Rock3tman_

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Everything posted by Rock3tman_

  1. The Saturn Multibody S1F is definitely not modeled according to the roadmap, and Cobalt is plenty busy as it is. I am sorry if I'm clogging the thread but it seems relevant and I would rather rescale my own versions that wait for them.
  2. @Drakenex I see you helped @davidy12 with the block IV mission module and it looks great in my game as well. Is there any chance you also have your config for the S1F? I'm trying to rescale it too but I don't know what amount of fuel to put in/what the scale values mean/ where to put attachment nodes. Thanks!
  3. Thanks for the help guys. Just out of curiosity, is changing crew capacity as simple as changing the CrewCapacity line in the MM cfg?
  4. @davidy12 That's awesome! Is the Block IV MM as simple as using Tweakscale or is there some other witchcraft involved @Hay Thanks for the advice, my CSM reached orbit by a very narrow margin. Either my ascent was still less efficient than it could have been or the Saturn 1B is really inefficient. Fortunately the Saturn 1C is far less close.
  5. Thank you so much! i'll keep that in mind. By the way, your Foreign Eagle skybox is awesome!
  6. I know IRL that the Saturn 1B was only supposed to make orbit with a partially fueled CSM, but even half fueled I can't seem to make orbit in my 3.2x rescale of GPP. Is this an ascent profile thing or should it just not be orbit-capable in a 3.2x system?
  7. Just started a 3.2x rescale save and it's a lot of fun. I have transfer window planner and the like installed, but it would also be nice to have a delta-v map to see how much it takes to orbit planets. If it doesn't exist, what would I do to adjust the values?
  8. Thanks for the response. I love 1/2 scale RSS but I really want to do a playthrough with Bluedog parts at a more reasonable scale.
  9. I know this comment was buried and I'm quite late, but is Quarter RSS released? If not, would it be as easy as a Sigma Dimensions config?
  10. I have no experience in modding so I'm probably not the right person to ask. Nice config though! @ModerndayLink64 did you edit your earlier post to include the fixes?
  11. That is quite the nice design! I've tried to make a horizontal lander like that for a while but the COM-COT offset always gets me. I should probably either get better at balancing or suck it up and install Throttle Control Avionics.
  12. I spent quite a while trying to get that config working with the latest SVE (1.1.6) to no avail. The clouds load in black and I have to manually load them using the EVE gui. I'm not totally sure what the problem is, but I think it's related to the new terminator effects.
  13. It's very simple. That block of code I sent should be copied. Next, go to the location I specified earlier in GameData. Open up the clouds.cfg with Notepad and paste my code at the very end. If that doesn't work, try using the previous version of SVE. I do not really want to be bothered with support without more specific details.
  14. You need to have the newest version of Stock Visual Enhancements installed, otherwise you will not have the correct cloud textures. Note: I am using the low detail version of SVE for performance reasons
  15. I decided to try out @ModerndayLink64's Tekto cloud cfg today and, long story short, it's incompatible with the latest version of SVE. I spent some time cobbling together this fix in the meantime, which I think looks pretty good. Hopefully this is OK with the creator. OBJECT { name = Tekto-Clouds //Fog body = Tekto altitude = 1600 speed = 0,50,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.01,0.01 _UVNoiseStrength = 0.0015000001 _Color = 104,206,145,105 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/duststorms } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1 } } layer2D { macroCloudMaterial { _FalloffScale = 10 _RimDist = 0.001 _FalloffPow = 0.7 _InvFade = 0.02 } } layerVolume { maxTranslation = 100,2000,100 size = 3000,3 area = 18000,4 noiseScale = 1.2,1.2,90 followDetail = True particleMaterial { _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 _Opacity = 180 _MinScatter = 250 } } } OBJECT { name = Tekto-Clouds //Low body = Tekto altitude = 5300 speed = 0,100,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.01,0.01 _UVNoiseStrength = 0.0015000001 _Color = 114,216,155,235 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/eve1 } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/detailcumulus } } layer2D { macroCloudMaterial { _FalloffScale = 10 _RimDist = 0.001 _FalloffPow = 0.7 _InvFade = 0.02 } } layerVolume { maxTranslation = 100,2000,100 size = 3000,3 area = 18000,4 noiseScale = 1.2,1.2,90 followDetail = True particleMaterial { _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 _Opacity = 255 _MinScatter = 250 } } } OBJECT { name = Tekto-Clouds //Lowish body = Tekto altitude = 10300 speed = 