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woeller

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Everything posted by woeller

  1. Hey @Delay You can't change a plume for which there is no config. RealPlume in this particular case uses the plume config assigned to the stock engine. You should not change this anyway. So you probably just edited the wrong file. The correct procedure would be to create a new plume config and use it to change the config related to the stock engine. Here is an example: @PART[liquidEngine2-2_v2]:FOR[RealPlume]:NEEDS[SmokeScreen&VenStockRevamp] // RE-L10 "Poodle" Liquid Fuel Engine { @PLUME { @flarePosition = 0,0,0.0 @plumePosition = 0,0,-0.5 @plumeScale = 0.8 @flareScale = 0.8 } } This would be a new config, that goes into /Gameata/RealPlume-Stock/VenStockRevamp as liquidEngine2-2_v2.cfg For a mod like Vens, which exchanges models, you just want to address the existing plume configuration to change some parameters (e.g. position). I will make a pull request soon but you and @mtpatane or anyone else who uses Vens can download all changes from my GitHub fork. https://github.com/woeller/RealPlume-StockConfigs Click the green "clone or download" button and choose "download ZIP". Open the ZIP file, open folder namend "RealPlume-StockConfigs-master", open the foler namend "Gamedata", copy the folder namend "RealPlume-Stock" into your Gamedata folder. Profit! Changes in my fork are: fixed plume for VSR Mainsail fixed plume for VSR Reliant fixed plume for VSR Swivel new config for VSR Poodle adressed to v2 engine new config for VSR Terrier adressed to v2 engine
  2. Water landings may not be very safe today at Gaelian Space Center
  3. A violent dust storm surprised my little Rover on Gratian today. Fortunately he is not dependent on solar panels.
  4. As you may know... Jeb was stranded (again) on Ceti's Poles but now I was able to bring him back home. The task: Land at the GSC. We don't want to sent out a recovery team! But we all know Jeb, don't we? So he underestimated the inclination and what should I say...? Ya great! Gosh... damnit Jeb!
  5. @Tonka Crash But what if the Porkjet tank variant is only one variant? Take a closer look at the Skipper update from Nertea. There are sneak peeks on all published pictures so far. Among other things you will see 1.25m tanks.
  6. I agree with you @Tonka Crash but this is Porkjet's legacy: https://external-preview.redd.it/2bAxK2GVYQI6mXII8bJ0zX_grJMj6GJ_BmKHmtH_LF8.jpg?auto=webp&s=404f577c0d9a4c6152282e3050df268df6e3f26a And models/textures that have already been released by porkjet should be in this mod to appreciate it accordingly. Or do you mean that Nertea should remodel/retexture Porkjet's parts?
  7. Jeb is stranded... again! This time on Ceti's Poles. #homesickness
  8. There are others who could explain that better than me. @Nertea @Felger @ferram4 @hoojiwana @Nazari1382 to name some.
  9. @Jack the Green Ghost As you may know, RPS depends on Real Plume and Smoke Screen. You can see all available plumes here: https://github.com/KSP-RO/RealPlume/wiki/PreFabbed-Plumes-and-Screenshots For now, there is no possibility to change a plume by config to get a green one. But you could make and add your own particle and config to Real Plume to get something like this:
  10. SVE provides its own configs for OPM. You don‘t need OPM-VO. You could use Astronomers Visual Pack, this will work with OPM-VO.
  11. @Natokerbal You should read more than just a title. It is the same method. Find the config you wish to change. Read the documentation how to add a plume to an engine and you will figure out how to change the plume of an engine. Don't expect anyone to write a "how to" for you when there is already exactly what you are looking for.
  12. @Natokerbal https://github.com/KSP-RO/RealPlume/wiki/Adding-a-Plume-to-an-Engine
  13. Seeing all these pretty Planets.... man... I‘am running out of likes. Keep it up!
  14. Oh hey look! A Twitch Engine Model from an not well known artist called @Nertea or so... I bet it has proper gimbeling... oh... and a turbopump... no weir paneling?! Don't be mean with me, but this it what I expect from an part overhaul.
  15. @Kerbas_ad_astra be aware that Vens model fits perfekt with the heat shield.
  16. @fr33soulThat's why I asked Nevertheless, you can use RTStock in an existing save game. Do the following: Start KSP and open your existing save game. In the KSC overview, click the Remote Tech button at the bottom right. Select "presets" and click on "reload" Remote Tech Starting settings. Close the window and go to the tracking station to see the new ground stations.
  17. @fr33soul I tested it again with 1.4, 1.5 and 1.6.1 without mods other than the dependencies and could not reproduce your error. All ground stations were correctly loaded in the map view and in the tracking station. Did you try to use RTStock in a new game or in an existing one?
  18. @jospannerThere is a newer version of SmokeScreen available. You can get it via CKan or download it directly here: https://ksp.sarbian.com/jenkins/job/SmokeScreen/ Incidentally, this is a fairly large modified installation, and troubleshooting is likely to be difficult. Maybe it's better to start from scratch by moving your KSP Folder out of E:\Program Files (x86)\Steam\steamapps\common\ and do a fresh install of KSP via Steam, then install your mods one after an other and test run KSP between its installation.
  19. @DeadJoe You should only use one Module Manager. I've testet MM v3.1.2 and all engines that i've testet so far worked for me. your Gamedata folder should look like this: RealPlume RealplumeStock SmokeScreen Squad SquadExpansion ModuleManager.3.1.2.dll If you installed RPS via CKan, the RealPlumeStock folder will be inside the RealPlume folder. you should check this! You can try the following: go to your Gamedata folder and delete ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree check if there is only ModuleManager.3.2.1.dll installed. if not, delete MouleManager.3.1.1.dll Go to your Kerbal Space Program folder an delete PartDatabase.cfg Physics.cfg Then do the following Load the game until you get to the main screen. close the game Load the game again an test your engines
  20. I've added plumes to the new "Missing History" atomic engines. I hope @Snark likes them. You can grab them here before the next release. There is still no pull request, as the changes are too small to justify that.
  21. Look at the OP, you need ModuleManager, RealPlume and SmokeScreen. So yes, you need RealPlumeStock too.
  22. As far as I know, RSS has its own configurations for RemoteTech. To be sure you should ask here: https://forum.kerbalspaceprogram.com/index.php?/topic/177216-145-real-solar-system-v131-03-sep-2018/ You still need RemoteTech for this: https://forum.kerbalspaceprogram.com/index.php?/topic/139167-151-145-131-remotetech-v190-2018-10-29/
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