Jump to content

MashAndBangers

Members
  • Posts

    506
  • Joined

  • Last visited

Everything posted by MashAndBangers

  1. Have you tried launching this from a submerged launchpad? You know, like a dragon spitting fire out at sea.... heh heh heh.
  2. So the question now is for custom planet packs (KSRSS, JNSQ, etc.), will the Scatterer Re-Scattered still work with the old configs, or will the mod authors have to make new configs?
  3. 1: the 3 mirror parts have misaligned nodes after doing this. 2: All 4 parts have misaligned nodes after this. Hope that helps!
  4. Got a bug, not sure if old or not: When applying tweakscale to a part that has copies in symmetry, the copies will adjust in size, but their nodes will not. Here's a plate that was resized with tweakscale: All of it's nodes are in the correct position. Here's one of the symmetry copies: Nodes are smaller and in the wrong positions. Just looked at Github, this might be related to issue 197 and 131?
  5. N1M inspired rocket. Not 100% faithful, but now the Koviets have Cryo power!
  6. I'm just some one you used to know. Anyway, here's a more updated version of the config: @PART[libra_lv_engine_s7p5_1]:AFTER[TantaresLV]:NEEDS[Waterfall] { // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running_closed { AUDIO { channel = Ship transformName = thrustTransform clip = TantaresLV/sounds/sound_rocket_kero volume = 0.0 0.0 volume = 0.1 1.0 volume = 1.0 1.0 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.5 pitch = 1.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 1.0 loop = false } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = Engine // This links the effects to a given ModuleEngines engineID = ClosedCycle // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle responseRateUp = 0.005 responseRateDown = 0.1 } CONTROLLER { name = random linkedTo = random range = 0,1 } TEMPLATE { // This is the name of the template to use templateName = waterfall-kerolox-lower-RD170-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform // scale the templated effect position = 0,0,-0.005 rotation = 0, 0, 0 scale = 1.9, 1.9, 1.9 } } } The problem I've found is the use of AUDIO_MULTI_POOL. Not sure what it is, but the sounds end up in weird places. Not sure what else you're experiencing, squeaker. But hopefully this should fix the sound of the first stage.
  7. The craft includes Procedural Fairings and the Restock Voskhod pod, but otherwise should be mostly Tanatares: https://web.tresorit.com/l/Z4Z8u#Ih2PVJkhZWacZcGRBXrv4w And here is my patch just in case I did something wrong: https://web.tresorit.com/l/bfnNh#xFrhH7-KSSE-g5nOaM2nRA
  8. Just read a few posts to see my problem has already been discussed. I made a patch for Tantares Vostok/Voskhod stuff, and the backup retro engine for Voskhod requires you turn it upside down before placing it. Sure enough, leave the VAB, then return, and the backup retro is up in the air! This is with Tweakscale 2.4.6.1, but it's a reported issue. Just letting you know I was able to recreate it with Tantares!
  9. Hope all is going well, Comrade BR3D. Progress is steady. N11 Operational. We will spy on those BDB cowards!
  10. In my quest to make a more accurate but not 100% accurate (duh) N1-L3, I added Roll Control Thrusters and Engine Heat Shields. I think I found where the roll control thrusters are located. 6 of them on the first stage, 4 on the 2nd, and 4 on the 3rd. Now for the Fairings around the LOK: Either the full half fairings at the top go with the LOK during a launch abort (and perhaps helped with aerodynamics to keep the abort stack stable), or there fairings separate like with the Soyuz we know and love. If it's the latter, one has to wonder about that aerodynamic stability during an abort. I'm thinking the former as the launch escape tower looks BEEFY and could pull the LOK orbital and descent stages, as well as the fairings. Correct me if I'm wrong, and list your sources!
  11. The supplied Waterfall configs in TantaresLV are not working the way I thought they should work for the Proton 3rd stage. Explanation: The Proton 3rd stage engine consists of the main engine, and the 4 verniers all in one model. Beale set the engine up with 2 ModuleEnginesFX, 1 for the main engine and 1 for the verniers. They both have different engineid's, and the verniers and main engine have different thrust transforms. The included waterfall configs add a total of four waterfall nodes (2 for engine bell effects and 2 for the plumes). The configs are set up so that 2 apply to the main engine, and 2 apply to the verniers. Problem: When you activate the main engine, and the main engine only, the effects all play. If you only activate the verniers, no effects play. Is this a stock bug where only the first ModuleEnginesFX takes priority, or a Waterfall bug?
  12. Beale, what was the reason you didn't do waterfall for the N1 first stage? Anyway, here's waterfall: @PART[libra_lv_engine_s7p5_1]:AFTER[TantaresLV]:NEEDS[Waterfall] { // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running_closed { AUDIO_MULTI_POOL { channel = Ship transformName = thrustTransform clip = TantaresLV/sounds/sound_rocket_kero volume = 0.0 0.0 volume = 0.1 1.0 volume = 1.0 1.0 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.5 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 1.0 loop = false } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = Engine // This links the effects to a given ModuleEngines engineID = ClosedCycle // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle responseRateUp = 0.005 responseRateDown = 0.1 } CONTROLLER { name = random linkedTo = random range = 0,1 } TEMPLATE { // This is the name of the template to use templateName = waterfall-kerolox-lower-RD170-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform // scale the templated effect position = 0,0,-0.005 rotation = 0, 0, 0 scale = 1.9, 1.9, 1.9 } } }
×
×
  • Create New...