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LividPumpkin

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Everything posted by LividPumpkin

  1. i have added the mod in mid - career game but someone said that it's fine
  2. is this Smoke Normal ? because iam in vacuum
  3. Why sometimes when i quicksave in vacuum smoke start appearing out of engines ? (iam in Vac)
  4. Watched the movie about two weeks ago and it's one of the best movies i have ever watched i think also that i should read the book too !
  5. Hi Monkey29399 ! i have been playing since 0.23 and i have landed on every body but not tylo and i don't know why Lol
  6. it will not break my career save if i added it in mid-save right ?
  7. Does anyone know how to make the Lqd Hydrogen to not boil off that quickly ?
  8. That's another problem because OpenGL makes a HUGE FPS drop in the VAB i can't build stuff
  9. Hey guys recently i have been getting a lot of crashes that happens when i try to load a rocket or going to space center i have about 2.3 GB ram (RO with some other mods) on the start menu iam running the game on force-d3d11 do you guys have any ideas ?
  10. Thank you so much Dude and one last question sorry for my stupid questions but is the RP-0 preset a realistic rocket build times ? and is it normal to choose it in sandbox ?
  11. Thank you so much ! but how can i add points to my sandbox gamesave and how can i award myself ?
  12. What if iam playing in sandbox and iam using the RP-0 preset i wanted to make the process run faster is there a thing that i can do in sandbox mode ?
  13. i have the latest version (0.2.0) i think that i should delete the KW Community Fixes right ?
  14. Why does the KW Rocketry engines look smaller than the RO packs parts ? when i try to attach them to a fuel tank they attach but they don't attach to the fuel tank but lower they leave like a space
  15. For some reason i get vapor in feedlines how to fix that ?
  16. Guys i saw players on YouTube play KSP with DMP and BDArmory but when i try to shoot my friend he doesn't get damage how can i get BDArmory to work in DMP ?
  17. I saw GoldFishGaming playing multiplayer with BD Armory and another one but i can't remember who but yeah it would be great if this mod comes out
  18. Hey guys i saw a lot of youtubers play Multiplayer (Dark Multiplayer Mod) with BD Armory and they get vessel damage and Active PVP Battles How can they play with BD Armory and DMP ?
  19. Is multiplayer going to be a fantastic thing ?
  20. I have created a gas giant called krypton it's just a test that i am not going to release it to public but the planet doesn't show up on the map oh and i get an error missing maxAtmosphereAltitude in the debug menu this is my Code : this is for Kopernicus @Kopernicus { Body { name = Krypton //change to the name of your planet flightGlobalsIndex = 1000 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Jool //all gas giants use Jool as template } Properties { description = This planet has swirly clouds and rings. Nice to look at but explosive to try to land on! Change this text to whatever you want. radius = 5504412 //Jool has radius 6000000 geeASL = 0.7 //surface gravity, Jool has 0.8. Keep in mind that since the planet is bigger, orbital velocity will be too. ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach. { flyingLowDataValue = 60 //big reward for flying low at a gas giant. Just a suggestion flyingHighDataValue = 23 inSpaceLowDataValue = 19 inSpaceHighDataValue = 21 recoveryValue = 79 flyingAltitudeThreshold = 100000 //limit between "flying at Krypton" and "Krypton's upper atmosphere" spaceAltitudeThreshold = 3500000 //limit between "space near Krypton" and "space high above Krypton" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. inclination = 3.3 //inclination in degrees eccentricity = 0.01 //set this very close to zero for gas giants. semiMajorAxis = 78773560320 //how far the planet is from the sun. This number is Jool's longitudeOfAscendingNode = 0 //change to whatever you want argumentOfPeriapsis = 0 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change color = 0.41,0.332,0.3,1.0 //RGB color of the orbit line } Atmosphere { ScaleHeight = 10 //same as Kittopia for all of these ContainsOxygen = False maxAltitude = 160000 Multiplier = 22 TemperatureMultiplier = 22 lightColor = 0.70, 0.675, 0.65, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.41, 0.422, 0.30, 1.00 //RGB of color the atmosphere shines on flying spaceships. } ScaledVersion { Material { texture = InfinitySpace/Textures/Krypton_map //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.243,0.435,0.650,1 0.6 = 0.164,0.042,0.583,1 1.0 = 0.101,0.015,0.302,1 } rimPower = 3 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } } Body { name = TutAtmosphere //change to the name of your planet flightGlobalsIndex = 1121 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Laythe //Don't change this! Duna and Eve have hard coded colors, so they make bad templates. Use Laythe even if your planet doesn't have oceans. } Properties { description = The description is what shows up in the information box in map view. Change this text to whatever you want. radius = 500000 //How big is the planet? Laythe is 500000, keeping this number makes clouds easier to use geeASL = 0.8 //Gravity at sea level. Kerbin is 1, of course timewarpAltitudeLimits = 0 60000 60000 60000 100000 200000 400000 800000 //altitudes that time warp can be used at, in meters. Time warps are x1, x5, x10, x50, x100, x1000, x10000, and