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  1. As the tilte suggest I made a config for JNSQ and I am releasing my first stable-ish configuration. This is the first config I have ever written for KSP. It´s stable-ish version but not the final version as I am still configuring some settings, there are still some known and unknown issues. [If you find any issues let me know, I will try to fix them, may take some time]. [Also working on custom textures, may take a while though] Currently known issues: Planets turning into a silver mesh thing ,I assumme this was caused by my old config [Fixed as I haven´t encountered it again, maybe?] Random gray squares [happend once fix below] Asteroid alike planets having white dots on their terrain If you have any visual anomalies like the gray squares appearing, please go to the trackingstation and back to your vessel that should fix it. I used kopernicus for ksp 1.11.1 and made this config for that version specifially. Important Before you download, if you care about your saves test this config in a sanbox save first. I would suggest turning off true lightning and shadows in the parralax global config. Scatter performance is currently unknown test at your own risk. Rover are quite lets say bouncy turn down your springs and turn up your dampers, drive safe everybody. Download from google drive. Feedback is really appreciated as it helps me to iron out some issues, if this config is done, I may even make some for other planet packs. Installation Requires Parallax, JNSQ, Kopernicus. You have to rename your Parallax_StockTextures to ParallaxJNSQ. Then you drag the the contents of the zip into that folder replacing all. My fps is around 80~90 fps in my newest config with a 1080 and Ryzen 5 1600, varying on diffrent planets. Eye candy included: Higher Quality version of the gif below here. On a lonely planet far away from home, Jeb watches as the sun rises above the horizon. I like this one quite a lot tbh. Duna and Huygen are definelty worth checking out Eeloo gives of creepy vibes check it out for yourself. Dragonfly wannabe taking flight on Huygen Higher Quality version of the gif below here. Distributed under CC BY-NC-SA 4.0 License. Special thanks to: @Gameslinx for making such an amazing mod and just being awesome in general. @R-T-Bfor continuing and updating Kopernicus and giving me permission to use his configs. @Galileo and the whole JNSQ team for making such a unique planet system.
  2. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KerbGuise Experimental engineering (KGEx) Brings you: The Gold Standard (TGS) Adopted for curation by @zer0Kerbal, originally by @Dewar This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! This resource part mod adds eight new parts and adds functionality to several stock parts in Kerbal Space Program. Preamble by @Dewar: Now with SMX support! Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (just over 3Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on Kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okay-ish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and IRL, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Cabin notes: WIP - work in progress Am open to adding one more resource beyond Kerbin's influence, great project for someone! Community Tech Tree integration and Tech Tree Balancing (need feedback) Further Weight/Cost Balancing (need feedback) I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute. How to support Discussions: See Discussions or KSP Forums for discussions and news on this mod Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Recommends Comprehensive Kerbal Archive Network (CKAN) Suggests SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! Biomatic Docking Port Descriptions Shielded PicoPort On Demand Fuel Cells Field Training Facility Field Training Lab Transparent Command Pods Nuke Tiny Parts Scrap Yard DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Deadly Reentry Lite Vanguard ProbiTronics CTN B9 Stock Switches HotBeverages Contract Configurator Stockalike Mining Expansion (SMX) Supports Kerbal Changelog SCANsat Galileo Planet Pack Kopernicus Stockalike Mining Expansion (SMX) Conflicts none Replaces none Tags parts, addon, resources, config red box below is a link to forum post on how to get support Legal Mumbo Jumbo Current Forum: Thread Source: GitHub License: Original Forum: Thread Download: Link Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.6.0.0 original: 01 Oct 2019 zed'K | updated: 24 Jul 2021 zed'K
  3. A thread to put reconfigs I have done, mostly of stock Squad parts, to open up the possibilities of making new things. So as not to clog up other threads.
