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sebi.zzr
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KSP2 Release Notes
Everything posted by sebi.zzr
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Nothing to celebrate here, still can't get to the mun. We just hope, santa will bring some that delicious minmus mint ice cream for the confort.
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1-10 i don't know how to play this game.
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Adding an RCS mode to engines
sebi.zzr replied to SnailsAttack's topic in KSP1 General Mod Development Help and Support
Yes, from ksp api. -
Adding an RCS mode to engines
sebi.zzr replied to SnailsAttack's topic in KSP1 General Mod Development Help and Support
Hello Try adding: MODULE { name = ModuleRCSFX useZaxis = true } -
Complex medical care for Kerbals in space.
sebi.zzr replied to Earthbound Spartan's topic in KSP1 Mods Discussions
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Prevent air breathing engines working under water
sebi.zzr replied to stk2008's topic in KSP1 Mods Discussions
Here is your MM patch: @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*] { %disableUnderwater = true } { HAS:@PROPELLANT[IntakeAir] } } It 'll prevent jet engines to work underwater. -
Could someone give real parts mod list.
sebi.zzr replied to lukaskuzn's topic in KSP1 Mods Discussions
welcome, hope it helps -
Ksp bricked my pc
sebi.zzr replied to milked3301's topic in KSP1 Technical Support (PC, unmodded installs)
welcome to the forum. if i would blind shoot. your HDD has seen better days! KSP tends to be heavy on hardware and this is not hardware support but some specs of your machine, would clearly give us some insight. -
@sumghai, if this is still relevant. I hope this is some kind helpful, at least on node 1 and 3. name = SDHI_WRL_Amber MODULE { name = ModuleLight lightName = Spotlight lightMeshRendererName = Pointlight useAnimationDim = true lightBrightenSpeed = 100 lightDimSpeed = 100 resourceAmount = 0.01 animationName = SDHI_ToggleLight_Amber useResources = true movementTransformName = Pointlight } You will see for yourself what the code does on existing model, but apparently there needs to be some changes to animation hierarchy. As far the fixed color goes, i tried to link "ModuleLight" to "ModuleColorChanger" with no avail (so far). As i would like to see you to make just one part that uses existing stock behavior, i'll try to figure out the rest of the puzzle. best regards
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prevent running thruster while it is stowed?
sebi.zzr replied to Asarjan's topic in KSP1 Mod Development
Hello, maybe you could use: MODULE { name = ModuleEnginesFX shieldedCanActivate = false } but i don't know how did you setup your engine. There was a plugin that allows the behavior that you described: and i think LGG adopted it but i can't find the link. So maybe @linuxgurugamer could help you more. -
@maddog59have some courtesy and at least read the OP. Your moaning about playing with non compatible version of the game will not solve any problems.Instead, post some game logs. If you don't know how, read this:
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Reverting Jet Sounds to 1.3.1 standard
sebi.zzr replied to Warezcrawler's topic in KSP1 Mods Discussions
dislike -
Reverting Jet Sounds to 1.3.1 standard
sebi.zzr replied to Warezcrawler's topic in KSP1 Mods Discussions
I did some research and found that [snip]. You could [well-meant but rule-breaking advice redacted by moderator]. -
Excessive Mini AVC
sebi.zzr replied to Mark Kerbin's topic in KSP1 Technical Support (PC, modded installs)
In my opinion,you don't need any.I usually delete all. -
If you changing to ModuleRCSFX,you also need to ad effects for plumes to work. EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.02 0.2 volume = 0.5 0.2 volume = 1.0 0.2 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } }
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Yes,these explains a lot,because switching between models it's not possible.