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Radar

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Everything posted by Radar

  1. Thank you @DECQ. I'd be happy to contribute and keep it in the community as I think it's one of the best sort after mods. Happy to help where I can.
  2. I'm happy to post my cfg files, I just wasn't sure if it would be stepping on peoples toes. Some modders who create the work don't like people re-posting their work and others do not mind. I certainly didn't want to be doing the wrong thing by posting cfg files without your knowledge and OK to do so.. @vlad0303 Below the nodes is where I put that line (roughly line 10). I'll post up the config files tonight when I get home.
  3. Correct on what JohnMcLane said. It's one of the reasons I made changes to the .cfg files, the fuel wasn't enough and the balance was wrong (with stock). In the Shuttles Cargo, add the below in the CFG file. With the below values I found mine much easier to control on re-entry, in-fact it never flipped even if I just let it go in on it's own (without MechJeb). CoMOffset = 0.0, -7.0, 0.0 CoLOffset = 0.0, -25.0, 6.0
  4. @Jim123 what version are you running and are you running x32 bit rather than x64 ? As for the mod, I've been working for some time now on combining various mods for myself and a group of my friends which include all the parts to the ISS (or KSS as I call it). No changes to the models have been done, just the .cfg files and I've been able to get this to work perfectly fine with the changes I've made. Changes such as the wheels rotating (my copy didn't), moving the balance so on re-entry it now flies in as a glider and doesn't flip about. Adjusted the weights of items and fuel so that I can take each part up and build the ISS as they did in real life and finally re-scaled the models so that each module not only looked right against each other but could also fit into the cargo bay snugly. It's all been kerbalised for enjoyment and nothing using RO, infact even the fuels have been changed to stock fuels . It was compiled to simulate the building of the ISS only, for my own (and a couple friends) enjoyment in multiplayer. To us if it looked real, it was good enough. I can't release it to the public as I don't have permission to do so, although I have thought about seeking permissions due to the amount of time I've spent compiling the mods and currently creating the KSPedia file for the mods used (including a credits page to credit the mod creators). I'd be more than happy to help people with the .CFG files so people have a working version of the Shuttle in the latest version of KSP. Just bare in mind that the .cfg changes I've made are for use with the stock game as much as possible as we didn't want to bog down the game with unnecessary mods (in our opinion). I've even removed from my compile the .version and miniavc files so the mods didn't auto update or break something. Module Manager is not used either as it doesn't change any of the core game files. I really love the work that DECQ and crew have done with the Shuttle (and Apollo) mods but without changing the .cfg file I just couldn't get the mod/s to work well with each other or be able to balance it in a way that we would enjoy it. At least now I can send up each module, dock with it and build what looks like the ISS and then return and glide nicely to home base. @DECQ I'm happy to send to you the compiled package for viewing to ensure I'm not stepping on anyone's toes and if I get permissions from others then I'd be more than happy to release as a package (package being Shuttle, Proton rocket, Soyuz rocket and all the ISS parts to simulate the various building stages of the ISS). As for switching of the textures, I removed this from the .cfg files early on but now with the built in ability to switch textures from the latest version of KSP I will revisit this again to see if I can get it to work fine. It will mean more use of the stock game over additional mods.
  5. To be honest I think I'd take the manual approach. Those with little to no knowledge are best to not alter things such as this. They will use your mod as an add-on to other mods ie Ultimate Shuttle IVA etc. For those with knowledge a simple config file similar to TextureReplacer with the following line would be enough imho for those with knowledge to make a simple change if they so wish.. // Enable toolbar icon that activates GUI for customising MAS. isGUIEnabled = false
  6. @MOARdV Your update has reduced the micro freeze with Jettison, thank you so much for this, really appreciate it and the work that you do. No big deal, but curious if you thought about adding to say a config file the option to hide the toolbar icon. For me once the settings are set I see no reason to keep an icon in the toolbar.
  7. @MOARdV Thank you for having a look, I will have a look shortly with the latest version and see how it goes.
