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Found 7 results

  1. Hi there, I'm currently working on a mod which reparents Kerbin to a new solar system which orbits a star which orbits a black hole which in turn orbits the stock sun. However, upon creating EVE and Scatterer Configs i have found that when I run both I get black EVE Details on every body. I have fiddled around with settings, my scatterer is set to follow the new star and my configs all run okay when I play with just the stock system, but seem to give these black details on every planet when i run both the scatterer and EVE. I can run just the EVE config and find that detail colours are normal, but whenever I run both the scatterer and EVE config I get these horrible looking black clouds. I've been stuck with this problem for several months and am really stuck in development of my mod. Any help would be really appricated as i have asked many other mod developers and scoured numerous forum posts for a solution. https://imgur.com/sLa32XC Here's the logs https://drive.google.com/open?id=1Xm5ljTJXz1AnbAwdHOer348RiuH-0qpp I'm running version 1.7.3.2594x64 of ksp with both DLCs at versions 1.7.1 breaking ground and 1.2.0 making history I'm running the latest versions of both EVE and Scatterer (for 1.7.x), at 1.7.3-0 and 0.0540 respectively Thanks in advance. I hope I've provided enough information
  2. Looking through the settings.cfg I spotted two items I'm not clear on the function of... } TOGGLE_SPACENAV_FLIGHT_CONTROL { primary = ScrollLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_SPACENAV_ROLL_LOCK { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } What are these? (I'm guessing I already know but am not making the right mental connection somehow...)
  3. I have built my own engines for KSP by the usual methods; Blender, Unity, and then modifying a .cfg file to fit my specific engine. The engines work just great in KSP 1.1.3. However, when I install them in KSP 1.2.2, they have no thrust. They use fuel, produce smoke, and make noise; they just do not have any thrust on the pad and no thrust is computed on the stats in the VAB. I am using a completely stock install of 1.2.2, except for the engines, which are in their folder under GameData. Here are two photos of the same part in action in both versions. Here is my .cfg file: PART { name = hybridFirstStage module = Part author = Peter Balholm, after Kartoffelkuchen mesh = model.mu rescaleFactor = 0.7 node_stack_top = 0.0, 33.42, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -4.4, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 2000 category = Engine subcategory = 0 title = Hybrid First Stage Engine manufacturer = Sarawak Tank Company description = A hybrid rocket engine which can be clustered to build the first stage of the Cassandra rocket. The oxidizer tank is bamboo plywood and holds nitrous oxide pressurized with gaseous oxygen. The fuel is paraffin wax and powdered aluminum. The sea-level nozzle made of Baekelite reinforced with asbestos fiber. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 3.33 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 RESOURCE { name = LiquidFuel amount = 6012 maxAmount = 6012 } RESOURCE { name = Oxidizer amount = 24048 maxAmount = 24048 } EFFECTS { running_closed { 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 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge 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 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ksX_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = AJ-26-62 runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 924 useEngineResponseTime = False engineAccelerationSpeed = 20 heatProduction = 400 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.4 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.6 } atmosphereCurve { key = 0 345 key = 1 268 } } MODULE { name = ModuleGimbal gimbalTransformName = AJ-62_Engine_Nozzle gimbalRange = 4 } MODULE { name = ModuleAnimateHeat ThermalAnim = --None-- } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } }
  4. Hey all. As of late I've been playing around a bit with module manager and just editing .cfg files, mostly as a way of familiarizing myself more with KSP's back-end, and partly because I do have some interest in maybe developing some kind of mods in the future, even if only for practice/personal use. Anyways, I spent the better part of my afternoon and evening today playing around with resource definitions and modules, and as a practice exercise I've been trying to make a simple set of .cfg files for a resource pack (Stuff like water ice, carbon, uranium ore, and processing these materials into other things with ISRU units). I get the gist of what I'm doing but there are a few things that I've yet to find answers to, and I'm looking for advice. Forgive me if my questions have been asked before. I did some googling, and found next to nothing, so I suspect this isn't a problem, but if so, please feel free to point me to the exisiting posts. 1) in the ResourcesGeneric.cfg file (GameData/Squad/Resources), what is hsp, and is it worth modifying for a new resource? 2) in the Ore.cfg file, I understand that I'm looking at the resource distribution parameters, but I don't know what Variance or Dispersal correspond to, also 3) is the PressenceChance parameter per planet? Per Biome? Per savefile? 4) still in Ore.cfg, what is ResourceType? I've yet to see an example of anything not equal to zero for that parameter... 5) It occurs to me that a few resource parts are configured by default to only work with the standard "Ore" resource, such as the Narrow Band Scanner, and the Drill Parts. Is there a simple way to make either of these function for all available resources, or must I add new modules to the .cfg for every mineable resource? 6) how do these changes apply to asteroids? do I have to use a MM patch to add mineral resource to a roid? Or are all of the other resource definition and distribution cfgs enough? I'm sure that I'm yet to encounter more questions on the topic of Resources, ISRUs, Drills, and scanners, so If you can think of anything else helpful for working on this kind of stuff, please, don't hesitate to fire your pointers my way! Happy Launching, happy Modding!
