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frencrs

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Everything posted by frencrs

  1. It's exactly like Precise Node, except the author is doing more recent updates. I'm almost certain it'll work exactly the same without changing anything in either mod.
  2. I was seeing this too earlier with SCANsat v14.7; both SCANsat v14.7 and VesselView throw a null ref exception repeatedly when toggled on RasterPropMonitor Screens. SCANsat just released a new version (14.8) that claims to fix this in the changelog, I'm about to try it out. If we're lucky, whatever SCANsat did to fix their RPM screens might work for VesselView too, I'm not sure though.
  3. These are great rover wheels. Very excited to try this mod out. (autorove)
  4. Dude, this mod is worth downloading just to get at those sweet solar panel wing parts.
  5. Love this mod, any chance of getting a toggle to use Unity style black/white/transparent interface instead of the default KSP interface? Similar to what TransferWindowPlanner, KerbalAlarmClock, etc. does?
  6. PART { // Kerbal Space Program - Part Config // Shuttle Engine // // --- general parameters --- name = km_ssme_rs25ss module = Part author = dtobi // --- asset parameters --- scale = 1.0 mesh = model.mu // --- FX definitions --- //fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running //fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = veryHeavyRocketry entryCost = 24000 cost = 2220 category = Engine subcategory = 0 title = RX-25ss Straight Shuttle Main Engine manufacturer = Klockheed Martian description = Looks like the real thang! Is not bent. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 1.45 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 bulkheadProfiles = size1 stagingIcon = LIQUID_ENGINE NODE { name = top transform = node_top size = 2 } NODE { name = bottom transform = node_bottom size = 2 } //MODULE //{ // name = ModuleEngines // thrustVectorTransformName = exhaust // exhaustDamage = True // ignitionThreshold = 0.1 // minThrust = 0 // maxThrust = 750 // heatProduction = 125 // fxOffset = 0, 0, 1 // PROPELLANT // { // name = LiquidFuel // ratio = 0.9 // DrawGauge = True // } // PROPELLANT // { // name = Oxidizer // ratio = 1.1 // } // atmosphereCurve // { // key = 0 380 // key = 1 330 // } // //} // START FX EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flamethrust modelName = Klockheed_Martian_SSE/FX/engine/ssmeflame transformName = exhaust emission = 0.0 0.1 emission = 0.5 0.25 emission = 0.75 0.75 emission = 1.0 1.0 speed = 0.0 0.40 speed = 1.0 1.0 size = 0.0 0.3 size = 1.0 0.7 localOffset = 0, 0, -3 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light 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_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke powerEffectName = powerflame thrustVectorTransformName = exhaust exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 750 heatProduction = 570 fxOffset = 0, 0, 1 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { // was 380 330 key = 0 320 key = 1 280 key = 7 0.001 } } // END FX MODULE { name = KM_Gimbal_3 gimbalTransformName = gimbal trustTransformName = gimbal yawGimbalRange = 5 pitchGimbalRange = 5 enableRoll = true } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleAnimateHeat ThermalAnim = ssme-straight } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = exhaust } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } } Actually as of now this is still underpowered, the new stock Shuttle-lookalike-Engine has 1000kN of thrust. I'm seeing problems with the launch effects as well, I'll see if I can figure out some fixes for 1.0.5, might have something to do with smokescreen. ALSO, let's see if I can't get a RealPlume config working for these since RealPlume is awesome.
  7. Sweet, other mods like TransferWindowPlanner and KerbalAlarmClock have the functionality for the skin and toolbar options. Their source should show a good way to do it.
  8. Any chance of getting this mod to use the unity interface instead of the KSP interface? Also blizzy's toolbar instead of the stock toolbar?
  9. I don't know what I would do without this part pack I use SpaceY stuff more than any other lifter parts in the game by far.