  8. @MOARdV Think I may have found a slight bug with regards to Jettison of parts when MAS is used. I saw this with the Ultimate Shuttle IVA but couldn't pin point the problem. With DECQ Saturn mod recently released ( https://forum.kerbalspaceprogram.com/index.php?/topic/176505-12x13x14x-saturnv-v103-d160718/ ) I decided to add MAS into the Command Module cfg file, so before changing any parts to MAS I added the below line to the APOLLO_COMMAND.cfg file (removing Module RPM) and when anything is set to jettison parts (shrouds on) of the spacecraft it gives a micro freeze at that jettison stage, shrouds to off on the spacecraft and launch again or removing MAS Module in the config and there is no micro freeze. Depending on the number of parts being jettisoned at any one time determines the freeze length. MODULE { name = MASFlightComputer requiresPower = true PERSISTENT_VARIABLES{} RPM_COLOROVERRIDE { COLORDEFINITION { // 'white' label unlit color name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } } } I'm using the latest version of MAS (0.21.1) and the log files have nothing regarding the freeze. It's easily replicated however.
  9. Hi @Wolfair corp., did you manage to build the rover replica? I'd love to see it and if possible to download it.
  10. I thought I was on the latest, turns out I was only on 18 (downloaded but not installed). Once 19 was installed it worked a treat. Thank you.
  11. A little help if someone could with regards to MASCameras. Trying to get it to switch between modes however I can't seem to get it to work. Only shows Colour. Tried all the buttons on the MFD (using MAS_ALCOR_MFD2) but still can't seem to switch between modes. Below is the code from the config file MODULE { name = MASCamera fovRange = 10, 60 fovRate = 0 panRange = -75, 75 panRate = 0 tiltRange = -35, 35 tiltRate = 0 cameraTransformName = ALCORExt_D_CamTransform cameraName = Cabin Cam Fwd 2 refreshRate = 1 translation = 0, 0, 0 rotation = 0, 0, 0 MODE { name = CCTV cameraResolution = 512 } MODE { name = Low-light cameraResolution = 512 shader = MOARdV/Monochrome properties = _Gain:1.2;_Opacity:1.2 } }
  12. When we will see DX11 added or at least made standard? I know you can play OpenGL and DX 11 with the force flags, however when doing this the parts icons go grey. I know there are DX11-Fix files out there and I'm currently using these, however I think this should become part of the game and not a mod addon.
  13. Hi MOARdV, Was just going through the log for something else and came across a couple minor errors in case they were missed.. One was the icons under \MOARdV\AvionicsSystems\Icons\ are 38 x 38 instead of 32 x 32. The other minor error was the file MAS_NASA_ChargeRateIndicator.cfg under \MOARdV\MAS_ASET\RNDZ_RadarSignalIndicator\. Lines 8 & 9 refer to a texture path that is not there. Line is currently; texture = ChageRateIndicator,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/ChargeRateIndicator/ChageRateIndicator Should be; texture = ChageRateIndicator,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/ChageRateIndicator
  14. I'll be doing some more testing over the weekend on this, I have had issues with my OS over the last few weeks, after 2 re-installs it looks like I have it sorted. In testing I'll make sure I just have Kerbal and the required Mods only (where before I had others installed and possibly caused issues). Keep up the good work G'th.
  15. Had my first of this yesterday, very impressed so far. The camera view in the functional screen (MFD) looked of low res compared to the images you have above, I know you said the version for testing is a little different to screenshots posted but just thought I'd ask about the resolution in case I am missing something. PS. Love the added checklist manuals in the middle, was impressed with this picking up the mods and versions I have. Very nice touch.
  16. I'd be happy to test. I've been playing with some mods for my own self to replicate the ISS missions and the Shuttle mods out there have dull IVA's. Although one out there is functional, it's dull so I'd be happy to test for sure.
  17. When you press 'C' on the keyboard nothing happens ? Normally this would put you in the cockpit view.
  18. Curious if the updates to the Shuttle mod will also be Kerbal versions meaning not just RO version. Where I'm coming from is basically I'd like to see the shuttle get into orbit and land without modifying the files (as I've had to do in order to get the shuttle with payload into Kerbal orbit) or adding additional mods like RO. Using MechJeb for landing the shuttle is proving difficult as well without it flipping and spinning out of control. Not having enough lift in order to bring the nose up is one example. At a guess I'm thinking the LiftControl and possibly Drag figures are wrong, but finding the sweet spot is proving difficult.
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