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Posts posted by Galacticruler
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...yeah okay good luck with that.
In over my head is an understatment
So... Are you going to post a WIP/song of just tell us to look for sound?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.
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Just letting you all know to look out for a new dubstep I'm working on.
Made entirely in Speakonia(TTS program) and Audiacity.
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Solid metalic hydrogen.
Pressure = heat
Pressure + heat + hydrogen = explosion OR metalic hydrogen.
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wow. Looks nice, NoMrBond.
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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.
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great. Better when sea-salted and combined with pretzels.
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The poll is missing an option for no persistent debris. I use that because of my laptop.
much this.
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I've never done skinning, but I'm good at the whole art/texture thing, if someone could introduce me to it...
And what does a Unity Rigger do?
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.)
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Whats inside of the file?
If its nothing important delete it.
It actually contains nothing at all. 0 bytes.
I faer erasing it however :S
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what WeeGee said.
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grrrr.
what i mean is i copy over the two folders (the original track mod and also your fixes) but whenever i launch anything with treads on it it veers to the right.
....you shouldn't need the original tracks mod....my fixes include the plugin and all needed files...that might be it.
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Gentelmen.
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Someone get 4Chan, tumblr and TPB on this.
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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.
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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.
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oh god, it looks so realistic. ;-;
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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)
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ok this is pissing me off now. my fix works but if i try making a half track with the mark 3 the suspension gets in the way and turns it to the right or left!
and judging by the lack of flipping help from the person who picked the mod up i'm thinking if i'm going get a fix anytime soon it'll be from my own coding or buggering about on the config...
to be honest i gave up hope on this when the guy who made this thread said someone else was going to work on it and not the thread maker himself. but that's just my paranoia.
sorry for double posting
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.
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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:
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Ooops.
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*Cough*rule #6*cough*
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I just don't see where you could go with something as open-ended as this.
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Sounds like you installed it to a folder with a different name. Make sure you grab the KWRocketry folder from GameData in the zip and put it in your GameData. Don't rename it or put it under a different folder, etc.
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.
Starting a dubstep project.
in The Lounge
Posted
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.