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Galacticruler

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Everything posted by Galacticruler

  1. Well...if making the audio snipets into .WAVs myself and stringing them togeather counts... Figures, I'm in choir (And great at it too) and have a horrible understanding of music. I'll show myself out.
  2. In over my head is an understatment lol, sorry guys, as it turns out, it was horrible. if you'd like the finished product, message me, I might send it to you.
  3. Just letting you all know to look out for a new dubstep I'm working on. Made entirely in Speakonia(TTS program) and Audiacity.
  4. Solid metalic hydrogen. Pressure = heat Pressure + heat + hydrogen = explosion OR metalic hydrogen.
  5. PART { // this is a sample config file, for determining a good file format for defining part parameters // comment line - ignored by cfg parser // empty lines, or lines without a '=' sign are also ignored // all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting // diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs) // each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though) // each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored. // conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value // This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed) // --- general parameters --- name = RAPIER module = Part author = C. Jenkins // --- asset parameters --- mesh = rapier.mu scale = 1.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0,0.741545,0.0 , 0.0, 1.0, 0.0 node_stack_bottom = 0.0,-0.2048244, 0.0, 0.0, 1.0, 0.0 // --- editor parameters --- mass = 1.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 3600 TechRequired = hypersonicFlight entryCost = 65000 cost = 5900 category = Propulsion subcategory = 0 title = R.A.P.I.E.R. Engine manufacturer = C7 Aerospace Division and Rockmax Conglomerate description = The R.A.P.I.E.R. (Reactive Alternate-Propellant Intelligent Engine for Rockets) is a joint venture between C7 Aerospace and the Rockomax Conglomerate. Designed to fill a gap in the design requirements for sustainable single stage to orbit aircraft, this engine combines the best of rocket and air-breathing thrust technology. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike 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 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike 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 } } engage { 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 } } } MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle } MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrustPoint exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 190 heatProduction = 400 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 15 } atmosphereCurve { key = 0 1200 key = 0.3 2500 key = 1 800 } velocityCurve { key = 0 0.5 0 0 key = 1000 1 0 0 key = 2000 0.5 0 0 key = 2200 0 0 0 } } MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustPoint exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 175 heatProduction = 650 fxOffset = 0, 0, 0.25 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 360 key = 1 320 } } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimationEmissiveRapier } MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 3 } } Hope this helps.
  6. great. Better when sea-salted and combined with pretzels.
  7. skinning is basically texturing...but with a better sounding name. You edit the texture map of a model and give it a texture(Examples included in the GP engines and fuel tanks.) a unity rigger prepares the parts for use in KSP, using Unity to add thust transforms, hitboxes, ect...(I tried this, I was horrible at it.)
  8. It actually contains nothing at all. 0 bytes. I faer erasing it however :S
  9. ....you shouldn't need the original tracks mod....my fixes include the plugin and all needed files...that might be it.
  10. Someone get 4Chan, tumblr and TPB on this.
  11. http://gyazo.com/c7630e64197f037636f497d6e0d021eb caught the message. Ignored it again, but it was TRYING to stop IT from breaking programs...so now I'm confused.
  12. I undersand this is a PC Building thread, but I have a question reguarding a file. I started my PC this morining and found a "Program" file, with no extension at 0Kb just sitting in my C:\ drive, I don't know why its there or when it got there, but this morning it popped up a message about it being renamed to Program1 breaking programs....however I had no clue it existed until then, and I never tried to rename it...(In fact it DIDN'T exist until today...). AVG is unable to detect it, and I can't do a selective scan of it.
  13. Loving these. Would love some configs for the TV PP parts, as they overwrite the stock engines sometimes, and that removes these tasty effects.(I'd do it myself, but I'm lazy and don't have time)
  14. I didn't have to start supporting this you know....its even consumed my thread. Anyway, I am slightly confused by what you mean with the suspension. I'd have taken over plugin management for the tracks if Endless would've let me, and if I could code.
  15. Hey Lack, would you mind changing the link for the RBI tracks in the OP? I started supporting them and am currently distributing from here: http://forum.kerbalspaceprogram.com/threads/24967
  16. I just don't see where you could go with something as open-ended as this.
  17. Ah, you gave me an idea. I dug around and found that most of the parts use MODEL{} modules instead of model = name.something, so using Notepad++ I changed the KWRocketry in all of the parts into tKWRocketry(I renamed it to organize parts). Thank you, and I hope this helps people.
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