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About igor_perusco

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  1. So we have a new SAS now that people seem pleased about. But i was wondering if the old code for the SAS is still floating around somewhere and usable. Would it be possible to have it back? This isn't a request for a dedicated mod as much as it is a question of, is it possible at all?
  2. "Fairings also received a bit of attention, and the dreaded “cannot activate while stowed” issue for interstage fairings has been fixed, though it requires rebuilding your interstages to take effect" So i may be overreacting or misreading this, if this is so, i apologise. But this means that the unintended *bug* part of the can't-activate-while-stowed "feature" has been fixed but the overall mechanic is here to stay. So no hotstaging in 1.1? Nice, cool, absolutely fantastic, gg squad 10/10
  3. oh if you got your mods from ckan, you now probably have a more urgent problem there's ads on the forum? that's news to me
  4. If i may make a suggestion for a future version, this is a shower thought i just had. There's code in RCS build aid right now to account for gimbal range and display resulting torque with gimbal actuation. Would it be possible to visualize the gimbal range of a rocket as a visible cone extending up into the rocket. If the center of mass is contained within this cone then the rocket would have sufficient control authority to overcome offcenter thrust, if it is not then the rocket would spin out of control even with maximum gimbal actuation. Optionally an arrow would show the direction that the center of mass should be offset in order to balance the rocket If allowed the cone could be colored green, yellow or red depending on how close the CoM would get to its edges. In the case of multiple engines or engine clusters, the half angle of the resultant cone would be a weighted average of the half angles of all the cones, where the weight is the thrust of the engine. The tip of the resultant cone would lie at the center of thrust and the cone would be aligned with the resultant axis of thrust.
  5. If anybody still has performance troubles with KSPRC and the fixes posted above don't work for them. Try cutting out EVE and the EVE configs and see if that helps, it made a 70fps difference on my end. The 0.24 of EVE can still function as an alternative for now. Thanks Proot and everybody else for an awesome mod
  6. Newnard, it doesn't glitch out, throw errors or crash the game, but some of the parts are unreliable, especially when activating on ships not in focus (ex: jettisoned boosters) I don't know if this is a problem having to do with 1.0.5 particularly, because it did that in a previous version too (at least for me)
  7. having pointed a small engine at a ridiculously large heatshield (with a lot of ablator), i can get it to hold for a few seconds, so the parts don't blow up *instantly* (it's not a glitch) rather they heat up and explode as before, it's just the heating that's very high in other news, PSA: the new fuselage is HOLLOW -> http://imgur.com/a/yyu3q engines can fire through it, use this to avoid blowing stuff up, and it doubles as a nice interstage
  8. unfortunately russians don't like to put cameras *inside* interstages (like spacex does) probably for reasons which will become apparent when watching this: this beautiful video shows you everything you'll ever need to know about russian staging boosters separation happens around 2:25 second stage separation happens around 3:15
  9. this is a huge problem, even the sepratrons toast an orange tank note that when the shuttle SRBs separate, the retrorockets scorch large and very visible dark patches into the external tank (which the shuttle is using at that time, and still functions) since lazarus mentioned the proton, that one (alongside several other russian rockets) hotfire their second (and third) stages and in neither does the spent stage below deatomize instantly this needs a serious nerf, or at least make a few parts immune to it did anyone verify if engines can wreck an asteroid by the way?