  5. Since 1.2 is about to start and I'm playing the pre for some time now I made some patches to enhance my gameplay a bit. This is mostly personal prefered stuff but in case someone likes it I thought I'll post it here so people can use it if they so desire. It's in AddonDevelopment because it's not a real mod or something I'd want to release and maintain, for now. Maybe later. It's just some patches with functionallity I don't want to miss. 1. ISRU and MiniISRU enhanced with the ability to convert Lf+Ox into EC. The rate stays roughly the same (900EC per 1Lf and Ox in the usual relation) as the one for FuelCells, but the EC/s is increased. 2. Crewreports for the MobileProcessingLab. 3. LaunchClamps with 1000EC/s powergeneration. 4. Start with empty MonoPropellant tanks on CommandPods. 5. Jettison fuel from ANY tank. 6. ALL science parts and basic RoverWheels at the start of career. Theyre all available as .ZIP via my GitHub. and need ModuleManager to work. Credit for some patches go back to the guys in this thread wich I started some time ago. And somehow this is a logical continuation/addition to it.
  6. Wasn't sure if this or the development subforum were more appropriate. Tried searching, but the only relevant stuff I could find was from CollisionFX, which isn't really what I'm trying to do. Having a hard time finding documentation on the particle effects. Modding experience: 3/10. I've only ever played around with a few .cfgs, mostly with rescaling and adding modules. I duplicated the "Puff" engine and turned the copy into a sparkler using fx_exhaustSparks_flameout (like those used to burn off excess hydrogen underneath the space shuttle). Problem is that this is a flameout effect, and it only sparks once every few seconds. Is it possible to change this particle effect to a running effect? I need a constant stream of sparks. I feel like there's something intrinsic to the particle effect itself that won't allow this, but I don't know how to actually edit the effect itself. Here's what I've got. Note that the , running at the end of the fx_exhaustSparks_flameout doesn't have the intended effect. Here is the whole .cfg: +PART[omsEngine] { @name = sparklers -fx_exhaustFlame_white_tiny = 0.0, -0.2816985, 0.0, 0.0, 0.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.2816985, 0.0, 0.0, 0.0, 0.0, running @title = Excess Hydrogen Burners @description = Getting RUDs because you forgot to burn off the excess hydrogen that built up under your rocket? Just throw some sparks down there to burn if off! It'll totally be fine! @MODULE,0 { @minThrust = 0.00001 @maxThrust = 0.00001 @heatProduction = 0 allowShutdown = False @PROPELLANT { @ratio = 0.00001 } @atmosphereCurve { @key = 1 100 } } }
  7. Hi. Is there a way to restrict the distance from the KSC that survey contract waypoints appear? I am playing an x10 Kerbol system, and survey contracts appearing on the other side of the planet require several hour long real time flying to reach them, even with Mach 4 airplanes. If survey contracts could have a distance restriction rather than appearing anywhere on the planet, I'd be very happy. Maybe this could be accomplished through Contract Configurator? If so, how?
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