0,130,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.01,0.01 _UVNoiseStrength = 0.0015000001 _Color = 86,220,144,235 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/hadrianClouds00 } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/detailstorm } } layer2D { macroCloudMaterial { _FalloffScale = 10 _RimDist = 0.001 _FalloffPow = 0.7 _InvFade = 0.02 } } layerVolume { maxTranslation = 100,2000,100 size = 3000,3 area = 18000,4 noiseScale = 1.2,1.2,90 followDetail = True particleMaterial { _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 _Opacity = 255 _MinScatter = 250 } } } OBJECT { name = Tekto-Clouds //Main body = Tekto altitude = 17800 speed = 0,535,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.01,0.01 _UVNoiseStrength = 0.0015000001 _Color = 42,235,106,235 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/eve1 } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/DetailLow } } layer2D { macroCloudMaterial { _FalloffScale = 10 _RimDist = 0.001 _FalloffPow = 0.7 _InvFade = 0.02 } } layerVolume { maxTranslation = 100,2000,100 size = 3000,3 area = 18000,4 noiseScale = 1.2,1.2,90 followDetail = True particleMaterial { _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 _Opacity = 255 _MinScatter = 250 } } } OBJECT { name = Tekto-Clouds //Bands body = Tekto altitude = 19800 speed = 0,635,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.01,0.01 _UVNoiseStrength = 0.0015000001 _Color = 62,235,100,235 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/LaytheClouds } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1 } } layer2D { macroCloudMaterial { _FalloffScale = 10 _RimDist = 0.001 _FalloffPow = 0.7 _InvFade = 0.02 } } layerVolume { maxTranslation = 100,2000,100 size = 3000,3 area = 18000,4 noiseScale = 1.2,1.2,90 followDetail = True particleMaterial { _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 _Opacity = 255 _MinScatter = 250 } } } OBJECT { name = Tekto-Clouds //High body = Tekto altitude = 25000 speed = 0,335,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.01,0.01 _UVNoiseStrength = 0.0015000001 _Color = 90,186,96,55 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/eve1 } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1 } } layer2D { macroCloudMaterial { _FalloffScale = 10 _RimDist = 0.001 _FalloffPow = 0.7 _InvFade = 0.02 } } layerVolume { maxTranslation = 100,2000,100 size = 3000,3 area = 18000,4 noiseScale = 1.2,1.2,90 followDetail = True particleMaterial { _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 _Opacity = 255 _MinScatter = 250 } } } OBJECT { name = Tekto-Clouds //Top body = Tekto altitude = 36000 speed = 0,135,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.01,0.01 _UVNoiseStrength = 0.0015000001 _Color = 125,235,42,35 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/eve1 } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1 } } layer2D { macroCloudMaterial { _FalloffScale = 10 _RimDist = 0.001 _FalloffPow = 0.7 _InvFade = 0.02 } } layerVolume { maxTranslation = 100,2000,100 size = 3000,3 area = 18000,4 noiseScale = 1.2,1.2,90 followDetail = True particleMaterial { _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 _Opacity = 255 _MinScatter = 250 } } } Like the other post, CTRL+V and CTRL+Z into GameData/StockVisualEnhancements/EVE/Atmosphere/clouds.cfg.
  16. I know that feature suggestions/requests are somewhat frowned upon in release threads, but I think this is a pretty good place to pitch an idea that I have: In USI-LS, Kerbals either give up, mutiny, go home, or die as soon as their supplies run out. Obviously the goal of life support is so players don't end up letting this timer run out, but accidents do happen, especially when running a part failure mod. Like with Apollo 13 and the Martian, I think Kerbals should have an option to work the problem and stretch their supplies until they find a solution. What I would propose is a toggle to enable the crew of a vessel to enter Emergency Mode. This would extend life support and hab times by a multiplier in exchange for a large loss in crew experience levels and reputation. Just like Apollo 13, the crew would lose efficiency and capability on their mission in return for making it home alive. Plus the reputation bonus should dissuade players from just turning it on to maximize mission time. This is just an idea I had, it is by no means a request and I am not good enough at coding to make this myself
  17. Thank you very much @VenomousRequiem. The thought is appreciated, but I wouldn't ping angel until I've looked around WBT for myself.
  18. @Galileo I know this isn't the right thread to be asking in but I was just wondering for SVE is there any way to get something like the old Laythe again? I loved it and it would be nice if there was some kind of optional portion for that.
  19. I've always been hankering to make a mod allowing any tank to be turned into a wet workshop a la Skylab. Too bad I have no idea how to write any kind of mod, let alone a complex plugin