sebi.zzr
-
Posts
835 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by sebi.zzr
-
-
sorry man, you could reverse engineer the "critter crawler" or share some assets with us to see what are you trying to achive.
i would not expect any magic to happen.
-
-
1-10
i don't know how to play this game.
-
On 9/22/2021 at 2:41 AM, SnailsAttack said:
I assume you got that parameter from this website, yeah?
Yes, from ksp api.
-
Hello
Try adding:
MODULE { name = ModuleRCSFX useZaxis = true }
-
-
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.
-
welcome, hope it helps
-
23 hours ago, milked3301 said:
I was building a space ship and went to save, my screen went black and now my pc won’t boot properly, if it does it goes black and reboots itself after a minute or so
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.
-
I totally forgot, how the old landing legs were fixed.
green:
Spoiler//MODULE
//{
//name = ModuleLight
//lightName = Spotlight
//useAnimationDim = true
//lightBrightenSpeed = 100
//lightDimSpeed = 100
//resourceAmount = 0.01
//animationName = SDHI_ToggleLight_Green
//useResources = true
//}
MODULE
{
name = ModuleAnimateGeneric
animationName = SDHI_ToggleLight_Green
startEventGUIName = Deploy
endEventGUIName = Retract
actionGUIName = Toggle gear
}amber:
Spoiler//MODULE
//{
//name = ModuleLight
//lightName = Spotlight
//lightMeshRendererName = Pointlight
//useAnimationDim = true
//lightBrightenSpeed = 100
/lightDimSpeed = 100
//resourceAmount = 0.01
//animationName = SDHI_ToggleLight_Amber
//useResources = true
//}
MODULE
{
name = ModuleAnimateGeneric
animationName = SDHI_ToggleLight_Amber
startEventGUIName = Ligts ON
endEventGUIName = Ligts OFF
actionGUIName = Toggle ligt
}blue:
SpoilerMODULE
{
name = ModuleAnimateGeneric
animationName = SDHI_ToggleLight_Blue
startEventGUIName = Ligts ON
endEventGUIName = Ligts OFF
actionGUIName = Toggle ligt
}QuoteModuleLight no longer uses animations to control color and brightness of the lights.Instead this is done by the part module itself.
"ModuleAnimateGeneric" now controls color and brightness of the lights.
-
Hello dear sir, just FYI. I was investigating another bug and find out that maybe link between "ModuleLight" and animation is broken.
It's not directly related, but i think that the sock landing gear has the same problem as your mod.
-
@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
-
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:
-
2 hours ago, JayCheetah said:
This worked. Any idea what caused it?
It's caused by not generating the "drag cubes" correctly for the parachutes and some times for other parts too. It happens mostly on fresh install where "PartDatabase" get corrupted.
-
@JayCheetah go to your KSP install folder and delete "PartDatabase.cfg" then restart the game.
-
On 12/8/2020 at 11:58 PM, Vanamonde said:
I have never heard of this happening in the stock game. Do you have any mods installed?
It's been really long time this happened in stock game, it happened to me too.
@KerbalPilot178find your ksp install directory and delete PartDatabase.cfg, then run your game.
-
On 19.4.2018 at 11:15 PM, Kernel Kraken said:
Now it's confirmed, I'm one of the few people who actually like the new sounds...
If there are any others.
dislike
-
40 minutes ago, MaverickSawyer said:
Does anyone know of a GOOD mod to help with VTOL ops
-
I did some research and found that [snip]. You could [well-meant but rule-breaking advice redacted by moderator].
-
19 hours ago, Mark Kerbin said:
Im thinking I only need one right?
In my opinion,you don't need any.I usually delete all.
-
9 hours ago, TheNarwhalArmy said:
I'm making a CubeSat mod and i made the first part. the only issue i'm having is that when i click on the part to place it, i see the nodes, just no actual part... I think i has to do with the model and texture. When i put it thru unity to get the .mu file, i only get a .mu file. I think there is also supposed to be another file too that is the texture. Also if i'm right about that what do i need to put in the .cfg file of the part to say what texture i want?
I hope this helps
-
6 hours ago, Capt. Hunt said:
I've got some older mods that suffer from the ModuleRCS change. How exactly can I fix that? I've heard that you can change the name of ModuleRCS to ModuleRCSFX, but as far as I could tell, that just made the plumes disappear completely. Am I missing something?
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 } } }
-
2 hours ago, rspeed said:
Nope. I've been using Blender to combine all of the meshes into a single model, so there's no GameObject duplication.
Yes,these explains a lot,because switching between models it's not possible.
Free KSP2 Holiday Giveaway!
in Announcements
Posted
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.