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  1. Hi jlcarneiro, I am glad that you like my mod. Play with this lines for volume. First number is % of throttle, second number is % of volume height. volume = 0.0 0.0 /0% throttle 0% volume/ volume = 0.1 0.6 /10% throttle 60% volume/ - this line is optional, you can add more lines if you want to define more levels of throttle volume = 1.0 2.0 /100% throttle 200% volume/ Same thing for pitch. pitch = 0.0 0.0 /0% throttle 0% pitch/ pitch = optional lines pitch = 1.0 1.0 /100% throttle 100% pitch/
  2. Thanks marc40k. OP is updated to confirm compatibility with KSP 1.0.2. I included one craft file in download and if you don't need that file there is no reason to redownload. Valentina having a blast at Minmus riding her twin engine (16k valves per engine) IONCycle that Bill made for her birthday.
  3. Ok, thanks. I think I will play some more with REGO_ModuleAnimationGroup.
  4. RoverDude, I am trying to edit dtobi's Asteroid Refinery to use your REGO converter. When I replace this MODULE { name = km_ModuleGeneratorObserver initAnimation = Open } with this MODULE { name = REGO_ModuleAnimatedConverter convertAnimationName = Open } i get this error (converter is working, animation not) [ERR 12:54:25.662] Cannot find a PartModule of typename 'REGO_ModuleAnimatedConverter' What else do I need for your converter to work beside regolith.dll (0.1.5)? Also, is this example correct way to do TACLS conversions? MODULE { name = REGO_ModuleResourceConverter converterName = Sabatier Recycler conversionRate = 10 StartActionName = Start Recycler StopActionName = Shutdown Recycler RecipeInputs = Water, 0.000001360254171, CarbonDioxide, 0.000851605032367, ElectricCharge, 0.039783051310155 RecipeOutputs = Oxygen, 0.001713537562385, false, Waste, 0.000000807530168, true } and what is module property for this?
  5. One of mine must-have mods is RemoteTech so I usually have bunch of small sats with ion drive and as you pointed your self, moving them around is somehow dull without of some kind buzzing or such.
  6. Great work Diazo, I became to lazy to land manually because of your mods Any chance in some future updates to support stock toolbar or add key binding to this mod?
  7. Thanks Nathan. btw, i was just experimenting with other mods(KJR, KER, DREC, KAS) and so far for me its only happening with FAR when there are CustomFAR*.cfg's in FAR folder. If I delete these four files and start game, alt tab to windows and check log, texture is loaded, load save game (new or old no difference) texture is still there, but when I exit game and start it again (FAR has created these custom cfg's) texture is not loaded.
  8. When I noticed that texture is missing I was adding one by one mod and texture is missing only with FAR. btw what is E.V.E?
  9. Can someone confirm that I am (not) the only one missing mk3 cargo bay texture with FAR plugin? Stock KSP + ModuleManager.2.5.4.dll + FAR KSP.log [LOG 08:44:08.092] Load(Texture): Squad/Parts/Mk3/Mk3CargoBay/Mk3CargoBay [LOG 08:44:08.119] Cannot create texture: No header created [WRN 08:44:08.120] Texture load error in 'C:\GamesSteam\SteamApps\common\Kerbal Space Program\GameData\Squad\Parts\Mk3\Mk3CargoBay\Mk3CargoBay.tga' output_log.txt (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Load(Texture): Squad/Parts/Mk3/Mk3CargoBay/Mk3CargoBay (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Cannot create texture: No header created (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Texture load error in 'C:\GamesSteam\SteamApps\common\Kerbal Space Program\GameData\Squad\Parts\Mk3\Mk3CargoBay\Mk3CargoBay.tga' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) logs
  10. Ok, this is starting to look like I am talking to my self but I did get couple of private messages with critics about sound, and while I appreciate your discretion, please fell free to post in forum. So, here is new wav file, hopefully less annoying than previous. v 0.2.1 -new wav file As for TIE fighter sound request, I cant find file that is good for looping. Sound effects from Star Wars are good for fly buys but awful for engine loop.