x100000 ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach or to land on, return from. { landedDataValue = 10 //Duna = 8, Laythe = 14 flyingLowDataValue = 9 //Duna = 5, Laythe = 11 flyingHighDataValue = 8.5 //Duna = 5, Laythe = 10 inSpaceLowDataValue = 8 //Duna = 7, Laythe = 9 inSpaceHighDataValue = 7.5 //Duna = 5, Laythe = 8 recoveryValue = 8 flyingAltitudeThreshold = 20000 //limit between "flying at TutPlanetAtmosphere" and "TutPlanetAtmosphere's upper atmosphere" spaceAltitudeThreshold = 200000 //limit between "space near TutPlanetAtmosphere" and "space high above TutPlanetAtmosphere" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. color = 0.5,0.5,0.5,1 //RGB color of the orbit line inclination = 0.5 //inclination in degrees eccentricity = 0.03 //eccentricity of orbit, don't set this higher than 0.1 especially for large planets semiMajorAxis = 13599840256 //how far the planet is from the sun. This number is Kerbin's longitudeOfAscendingNode = 60 //change to whatever you want argumentOfPeriapsis = 25 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change } ScaledVersion { Material { texture = InfinitySpace/Textures/ //change to your file path. Don't include "GameData/" or ".png" normals = InfinitySpace/Textures/ //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.80,0.70,0.65,1 0.6 = 0.10,0.08,0.08,1 1.0 = 0.02,0.02,0.01,1 } rimPower = 1 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } Atmosphere { ScaleHeight = 5 //same as in Kittopia ContainsOxygen = False //same as in Kittopia maxAltitude = 60000 //same as in Kittopia Multiplier = 1 //same as in Kittopia lightColor = 0.68, 0.70, 0.75, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.35, 0.325, 0.30, 1.00 //RGB of color the atmosphere shines on landed/flying spaceships. } } Body { name = TutLargeMoon flightGlobalsIndex = 1235 //Don't forget to make this number different from your other planets! Template { name = Tylo //keep this for any moon or planet with a heightmap and no atmosphere } Properties { description = TutLargeMoon could be a planet, too, if that planet didn't have an atmosphere. Change this text to whatever you want. radius = 300000 geeASL = 0.5 ScienceValues { landedDataValue = 10 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 spaceAltitudeThreshold = 80000 } } Orbit { referenceBody = TutPlanetAtmosphere //you can have your moons orbiting your planets color = 1,1,1,1 inclination = 0.3 eccentricity = 0.05 semiMajorAxis = 12000000 //this is the Mun's SMA longitudeOfAscendingNode = 60 argumentOfPeriapsis = 25 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = YourPlanetPack/Textures/TutLargeMoon_map normals = YourPlanetPack/Textures/TutLargeMoon_normal } } } Body { name = TutAsteroidMoon flightGlobalsIndex = 1236 Template { name = Gilly //keep this as is, other small moons (Minmus, Dres, Bop, Pol) use different height characteristics } Properties { description = If you squint really really hard in your telescope, you can see it. Change this text to whatever you want. radius = 20000 //You can have a really tiny asteroid if you want. Kopernicus will still work if this number is as low as 100 meters geeASL = 0.04 //don't set this too low, or the body will have an SOI that's too small. Gilly = 0.03 tidallyLocked = True //If the same side of the moon always faces the body it's orbiting, it's tidally locked. Examples include the Moon in real life, and the Mun in KSP. ScienceValues { landedDataValue = 12 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 spaceAltitudeThreshold = 15000 } } Orbit { referenceBody = Jool //You can also add moons to the stock planets, for example, Jool. color = 0.9,0.8,0.7,1 inclination = 20 //Don't be afraid to set high inclinations or eccentricities for asteroids, this makes them more of a challenge to get to! eccentricity = 0.1 semiMajorAxis = 250000000 //this is about twice Bop's SMA. longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = YourPlanetPack/Textures/TutAsteroidMoon_map normals = YourPlanetPack/Textures/TutAsteroidMoon_normal } } } } and this is for kittopia : PlanetKrypton //keep Planet here, it's PlanetKrypton { AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = True //of course if you don't want rings you can leave this out Rings { Ring { Tilt = 3 //note if you have a tilt of 0 and a low inclination of your orbit, your rings may appear black. OuterRadius = 1200 //in kilometers measured from the center of the planet InnerRadius = 800 Colour = RGBA(0.7,0.675,0.65, 1.000) //self explanatory color of the ring. } Ring //you can add as many rings as you want. { Tilt = 3 //Tilted rings spin at the same rate as the planet's rotation period OuterRadius = 1200 InnerRadius = 800 Colour = RGBA(0.65,0.625,0.6, 1.000) } } AddParticles = False DisableOrbitRenderer = False } CelestialBody { pressureMultiplier = 22 //atmospheric pressure at 0m altitude altitudeMultiplier = 3 //how quickly the atmosphere becomes thinner. Higher numbers mean upper atmosphere is thicker atmoshpereTemperatureMultiplier = 1 //not sure if this has any game effect. May overheat craft in the lower atmosphere atmosphereMultiplier = 5 //same as pressure multiplier maxAtmosphereAltitude = 167000 //what it shows in map info as the max altitude atmosphereScaleHeight = 10 //what actually determines max atmosphere altitude. Higher numbers mean atmosphere is taller } } THIS IS KSP 1.0.2
  21. Oh Thanks i got it working i installed and replaced the new ModuleRCSFX from this link and i got it working thnx
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