  4. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KGEx Brings you: Universal Storage Stock Resource Fuel Cell (QBUS) Module Manager Script for converting the Universal Storage Fuel Cell to use Liquid Fuel and Oxidizer instead of other resources. Available on CKAN as UniversalStorageStockResourceFuelCell. Supports Fuel Cells in Universal Storage. (CKAN: UniversalStorage) Adopted by @zer0Kerbal, originally by @QuickBASIC Cabin notes WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. How to support this and many other mods by @zer0Kerbal Discussions See Discussions or [KSP Forums][MOD:threads] for discussions and news on this mod Installation Directions Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Universal Storage Recommends Kerbal Change Log Suggests SimpleConstructon! (SCON!) SimpleLogistics! (SLOG!) Not So SimpleConstructon! (NSSC) Keridian Dynamics Vessel Assembly (KDVA) The Gold Standard! (GOLD) Stork Delivery System (SDS) Komplexity (KPLX) KaboOom! (BOOM) another way to not go to space today Solar Science (SOLS) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells (ODFC)) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) Kerbal Changelog Community Resource Pack TweakScale Supports Kerbal Change Log Conflicts none known Replaces none Tags config, resources *red box below is a link to forum post on how to get support* Credits Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 11 Aug 2018 0K updated: 06 Sep 2021 zed'K
  5. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KGEx Brings you: ISRU Thanks But No Tanks (QBTT) Module Manager config patch to allow mining and converting Ore without storage tanks by adding a small amount of Ore storage to all ISRUs. Available on CKAN as ISRUThanksButNoTanks. Supports ISRUs in Stockalike Mining Extension by @SuicidalInsanity. CKAN: StockalikeMiningExtension Adopted by @zer0Kerbal, originally by @QuickBASIC Cabin notes: WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Discussions: See Discussions or KSP Forums for discussions and news on this mod Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Recommends Kerbal Change Log Stockalike Mining Extension Suggests SimpleConstructon! (SCON!) SimpleLogistics! (SLOG!) Not So SimpleConstructon! (NSSC) Keridian Dynamics Vessel Assembly (KDVA) The Gold Standard! (GOLD) Stork Delivery System (SDS) Komplexity (KPLX) KaboOom! (BOOM) another way to not go to space today Solar Science (SOLS) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells (ODFC) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) Kerbal Changelog Community Resource Pack Supports Kerbal Change Log Stockalike Mining Extension Conflicts none known Replaces none Tags addon, resources *red box below is a link to forum post on how to get support* Credits Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: Original Thread: none Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 11 Aug 2018 0K updated: 06 Sep 2021 zed'K
  6. So i want to use the SSTU Petal adapter from shadowmages SSTU mod to not just deploy like a decoupler, but also to close back up as well. When this part is deployed it cannot be closed again. I tried a copy-paste of the close animation of the cargo bay doors but it crashed. So if anyone has advice on either editing the cfg file for the part or a mod that can do what i need it to do? that would rock.
  7. I'm making configs for mods so that they can be used in Realism Overhaul. Configs for our favorite mods! Currently working on configs for: TBD Planned configs: Bluedog Design Bureau Tantares (SP, LV, and Neptune Camera support) Nertea's 'Near Future' mod suite, 'Cryo Engines' suite, and possibly 'Far Future Technology' KNES Endurance Restock and Restock+ Suggestions for more are welcomed! Unplanned/Won't Happen Configs: Tundra Exploration (Due to conflict with FAR. If this changes, I might consider) Benjee10's mods (S.O.C.K, reDIRECT, HabTech2, and Planetside) including Kertemis Program mod All configs are written with Kerbalism and Deadly Reentry in mind. If you prefer to use TAC Life Support, I am considering making a branch for you as changing the configs around to use TAC instead of Kerbalism is pretty easy. Download here: GITHUB Obviously, these configs are for Realism Overhaul Special thanks to: All mod authors, artists, and associated persons for all Mods listed above License:
  8. Hi all. So, I've been looking for a sunboost config. For example. @Zorg has a sunboost config for JNSQ that makes the sun brighter, but so far I've been having trouble finding a sunboost config for the stock system except for an outdated one from 1.2.1. Could any of ya'll point me to a working one for 1.9.1 stock?
  9. so, where can i set minimum and maximum for an axis, even wiggling the axis did not set the min-max, resulting in max-min-step-max behaviour. you cant test the controls in the settings, and you have to go all the way in to flight to test them, then just to find they were not working right. edit: why does alt-tabbing out of the program in win 10 64-bit make it white-hangup, crash?
