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Jeb x Valentina

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Everything posted by Jeb x Valentina

  1. Well, TECHNICALLY.... You still need to add jetpack plumes, as well as waterfall effects for kerbal helmet lights. I just... FEEL like we need 'em
  2. I know the following screenshots are KSP1, but didn't want to miss out hehe... FIRST!? WHAT!? Here are a few photos of a kerbolar eclipse from a contract sattelite that required mun orbit. No mods other than engine waterfall. Eclipse about to start. Must be one of my, if not my fav screenshot Half-kerbol covered, with the surface visible. Sattelite already in shade. Ditto, but no UI At this point, kerbol is pretty much no longer visible other than its atmosphere And it's gone!
  3. @linuxgurugamer it worked! Clearly, the O-10 and Dawn are working! RCS also works now And after turning infinite fuel on... All engines are working perfectly. Beautiful I like how the orange plumes match SRBs tysm for the help, and I suppose you can mark this as resolved and call a mod to lock it
  4. By hand. I guess I'll try to install manually one last time If it fails, I'll use CKAN. I just don't like it cuz this will likely be the only mod I'll ever use Thanks for the support tho
  5. I did the test, this happened The skipper has its glorious plume, but the reliant and swivel don't I then tried deleting the MM cache files, relaunched, loaded the craft again, and nervously hit the Z key Nothing changed My guess is I must've screwed something up while installing. However, I don't want to reinstall. If it helps, this is the output on the waterfall editor: Only the skipper effects show, which really adds up to the issue. On a craft with only non-plume engines (i.e a spark, which doesn't work for me currently) it outputs this: It simply can't see that it' meant to add a waterfall plume to the engine. Any non-reinstall solution based on this would be appreciated. Thanks.
  6. Ok, I already uploaded the craft at KerbalX - waterfall test As for actual testing, expect it a bit later, since I'll be a bit busy today Meanwhile, here are a few clearer screenshots of the problem: Terrier works, panther doesn't Whiplash doesn't work, but aerospike does
  7. Hello, kerbonauts. If you read the wiki, you've likely seen this icon () representing all fuels except xenon, as well as ore This icon is either outdated (as it was uploaded in 2014) or unnoficial, and I can't seem to find the source other than a user under the username of NWM, who also created the icons for intake air and xenon gas ( and , respectivetly), which have the same problems as the jerrycan icon. My point is, when you use advanced mode to filter by resource in the VAB, you get some nice, in-game official icons for each resource, which are apparently located at GameData\Squad\PartList\SimpleIcons along with the R&D tech tree icons. I'm searching for help to replace these old icons by the advanced mode ones. I also already took the liberty of uploading them into the following locations: File:Ablator icon.png - Kerbal Space Program Wiki File:Ec icon.png - Kerbal Space Program Wiki File:Intakeair icon.png - Kerbal Space Program Wiki File:Monoprop icon.png - Kerbal Space Program Wiki File:lf icon.png - Kerbal Space Program Wiki File:Oxidizer icon.png - Kerbal Space Program Wiki (already uploaded in 2015, but for whatever reason unused) File:Solidfuel icon.png - Kerbal Space Program Wiki (also already uploaded) File:Xenon icon.png - Kerbal Space Program Wiki
  8. at last, support Sure The log (idk why I'm uploading on github) JebVal/Waterfall-troubleshoot-JebVal: title says all (github.com) Gamedata:
  9. undrowning post Pls help. I can'0t stand having both plume packs at the same time
  10. Hello. I have recently started digging down the hole of modding, specifficaly, waterfall; as I fell in love with it after watching a few videos. I then realized that I liked the stock waterfall effects mod the most, and then installed B9 cuz dependencies. Most engines are not working The working engines are the following: Mamooth and vector Rhino Dart Skipper and mainsail R.A.P.I.E.R (both modes) Terrier and poodle Twinboar All other engines still have stock plumes Screenshots:
  11. Totally vectors. High TWR, radial mounting and a very good ISP at all altitudes