  10. Anyone else on linux seeing the config file being created in the Kerbal directory using backslashes instead of forward slashes? This file is showing up in the main Kerbal directory: (NOTE this is the actual name of the file not the path) "\\home\\user\\.local\\share\\Steam\\steamapps\\common\\Kerbal\ Space\ Program\\GameData\\medsouz\\KerbalKonstructs\\PluginData\\KerbalKonstructs\\KerbalKonstructs.cfg" This can happen sometimes when compiling on windows instead of linux, I think it's a pretty quick fix when you get a chance.
  11. I really feel if it was any thinner it would be almost unusable. Just look at the Mk4 parts Nertea released a few days ago, those bulge up and down, but they also fit 2.5m parts inside comfortably.
  12. Awesome! I was just thinking about an idea like this a few days ago. These were some other bullet points I had if you want any ideas for future versions. - Make pods that don't have airlocks like the 2.5m 3 seat command pod decompress-able; while decompressed all crew still in the pod have to use their EVA lifesupport suits. - Make a compressor pump module that would take say, 30-40 seconds and 10-12 ec/s? That could store airlock air as a resource in an airlock attached tank. - Using Connected living spaces and the "Close Hatch"/"Open Hatch" actions on the docking ports to allow a CLS area to be depressurized without depressurizing areas beyond closed hatches. - Make nicer airlocks able to save ALL the air by depressurizing with pumps to a near-vacuum, and have cheaper airlocks lose some air every time they're opened. - Make an airlock action that would allow crew to "blow open" an airlock and create a quick thrust vector in the direction of the airlock door, the magnitude of the vector dependent on the amount of air available to leave the airlock when the door is breached. Also please include a link to your source code on github so we can check it out and help debug!
  13. I have the same behavior, just repeatedly hit the retract, I usually only have to do that 2-3 times before it retracts. Sometimes it takes a little longer, but not always.
  14. Your ejecting winch harpoons have saved dozens of heavy landers, dozens!.
  15. With the Sol system version or the 10x Kerbol system version it is extremely difficult without Realism overhaul. I recommend looking into the 6.4x version of the Kerbol system. It increases the difficulty in a similar manner but you don't have to increase the size of anything. You can also use the ISP difficulty scaler.
  16. Running KSP with multi screens is already a performance hit, I have a triple monitor setup: 2 left monitors (1 portrait, 1 landscape) are run with a Nvidia GTXsomething (I can't remember the model), and the right monitor is run off the Intel graphics. Basically my xorg.conf uses the 'nvidia' linux driver for the left two and the 'intel' driver for the right. Running in this mode unfortunately doesn't let me use __GL_THREADED_OPTIMIZATIONS. I should probably invest in a pair of video cards so I can just use only the nvidia driver. Either way I see much better frame rate and physics processing speed using 1 monitor with the threaded opt.; i.e. the mission time numbers are mostly always green instead of yellow indicating the physics is able to run in real time. Uh, so in summary I guess I could have just said "you'll need a fairly beefy machine to run multi-monitor KSP while streaming or recording." This mod looks like a great step in a new direction in regards to multi-monitor KSP though, I like it. Currently we have: -KSP on one screen while using Telemachus in a browser on another screen to display info and controls. -One KSP instance on one screen showing flight view with an ENTIRE other instance of KSP showing the map view syncing across their persistent.sfs files. -KSP on one screen while using telnet to kOS in a terminal on another screen to display info and send commands. This new option looks very promising!
  17. I'm tinkering with the ScienceLab issue currently too, a few weird points: People using the OPT space plane parts J Science lab are seeing the same issue. The OPT SciLab is working for me, however this mod's SciLab is showing the bug. Some are having THIS mod's SciLab work but see the bug with the OPT SciLab instead. I'm really itching to find out what's causing it.
  18. I do say I must bestow prominence on this brilliant inquiry.
  19. I've seen this problem too, but not with this mod. The SciLab from the Mk2 Stockalike Expansion also causes the right click locking. It must be something to do with the SciLab module, I'm going to try testing out some different configs.
  20. Thanks for the update, this is a great tool. Much more elegant than the stock temperature info.
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