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Galacticruler

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Posts posted by Galacticruler

  1. ...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.

  2. 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.

  3. 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.)

  4. 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.

  5. 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.:mad:

    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.

  6. 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.

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