  10. a̶l̶o̶n̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶1̶.̶0̶ ̶"̶e̶n̶g̶i̶n̶e̶ ̶c̶a̶n̶n̶o̶t̶ ̶b̶e̶ ̶a̶c̶t̶i̶v̶a̶t̶e̶d̶ ̶w̶h̶i̶l̶e̶ ̶s̶t̶o̶w̶e̶d̶"̶ ̶t̶h̶a̶t̶ ̶s̶e̶r̶v̶e̶d̶ ̶n̶o̶ ̶r̶e̶a̶l̶ ̶p̶u̶r̶p̶o̶s̶e̶ this pretty much killed hotstaging squad hates russian rockets i suppose.. edit: apparently i'm an idiot and that feature was removed still the engine heat could use a nerf, an lv-30 can chew through several layers of heatshield instantly
  11. Thank you for the lightning fast response! The density curve not working is indeed due to my own stupidity. The addition of that flag would be awesome, the effect i have for ignition is way over the top and looks weird when used while the throttle is down. Allright so the stock sparks are off limits. How should i go about copying that with smokescreen? The "Stretch" render mode doesn't work it seems (particles are generated and appear in the counter in the UI, but are invisible), and i have no clue what shader, if any, i could use to make particles "trail" like that
  12. It works, does exactly what i wanted it to do. Thanks Sarbian! I do have some feedback and a few questions. Is it possible to set power and density curves for single emissions? I would like an ignition flash to happen only if the engine is started with open throttle. Right now it looks like none of the single emission effects react to either power setting or density. Also, what exactly is the nature of the stock "fx_exhaustSparks_flameout"? Is it treated as a particle emitter? Can i use it with smokescreen and alter its behaviour? If yes how would i go about referencing this effect? I can't physically locate it in the squad folder, and i don't know how to call it if it's within the sharedassets files. edit: Is it possible to move an entire effect node and/or rescale it? Not the emitters themselves, i know it's possible to move those individually. I would like to move and resize an existing (pre made) effect, so i can copy and paste it to several engines. The fxoffset thing doesn't appear to work on ModuleEnginesFX for custom effects made with smokescreen Thanks!
  13. I have a formal request to make to a few people, i hope this is the right place to post this. I am currently using a combination of textures from several packs at once, the KSPRC, Scart91's class suits aswell as his large texture pack, Sylith's extended kerbal heads posted by Shaw, Hotaru's simple female kerbal texture pack and a few of my own textures based on or derived from the works of the above mentioned. Most of these have been modified in significant ways, and a few of them have features transplanted from one texture to another, so pointing people towards the individual downloads is not an option. I have people asking me (on twitch) for the texture pack i'm using, and the best i've been able to provide are precise instructions on how to modify these in the same way as i have. I would very much like to provide people with a one click option of downloading and playing with the stuff they see on my screen, in the form of a dropbox link where they can get the exact same pack that i'm using (no ad fly nonsense or any shady business). I would provide links for the individual packs, aswell as credit each contributing person for the textures used. This is an imgur album of how the pack looks like: http://imgur.com/a/M69us As follows is a list of all the textures used in the pack: The main feature of the pack is that all the kerbal textures are consistent with each other, nothing is mismatched or feels out of place. The textures are also compressed and downscaled for memory usage considerations and loading speed. I will remove any of the features if any of the authors desire so before putting up a download link (if and only if i am permitted to do so in the first place) Thank you in advance
  14. Thank you i'll definitely give this a try in a few days when my pc becomes usable again (HDD failure)
  15. I don't know if it's the 1.0 quick fix which broke something, or i'm doing something wrong (most likely) but i cannot get any particles working for the engage/disengage effects @PART[liquidEngine]{ !fx_exhaustFlame_blue = DELETE !fx_smokeTrail_light = DELETE !fx_exhaustLight_blue = DELETE !fx_exhaustSparks_flameout = DELETE !sound_vent_medium = DELETE !sound_rocket_hard = DELETE !sound_vent_soft = DELETE !sound_explosion_low = DELETE @MODULE[ModuleEngines] { @name = ModuleEnginesFX %powerEffectName = exhaustfx } EFFECTS { exhaustfx { // NOTE: I removed the 10 or so emmiter spam that was under here to shorten the post // and replaced it with a generic one, as what was there was not really relevant (i hope) MODEL_MULTI_PARTICLE_PERSIST { name = plumeExtBoundary modelName = MP_Nazari/FX/flamejet transformName = thrustTransform } 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 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } MODEL_MULTI_PARTICLE_PERSIST { name = ignitionFlash modelName = MP_Nazari/FX/fusionflame2 transformName = thrustTransform singleEmitTimer = 1.0 // curves go here, yadda yadda, you know the rest } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } However i mess around with the curves and the different variables, nothing i do affects the "ignitionFlash" emitter. It's stays on constantly at its default setting and responds to no variable i put in there, not even resing it works. What do i have to do to get a particle emitter to work under the engage/disengage effects? note: i've tried both MODEL_MULTI_PARTICLE and MODEL_MULTI_PARTICLE_PERSIST i apologize for the messy code, it looked much better in NP++