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About Chase842

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  1. I looked through a few previous paged on this forum and I didn't see anyone asking this question, so forgive me if I missed it.... I am having a problem where neither of the 2 stars are giving off a "glow" light. There is light in the scene and all, but if you look at the stars, they look like a planet, and produce no light/glare or whatever you call it. Here's a pic:
  2. I've literally been waiting on this mod to update, before moving on to a post - 1.4.3 version. This is one of the mods that I consider essential. This and OPT are the two most important mods for me. Can't wait till Friday, when this gets updated! @Gameslinx Thank you so much for your hard work, and dedication to updating and maintaining this mod, that we all get to enjoy for free. I can't tell you how much I appreciate your work here!
  3. A few questions... - Is using the (now unavailable) KJR essential to make the mod work properly? Especially if I am using a non-modified version of KJR? - Can it work, and work well, without a modified KJR? - Is it not a violation of the license to post the changes you made, so we can manually add them, and recompile the .DLL? That way we can still have it?
  4. Okay, I can't for the life of me figure out how to add a new fuel type to the the parts with this modlet. Could someone please help me out? I am trying to add Liquid Ammonia to the fuel tanks, so I can use it with KSPI-E engines. In the OPT_WBI.cfg file I have tried adding this near the top... OPT_TEMPLATE:NEEDS[Pathfinder] { name = LqdAmmonia author = JadeOfMaar shortName = LqdAmmonia logoPanel = WildBlueIndustries/000WildBlueTools/Decals/LiquidFuel glowPanel = WildBlueIndustries/000WildBlueTools/Decals/LiquidFuelGlow description = This kit stores only LqdAmmonia, required by OPT's mighty air-breathing engines and the Legacy ARI-73 rocket engine. templateTags = stowage RESOURCE { name = LqdAmmonia amount = 1800 maxAmount = 1800 } } and adding... !RESOURCE[LqdAmmonia] {} to relevant parts, but still no Liquid Ammonia. I can't find any help for adding fuels on the Wild Blue Industries mod page(s) either. Thanks for any help offered!
  5. I discovered what the problem was that was causing the solid white ring around Gaia. In the most rescently released version I got from the GitHub, 3.4.0, in the "GPO/config/Gaia.cfg" file, on line 116... it says... texture = GPO/PluginData/Gaia_ring.png and should be changed to... texture = GPO/PluginData/Gaia_Ring.png The R needs to be capitalized. Now everything look nice and pretty. I'll make a commit on the GitHub.
  6. I got an issue with a solid white ring/disk around Gaia. I got the 1.4.3 version installed, with 1.4.3 Kopernicus, and afaik I got all the other dependencies installed with the right version. I couldn't find anyone else asking for help with this in recent posts, so I figured I'd ask. Thanks!
  7. @lo-fi OMFG Thank you! I just spent 2 hours pulling my hair out and yelling at my computer! Then I found this post. May the RNG Gods bless you and give you some of that sweet sweet internet karma!
  8. @Shadowmage I was taking a look at the KSPWheelRepulsor.cs file, because I am wanting to add an engine or RealPlume effect to the repulsor, but I don't know if that would mess with the Sound Effect stuff, and I don't exactly know how I would go about it since it looks like a lot of custom code for a part. I wanted to ask if it was even possible, and if you could point me in the right direction. I can write the code and handle it from there.
  9. The Repulsors are what takes this mod from good to great! GJ! Me like!
  10. Hey guys, I have been editing the RealPlume config in every way I could come up with, and I can't get an effect to show up on the RealPlume config for the Thermal Turbojet's non-atmospheric fuels. It works just fine for the intake atmosphere, but it is not there for other fuels. In addition to that, I've also tried to add the "wind" smoke effect for the intake atmosphere,, because it makes sense to me visually, and I can't get that to work either. I've been working on this for 2 days and many hours, and I can't get it to work, so I need some help! Thank everyone!
  11. Hey everyone, I need some help. I can't seem to get the RealPlume config to work for a the Thermal Turbojet from KSPI-E, which is a multi modal engine. The plume works for the atmospheric intake setting, but for any other fuel type, it is absent. This is the code and it is in a sub folder(the sub folder is named Real Plume) of the KSPI-E's Warp Plugin folder, and not in the RealPlume - Stock folder. @PART[TweakableThermalTurbojet]:NEEDS[RealPlume,SmokeScreen] //Thermal Turbojet { PLUME { name = Turbojet transformName = TT localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.45 plumePosition = 0,0,-5 plumeScale = 4 plumeenergy = 5 plumespeed = 3 flarePosition = 0,0,0.7 flareScale = 4 flareenergy = 10 flarespeed = 5 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Turbojet } @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] { %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool } @MODULE[ModuleEngines*]:HAS[#engineID[-hydrazine-]] { %powerEffectName = Hypergolic-Lower } } Any help would be appreciated! Thanks! Oh and another thing, I can't get the toolbar for the RealPlume/Smokescreen in-game editor to work.... Some help on this would be nice too, so I wouldn't have to reboot the game(8 minutes process) every time I make a little change!
  12. Hey guys, Did anyone happen to have made a cockpit for the H fuselage? If so, can you send it me way, or link it in a reply? Thanks!
  13. @Gameslinx I have to say, now that the performance patch has come out, that you really have outdone yourself Gameslinx. This is top quality, polished mod work here! Good Job! I wanted to check in with you to see if this was an intended feature or a possible bug/oversight. Refer to the pictures and you'll see that over 400,000 Mm from the sun, it is still mega bright, not to mention my solar panels have 178% sun exposure all the way out there. Just thought I'd mention it, if it actually is a bug, then plz don't lose any sleep over it, the mod is in great shape and I'm quite satisfied! Map View: Ship View: