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Mecripp

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Posts posted by Mecripp

  1. 4 hours ago, Rutabaga22 said:

    How do add a MM patch?

    You just make a text file and add this 

    @PART[*]:HAS[@MODULE[MuMechModuleHullCameraZoom],!MODULE[JSIExternalCameraSelector]]:Final
    {
    	MODULE
               {
                 name = JSIExternalCameraSelector
                 cameraContainer = CamTransform
                 cameraIDPrefix = ExtCam
               }
    }

    then save the text file in the format of cfg and then drop the cfg in your gamedata folder , I make a folder called ZZZPatches and put all MM's in it and like i said if that dont work would need to find the transformer name on the part also there is anther good cam mod called Docking cams thats good to use https://forum.kerbalspaceprogram.com/index.php?/topic/184038-112x-docking-camera-kurs-style-re-adopted-fixed-in-19/#comment-3589894

  2. Guessing your also use RPM mod also you need to find the transform name that Hullcam uses then you could just write a MM patch to add to cams this is what you would add 

    MODULE
    {
    name = JSIExternalCameraSelector
    cameraContainer = CamTransform
    cameraIDPrefix = ExtCam
    }

    top is ASET cam there was 1 in RPM mod bottoms is HullCam

    	MODULE
    	{
    		name = MuMechModuleHullCameraZoom
    		cameraName = #autoLOC_HULL_PM_014 //Pictozoom 2000
    		cameraForward = 0, 1, 0
    		cameraUp = 0, 1, 0
    		cameraPosition = 0.00, 3.00, 0.00
    		cameraFoVMax = 60
    		cameraFoVMin = 0.0005
    	}

    I thought there was a patch for them long time ago 

  3. 1 hour ago, NullPointerException said:

    I see that the code you gave me in the spoiler is a SmokeScreen config, however I have no idea where I should put it. As I said, I have not been able to find a good tutorial or documentation on SmokeScreen. It would be helpful if you could point me to wherever you learned to make these configs.

    see if this helps https://forum.kerbalspaceprogram.com/index.php?/topic/59710-hotrockets-particle-fx-replacement-tutorial/

    Edit- looking at restocks cfgs you might use them with alittle edit might be fastest way there just might be alittle scale or placing might need fix but looks like you would just need to first fix the @part ( needs or for ) and give it a try might be some name changes 

  4. 3 hours ago, NullPointerException said:

    Update:

    I have been working on the problem myself. I think I could work around the problem of Waterfall overriding RealPlume by removing the !StockWaterfallEffects tag from the NEEDS:[] field in the RealPlume-Stock configs.

    I wanted to start with the Vector engine for no particular reason. However, I cannot find the individual smoke effect in the plume config,
    located at [Game Directory]\GameData\RealPlume\000_Generic_Plumes\Deprecated\Hydrolox-Lower.cfg. My plan is still to isolate the smoke effect, and remove all other visual effects from the config file. With the Waterfall compatibility issue fixed, I'm hoping that the Waterfall plumes and the RealPlume smoke effects could
    co-exist without looking weird.
    The closest I could get to finding the smoke effect was line 264:

    name = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/plumeIdentifier$-plume_grey

    Have I found it, or should I continue to search?

    Did you not look in the spoiler post and really realplume dont have anything to do with smoke there just CFG or patches the smoke is coming from the plugin smokescreen and the plumes for that fact realplumes does point to assets that hotrocket used and they add to realplumes long ago 

    EDIT- if you look at realplumes cfgs you will see 

    Spoiler

        !fx_smokeTrail_medium = DELETE
        !fx_smokeTrail_light = DELETE

    You could and // them lines out and try to write a patch to add the stock smoke to all engines but not sure if that works on ModuleEnginesFX engines but it would be much faster and easy the other way someone would have to edit all the files think there was 35 of them and add what i post on monday in the spoiler

    EDIT-2 

    Spoiler

    @PART[liquidEngineMainsail_v2]:NEEDS[ReStock]:FOR[WaterfallRestock]
    {
      !MODULE[ModuleWaterfallFX] {}
      !EFFECTS {}
    !MODULE[EngineLightEffect] {}