  12. He's the main guy with the job of keeping the community friendly, moving threads, merging posts, etc May I ask hoy you did it? I thought the limit for the best wheel was 80m/s motor and 100 m/s impact
  13. I have this boi: KerbalX - The racekar It's not very good at taking sharp turns (That's why it has winglets) but as for speed, it goes up to around 70 m/s (or 250km/h), which is almost the upper limit of stock wheels I'ts powered by fuel cells tho, so make sure u start 'em
  14. Sounds like KSP1 docking port drives lol I assume the code for "magnets" on the boots got inherited from the ports
  15. @AtomicTech thanks to my very scientific test, I have finally figured out which engines work. The list is below: Vector/Mamooth DART Rhino Mainsail Skipper Twin-boar RAPIER (both modes) Poodle Terrier All other engines, as well as all RCS thrusters have their boring particle plumes As for the light waterfall, I honestly have no idea
  16. Dependencies only. (Update: Aerospike arrarently works as well, I'll try to make a test by firing all engines at once)
  17. Here's a pic of the planned base design btw:
  18. Chapter II: Elipson K-bait Hello kerbonauts. Stuff has gone quite wrong with my plans for Elipson. First of all, It requires to be crewed with 3 scientists, which I don't want to doom (or potentially kill). Next, is the base is way too heavy, even for the Behemoth to lift, and while I could use 2.5m rockets, I don't feel like wasting so many funds. So yeah. Elipson will have to be suspended until the next Eve launch window . Anyways, with the transfer burns for Evenera II and the miner 80 days away, I decided to just time warp and do it. Yet again I forgot to screenshot Evenera II (at least for the escape burn, but you can imagine it ig). However, as I switched tothe miner, the kraken decided to play with it And a bit of burning later, we (almost) finally have our escape. (Evenera II is that probe with the red link to Minmus) However, my eve approach wasn't ideal for a Gilly mission, so I did a correction burn (not pictured sadly). I also planned my approach to Gilly
  19. Yep. I'm aware. Anyways, about to post chapter II, will take that into account
  20. @AeroSD, it has nothing to the with the version switching. It also happens with me, (and I have never reverted versions) I guess it's some bug with the shading and not a texture bug Also, I know a mod should say this first, but welcome to the forums!
  21. Hello dear kerbonauts. Recently I got a couple eve contracts and a gilly one, so I decided to launch as the window approached Mission I (Evenera II) is an attempt to fly-by eve and return (Sadly I'ts in LKO alrdy and forgor to screenshot ) Mission II (The gilly miner) wil try to get 1k ore from the asteroid, and is the one we're discussing today Mision III (The elipson "base") will be a random arrangement of seats 6 kerbal Eve base with an ISRU Here is a view of my mission control: However, my ship turned out to be quite heavy (as it included a survey-relay thing and 2 drills, along w 16 ore tanks), so I had to build quite a behemoth to launch it It's this thing: Simply nicknamed as "the behemoth" by me, it's inspired by Falcon heavy Let's launch! And just like that, the heavist vessel of my program using only the small parts has left the ground. Time to get this thing to LKO Staging went quite smoothly thanks to the reliant's high TWR and those powerful hydraulic manifolds, along with a couple fins on the boosters to make them tip over to the side. After that though, thing went horribly wrong For whatever reason, deploying the fairing caused me to los control ocer the rocket's attitude and made me lose the mission. Luckily I could revert flight that was just a simulation Thiis time, I added a reaction wheel to the behemoth's core so we could steer better Time to try again! LIFTOFF- EXCUSE ME!? After that, I coasterd until near apoapsis, and at first, wanted to use just one burn for circularizing But ended up doing two for efficiency After circularizing, I just let the maneuver tool calculate stuff Apparently, we'll encounter Eve about an orbit later Oh well. Time to wait Thanks for reading. I'll leave the thing parked in LKO until the window occurs. Next time, we'll launch Elipson (obviously uncrewed)
  22. good thing I hesitate to upgrade the VAB to lvl 3
  23. Did you use an air intake (turboshafts are basically jet engines)?
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