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Rock3tman_

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Posts posted by Rock3tman_

  1. I have tried out many life support mods in the past, but none of them were just right for me. Even USI-LS, with all its configurability, is a bit too unfriendly in Career mode, where often it ends up that probes are much more viable than crewed missions. I have no experience modding or coding in C#, but with interest, help, and a little more time on my hands I would love to try. My concept aims to encourage resupply missions without mandating them, as well as encouraging big, multi crew motherships without pesky hab requirements. My concept is here if anyone has feedback on it.

  2. @Drakenex I made a rescaled version of the AARDV module that is a decent replacement. I'm at school right now so I can't share, but when I get home I will.

    EDIT: Nevermind. I saw you didn't want to use the AARDV texture. I would say that a CX node module rescaled would probably be your best bet here. The node module doesn't have handrails built in IIRC

  3. 35 minutes ago, Foxxonius Augustus said:

    You guys understand that the Block IV Mission Module and Saturn Multibody are already on the road map right? In fact some of the parts have already been modeled. Re-scale cfgs are fine but let's remember to make some Hype the real deal shall we?

    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.

  4. Just now, davidy12 said:

    Copy the Block III MM Cfg file. Then do this:

    name = bluedog_Apollo_Block4_MissionModule

    model = Bluedog_DB/Parts/Apollo/bluedog_Apollo_Block3_MissionModule
        scale = 1, 0.8, 1
    rescaleFactor = 1.3333
        node_stack_top = 0.0, 0.7895192, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -0.7895192, 0.0, 0.0, -1.0, 0.0, 2

     

    Thanks. I assume @Drakenex's other rescales are also done this way?

  5. @davidy12 That's awesome! Is the Block IV MM as simple as using Tweakscale or is there some other witchcraft involved :P

    @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.

  6. On 2/5/2017 at 5:07 PM, BadOaks said:

    I made a horizontal lander design for landing rovers and base modules. Jeb managed to stow away on the first test vehicle and, even though it was completely computer operated, claimed credit anyway.

    mDhPPKk.jpg

    Some other stuff I did:

    6b9uufz.jpg

    X3Lm8DU.jpg

    kVPagCh.jpg

    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.

  7. 1 hour ago, DaveyLeo10 said:

    Still didn't work. Maybe I've put the code into the config file wrong? SVE works great but Tekto looks almost like a black ball lol

    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.

  8. 1 hour ago, DaveyLeo10 said:

    That didn't work, there is no clouds at all. Do I need to include Pood's mod to get this foggy atmosphere?

    Bear in mind I'm dumb when it comes to this kind of stuff. If it's not drag and drop then I suck so you'll have to explain it to me like I'm a 5 year old lol.

     
     

    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

  9. 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.

  10. 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 :P

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