      EFFECTS
      {
        engage
        {
          AUDIO
          {
                    channel = Ship
                    clip = Waterfall/Sounds/KW/sound_liq1
                    volume = 1.0
                    pitch = 1.0
                    loop = false
          }
        }
        disengage
        {
          AUDIO
          {
            channel = Ship
            clip = sound_vent_soft
            volume = 1.0
            pitch = 2.0
            loop = false
          }
        }
        flameout
        {
          PREFAB_PARTICLE
          {
            prefabName = fx_exhaustSparks_flameout_2
            transformName = smokePoint
            oneShot = true
          }
          AUDIO
          {
            channel = Ship
            clip = sound_explosion_low
            volume = 1.0
            pitch = 2.0
            loop = false
          }
        }
        fx-mainsail-running
        {
                AUDIO
                {
                    channel = Ship
                    clip = Waterfall/Sounds/KatSounds/kero_loop_hard
                    volume = 0.0 0.0
                    volume = 0.05 0.6
                    volume = 1.0 1.5
                    pitch = 0.0 0.7
                    pitch = 1.0 1.0
                    loop = true
                }
          PREFAB_PARTICLE
          {
            prefabName = fx_smokeTrail_veryLarge
            transformName = smokePoint
            emission = 0.0 0.0
            emission = 0.05 0.0
            emission = 0.075 0.25
            emission = 1.0 1.25
            speed = 0.0 0.25
            speed = 1.0 1.0
            localOffset = 0, 0, 1
          }
        }
      }
      MODULE
      {
        name = ModuleWaterfallFX
        // This is a custom name
        moduleID = mainsailFX
        // This links the effects to a given ModuleEngines
        engineID = basicEngine

        // List out all controllers we want available
        // This controller scales with atmosphere depth
        CONTROLLER
        {
          name = atmosphereDepth
          linkedTo = atmosphere_density
        }
        // This controller scales with effective throttle
        CONTROLLER
        {
          name = throttle
          linkedTo = throttle
        }
        // this controller generates a random value in the range specified
        CONTROLLER
        {
          name = random
          linkedTo = random
          range = -1,1
        }
        // -----------------------------------------------------
        // Past here should be generated with the ingame editor!
        // -----------------------------------------------------
        TEMPLATE
        {
          // This is the name of the template to use
          templateName = waterfall-kerolox-lower-4
          // This field allows you to override the parentTransform name in the EFFECTS contained in the template
          overrideParentTransform = thrustTransform
          position = 0,0.04,-0.02
    rotation = 0, 0, 0
    scale = 3, 3, 3
        }

      }
    }
     

     

  5. 29 minutes ago, Virtualgenius said:

    I wish there was a Landing Legs mod  as I struggle to find decent landing legs, those ones look like there from the Martian pack. Squad never really improved the limited selection of landing legs, Aset produced a nice set and the AIES pack had some great landing gear but author never came back.

     

    .

    they all still work and also there is https://forum.kerbalspaceprogram.com/index.php?/topic/195546-112x-kre-kerbal-reusability-expansion/ thst has some nice ones

    I still use bobcats AmericanPack landers for rovers

  6. What waterfall FX you use ? like restock or just stock ? I'm guessing just stock has how they write there patches are harder to read because they split it up into more patches which i think is crazy but o well give me a engine you would like to use in short from what i can see the stock waterfallFX is missing 

    Spoiler

          PREFAB_PARTICLE
          {
            prefabName = fx_smokeTrail_veryLarge
            transformName = smokePoint
            emission = 0.0 0.0
            emission = 0.05 0.0
            emission = 0.075 0.25
            emission = 1.0 1.25
            speed = 0.0 0.25
            speed = 1.0 1.0
            localOffset = 0, 0, 1
          }

     

  7. On 8/10/2021 at 11:35 PM, bigboibru said:

    Hi all, 

    I am very new to add-on development, and I was wondering why part attach nodes are written in the CFG if they're configured in Unity along with the materials, CoM etc.

    FLofn1L.png

    (photo of node lines in the CFG)

    Also, a little side question, does anyone know of any good tutorials for developing parts? The one on the KSP wiki is quite outdated.

    You dont have to set the nodes up in unity all thats done is in the cfg but some mods do set them up in unity 

  8. 1 hour ago, linuxgurugamer said:

    Can you please explain what the problem is?  I don't have time to play guessing games

    toolbar plugin says there 3 sats visible but no data and on the part says no sats visible so no data

    Edit- Don't worry about it , I'll just uninstall mod all good

  9. 41 minutes ago, desepticon said:

    I'm on Mac as well which is why I know they are aliases. The filesystem won't recognize them as anything other than that.

