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Nazari1382

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Everything posted by Nazari1382

  1. Find the entry for the turboramjet and remove it (squad_hotrockets.cfg)
  2. You want one moduleenginesfx unless you are switching modes. You also want one transformname even if you have multiple transforms, if you want the same effect on them... and you want to spell the name of your transforms inside your effect correctly, too.
  3. It makes plumes expand with decreasing atmospheric density.
  4. I've posted an update for 1.0.4 on Kerbalstuff: https://kerbalstuff.com/mod/741/HotRockets Updated 6/29/2015 - added compound effect for Turbojet engine - added compound effect for rapier engine - added effect for Flea SRB - added two small fx files : flamejet2 and flamejet4 - addressed issue with jet engine exhaust at 0 thrust - addressed rocket smoke plume size on larger rocket engines - addressed launch smoke effect not appearing on Nasa engines - addressed 1.03 change for basic jet engine moduleengines
  5. Download the newest copy of Firespitter from ckan. Verify that you have the firespitter plugin in your gamedata folder.
  6. The configs weren't for 1.0, they are older - going to remove them for the next version of the mod. Edit: actually, probably just going to make these both heat tweak files and remove the unused modules.
  7. Yeah. You are - you need to completely remove whatever copy of KSO you had (4.13, plugin mods included) and install version 4.2
  8. You use ckan to download it. It recognizes the dependencies and downloads them from their own authors, making sure you have the newest one. I don't think our ckan entry has been added yet officially to the latest version of the program, but I did create a .ckan file for us on ckan's site.
  9. I too have a .craft KSO-26X Orca, Flight Test Aircraft http://www./download/a78i7lib4n2iftg/KSO-26X+%27Orca%27.craft#39;Orca'.craft
  10. version 4.2 - Added support for Aero changes in KSP 1.0 - Added support for Heat changes in KSP 1.0 - Added airbake module support - Adjusted node directions to fix connection issued with KSP 1.0 - Fixed image path error in RPM folder - Added support for DPAI to KSO RPM computers (Plugins page) - Converted Part and Interior Space textures to .DDS format - Added Rover craft files and added fuel cells to both orbiters. - Adjusted separation motor placement for the Super25 lifter - Added separation motor heat adjustment patch Kerbalstuff Link: THIS VERSION DOES NOT INCLUDE THE REQUIRED PLUGINS. IT IS MEANT FOR CKAN USERS. [removed link to defunct website] Complete Mod Pack Mediafire Mirror: (Complete version of KSOS with plugins) http://www./download/0cpv4e53q5mh1tp/KSO_v4.2_CompletePack.zip
  11. I've been putting together a new version with Avalon's help and I plan to have it ready for the weekend. The new aero seems to work ok, and the reentry on both shuttles is working just fine. Yes, it uses DDS! I will have to take another look at everything tomorrow.
  12. Even though I do plan to update these parts more and include them with some new ones, after testing I think the Falcon is ready to be uploaded on its own. Download: Mysterious Projects Falcon Pack Craft file: http://www./download/pois6cic8zkrvfb/Falcon+I.craft - New RPM props, including HUD with functional and transparent screens - Flight model tuned for new 1.0 Aero (airbrakes too)
  13. For anyone who downloaded 1.0 experimental, uninstall the mod and download again from here: http://www./download/8t42ir7y83dd5xn/HotRockets_1.0.2_CorePack_Nazari.zip My fault guys - looks like this had an unneeded config included. The mod folder should have a config called zAtmo_hotrockets.cfg, and expansion is already working. You can change the values in that config to change the size to your liking.
  14. http://www./download/8t42ir7y83dd5xn/HotRockets_1.0.2_CorePack_Nazari.zip -fixed configs for 1.0 changes -experimental mu fx files added -experimental expansion config added credits:NathanKell-testing and config edits big thanks to Sarbian for the quick updates
  15. Try mine, I'm open to suggestions about its balance: http://www.curse.com/ksp-mods/kerbal/225168-traditional-tech-unchained
  16. Any mod that adds parts to the stock nodes.
  17. Traditional Tech Unchained: A custom tech tree for Alternative Texture Configurator Get ATC Here: http://forum.kerbalspaceprogram.com/threads/93759-ATC-Alternative-Tree-Configurator Currently a WIP. I've converted Traditional Tech from the old Treeloader version and there are some changes. This version needs testing. Goals: Maintain current list of stock nodes to provide compatibility for mods using them Create a progression through career mode that more closely resembles human tech progression* Move parts to more appropriate tech nodes and adjust unlock prices to improve gameplay *Note: This means you will need to perform science on Kerbin to unlock parts for space flight. Download: http://www./download/0uua3v8ivuc92nm/TraditionalTechUnchained_Nazari.zip
  18. These should work: http://www./download/yvdfsjk9h0d60vf/skidgear_Nazari.zip Not sure if I will be making new versions of these yet.
  19. - RCS nose cone was placed in control because you'll typically want to put rcs ports on after attaching it. - The whole point of the mod is to give you a replacement for the original mk3. When 0.25 was coming out, I included a stand-alone part in case the standard mk3 was changed. In the future, this mod will only be the new stand-alone part, so people can have the new squad mk3 too if they want. - the stock fuel tank and adapters were placeholder, and likely messed up by 0.25 now - crew module is working as intended.
  20. It's supposed to be adding a new emissive. Remove the Emissives folder in MP_Nazari/FX to revert.
  21. got some minor fixes coming for squad + nasa. I simply don't have the time or interest to maintain support for every engine mod at this time, so feel free to post any cfgs you want to share. edit: HotRockets 7.25 Core Pack Community Configs Pack
  22. Because it isn't meant for 3 1.25m parts. The CoMs are aligned closely enough, especially with Dtobi's shuttle engines, that you can use 2 main engines and the top mount can be your OMS (plans for this later) but I can see how an mk3 Extended to 2.5m looks.
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