTS just before AUDIO and MODEL_MULTI_PARTICLE: The sound file IonXenonLoop01 is still not running while the engine is thrusting, but that's a relatively small problem I can completely live with. It was insufficient testing on my part. I was testing it on the launchpad deep inside the atmosphere. Testing it in vacuum returns 100% satisfactory results. Thanks again for all your help and imparting some of the essential knowledge that helped me get to the root of the issue.
  6. Woahhhhh! I learnt two completely new things!! (applying patch to a patch and checking whether or not the changes were applied.) Like I said, regardless of the result here, this back and forth has been informative for me and I appreciate that! In KSP 1.2.2 (same as 1.6) Squad's Ion Engine has: a very faint plume effect the exact same sound when Activating it, like any other engine in the game and no sound while that engine is "burning"/"electrifying"/"thrusting"... hey, even Scott Manley struggles to find an appropriate verb for what Ion engines do, okay?! NF Propulsion's Ion engines have this awesome bright Ion Plume, a cool sound with some bass when the engine is activated and another sound when it is running. Here's the original comment I'd posted seeking help from someone who had some experience with this: That is quite alright if you can't. You might have given me just enough tools to troubleshoot and work this problem out. I've just looked at the ModuleManager.ConfigCache in a text program for a few minutes. I think it will go a long way in helping me narrow down where I'm making a mistake.
  7. Oh, I see. I feel like an idiot for not mentioning this prior, but THAT is indeed the file I was tinkering with. I'd been making additions to that cfg file, since it only changed the cost & mass, and nerfed the performance of the stock ion engine without adding the sounds and plume effects. I've pasted the contents of the unaltered NFPropulsionIonEngine.cfg, as extracted from the zip file. So, from my limited understanding, the files involved should be the stock Squad Ion Engine cfg and the NF Propulsion's patch for it, which I've made edits to. I doubt it has anything to do with the order in which it is loading the patches, but I'm finding this exercise thoroughly intriguing, regardless of what the outcome turns out to be!
  8. WoaH! I didn't expect an entire patch written out from somebody! Thank you very much, stranger. I tinkered and tried out a few different things with the file and applied the modifier "!" for the effects after reading the handbook (from the link you provided :)) I had used the modifier "FOR" instead of "NEEDS", but on your suggestion, I've changed that as well. The result is unfortunately still the same. Seems like my patch is conflicting with something from the config file from SQUAD. Here's the entire patch file to alter the ion engine: For reference, here's the default cfg file for the ion engine from SQUAD: I have a niggling feeling that the module "ModuleEnginesFX" and the entry "powerEffectName = IonPlume" may be the reason for the conflict. After all, in the default cfg, under "EFFECTS", the first entry is "Ion Plume". I'm wondering if I should be writing something in the patch to edit and/or remove it.
  9. Thanks for the reply. That handbook will take some time to go through but is exactly what I was looking for! I'll give it a shot and report back.
  10. Thanks! Yeah. I think back when I tried this for KSP 0.25, the ion engine didn't have any EFFECTS, but now for 1.2.2 it does. I need to work out how to make the SQUAD ones not appear. wrt the PROTIP, seeing that I've already provided a new one, how do I make MM remove the one I don't want?
  11. Hi there, As it says in the title, I'm trying to replace an effect on the stock ion engine with something that I was inspired by the Near Future Propulsion pack. I'd like the following bit from the default part config file: to be completely replaced by new effects and sounds as follows: I know the sign "@" plays a role in replacing what is included in the default part file (e.g. I've seen the part cost and mass edited that way) but I have no clue how I should be using it to replace the effects P.S.: I've already posted this here, but I asking this in the Technical Support section as well for higher visibility and increased chances of getting a reply.
  12. I'm wondering if anyone could lend me a helping hand here: I tried to edit the patch that comes with NF Propulsion for the Squad Ion engine "Dawn". What I was really trying to do is add the awesome sound and the plumeFX from NFPropulsion to the default ion engine in the game. I sort of succeeded but with a tiny bit of problem. You see, the effects are now visible even before I turn the engines ON. Here's what it looks like: Here's what the patch file looks like when I download it: and here's what it looks like after I added sound and plume to it: Could anyone please point out what I did wrong here? btw, here's the default part cfg file for Dawn from Squad (if anyone wants to compare that with the patch I made above: Also, does anyone know why the HT16 'Noon' Gridded Ion Engine Cluster and the HT3 S-IE Twin Ion Engine was "Unresearchable" in 0.8.7 (KSP 1.2.2) of this mod? No big deal...I was able to change the config file for them to make them available for use again. I found the post where someone mentioned this already over here. Just looking at the two config files, I think I have somehow made a mistake by not using "@" sign for the effects? Although, I don't know where I should be adding that sign
  13. Thanks for the quick reply @Spica. I probed around a bit more and I see the Standard and Compact variants for those thrusters Holy excrements @ the sound the pulsed inductive thrusters make. That was eargasm!
  14. Back in 0.25, for the sake of simplicity, I ignored the Argon and Hydrogen parts from the Near Future Propulsion pack and simply kept the Xenon tanks and Ion engines in the NF Propulsion folder. I was blown away by the sound and the emissive effects on the different ion thrusters this pack had and really enjoyed using it in my game. I'm trying to do the same now for a 1.2.2 save I have going on, but I see that "B9 Part Switch" and "Community Resource Pack" are listed as required dependencies. Could someone tell me what do the two required dependencies do? Just like before, I plan on only using the Xenon and Ion parts only, steering clear of the Argon and Lithium ones. Would I still need those dependencies? I don't care about mining Xenon. I just want to be able to launch probes with the Ion engines from this pack with that awesome sound and FX. I have tried loading up the mod in a separate clean install just to pick the stuff I like for my actual save game and I can't quite tell exactly what those 2 dependencies do. @Nertea As always, thank you for the amazing work you do. I have enjoyed this game orders of magnitude more because of modders like you.
  15. As per the wiki, the "big" drill doesn't have the 6 hour time period requirement. Even for the small drill, if I just have to leave the drill alone for six hours and it shows up that it drilled for all of those six hours after six hours, I don't think it affects the gameplay a lot.