     

    When I do a "Get Info..." on them. It tells me the original files are from 

    /Applications/KSP_1.9.1/saves/Climber Game/Ships/SPH/Omicron_Trip_S.craft

    Which I assume is a valid path on your Mac.

    Dragging something out of Applications always defaults to aliases unless you hold down the command key (for move) or the option key (for copying).

    I will look around i might have some old craft files

     

  10. 3 hours ago, desepticon said:

    Are you sure? Because I tried redownloading them and I got the same issue. Screenshot below:

    omicron-crafts-sh.png

    I cant even open them in a text editor because they are not associated with any file on my computer.

    Copy all  files and put them in ksp/ships/sph folder 

    4 minutes ago, Mecripp said:

    Copy all the *******.craft files and put them in ksp/ships/sph folder dont worry about the *******.loadmeta thats a mac thing you can trash them

    If there going into a save game ksp/saves/your save game name/ships/SPH

  11. On 8/6/2021 at 3:55 PM, linuxgurugamer said:

    New release, 1.2.1.3

    • Renamed DLL for CKAN compatibility
    • Added AssemblyFileVersion
    • Updated version file for 1.12
       

    Having alittle problem with this mod any help log file (removed)    pictures  

    Quote

    (removed)

     

    (removed)

  12. On 7/25/2021 at 3:37 PM, Lijazos said:

    Is it working with 1.12 anyone?

     

    On 8/2/2021 at 7:40 PM, bcrow said:

    Will this ever work with 1.12.1? new to mods so not too sure how this works, thanks

     

    5 hours ago, Serenity said:

    Anyone tested this with 1.12? 

    I am going to try it tomorrow with the last Kerbal patch, hopefully it works, i love this mod :D .

    Why wouldnt it work its just parts and there are mods that use these parts in there mod 

  13. 10 hours ago, Brent Kerman said:

    I don't generally use tweakscale for my harder games as it's easy to scale up to sizes you haven't unlocked yet, minimizing that kind of thing. Also, at this point I havn't gotten to the RC-001S yet. 

    If you read back comments, most of it. And no, that adoption request was posted after I asked here (Thursday is before Saturday), hopefully that goes through.
    (Pre-post Edit: Looks like it is.)

    Just a small edit of the CFG and it works fine

  14. 4 hours ago, Space Kerbalisation Tech said:

     

    The sea dragon is one of my favourite rockets, mainly because of it’s insane payload capabilities and the fact that it appears in For All Mankind lol. For those of you who don’t know what it is, here is a brilliant animation of it below.

    There is one sea dragon mod but it is really old with medicore textures, and it’s real scale (i play with stock sizes), so it is “slightly” bigger than the vab (just the second stage can’t even fit in by itself)  and impossible to steer.

    I would extremely appreciate it if someone could make a new sea dragon mod, since there are currently no mods that are planning to add this. I believe a lot of other people would want this too so pls pls pls can someone make a new sea dragon mod.

    Thanks a lot in advance! ;p

    Space Kerbalisation Tech

    One could rescale it pretty easy if you want ?

  15. On 7/29/2021 at 7:28 PM, Brent Kerman said:

    I've searched all over and cannot this anywhere, which is surprising as I'm sure I'm not the first to want this. A 0.625 Experiment storage unit that is a probe core with battery, reaction wheel, prograde/retrograde SAS, and parachute that one could stick a 0.625 heat shield on to return science experiments. I found one mod, https://forum.kerbalspaceprogram.com/index.php?/topic/143414-121-mini-sample-return-capsule-bring-your-experiments-home-safe-v12-9nov2016/ but it's out of date and broken. I also found BDB and MOLE have similar (Corona), but they are both massive mods, I'm looking for something to just stick in any game. Anyone know of such a mod I've missed, and if not, could it be made?

    what is broke on it ? and did you see https://forum.kerbalspaceprogram.com/index.php?/topic/143414-121-mini-sample-return-capsule-bring-your-experiments-home-safe-v12-9nov2016/&do=findComment&comment=4012696

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