  10. Report bugs and suggestions here SSTO Project Overview SSTO Project adds very powerful engines to the Kerbal Space Program Part list Engines SuperJet - most versatile engine in the pack NSABRE - a nuclear jet/rocket hybrid engine XN-1 "Chernobyl" Nuclear Engine(below): Planned parts Engines SpaceSoarer - quad-mode (Reverse Jet, Forward Jet, Rocket and Interstellar) - engine intended for interstellar transport. The engine will come in SSTO Project Interstellar Pack Planned packs (after mod is cut up): Interstellar This pack helps design spacecraft for extremely long journeys Heavy Lifters This pack includes 5m, 6.25m, 7.5m, 10m, 15m, 20m, HX and Daedalus Consortium Megastations compatible engines: Super Nukes Very large nuclear engines. For bigger than 3.75m ones, see Heavy Nukes Getting it Instructions for manual installation Extract the archive Place the SSTOProject directory inside GameData With CKAN, just check installation checkbox and apply Relevant websites: GitHub: https://github.com/Monniasza/SSTO-Project SpaceDock download: https://spacedock.info/mod/2417/SSTO Project
  11. So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\\80. Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? Can I create a brand new part, use an already used mesh, and just add that it is electric and has that thrust? So I am trying to make a series of power sucking electric engines that need an MPS nuclear power system and cooling to operate, and in Lynx I found the perfect candidate. So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, heat generated, (which is much higher so it requires cooling for balance) even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\\80. Is a patch overriding these values somewhere?? Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? I'd prefer it to be a new part based on the hover engine mesh, allows tilt or rotor deployment (rotor deployment is muuuuch lower and seems to work well for angling the engine.) that allows for a different challenge like power consumption, power storage, and high speed supersonic heat reduction using multiple forms of cooling and secondary power systems. I want this to require nuclear power to run from the power draw for balance. I figure I can do this by just increasing the power requirements enough to need nuclear power. If anyone can point me just in the right direction with the right place to look it would allow me to start building the mod for 1.3.1 KSP and up as I want a unique challenge here. Below is the code for the Lynx Hover Engine and then the new part copied and edited as Sonic Engine 1: This is the Original Hover Engine File for the Lynx: "PART { //The hover engine for the Lynx Rover of the Feline Utility Rover series //---Metadata--- name = Lynx_Hoverengine module = Part author = Nils277 //---Visual--- MODEL { model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine } rescaleFactor = 1 //---Nodes and Attachment--- attachRules = 1,1,0,0,1 node_stack_front = 0, 0, 0, 1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 CoMOffset = -0.8, 0, 0 //---Costs & Tech--- TechRequired = landing entryCost = 15000 cost = 8000 //---Descriptions--- category = Engine title = #LOC_FUR.hoverengine.title manufacturer = #LOC_FUR.manufacturer description = #LOC_FUR.hoverengine.description vesselType = Rover subcategory = 0 //---Physical--- mass = 0.01 crashTolerance = 20 maxTemp = 1200 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = srf //---Drag--- dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 //---General--- tags = #LOC_FUR.hoverengine.tags //---Effects--- EFFECTS { running { AUDIO { channel = Ship clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine volume = 0 0.07 0 0 volume = 0.05 0.6 0.7 0.7 volume = 1 1 0.4 0 pitch = 0.0 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller transformName = EffectTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 speed = 0 0 0 18.65 speed = 0.05 0.4 0.75 0.75 speed = 0.5 0.7 0.52 0.52 speed = 1 1 0.52 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } //---Control Modules--- MODULE { name = ModuleKerbetrotterEngine thrustVectorTransformName = ThrustTransform heightTransformName = RotorCase maxThrust = 80 thrustSpeed = 1 engineType = Turbine maxHoverHeight = 4 minHoverHeight = 0.4 allowHover = true PID-PROFILE { planet = Kerbin values = 1.5, 2.0, 1.0 isDefault = true } PID-PROFILE { planet = Duna values = 3.0, 1.0, 1.0 } PID-PROFILE { planet = Laythe values = 1.5, 2.0, 1.0 } PID-PROFILE { planet = Eve values = 0.5, 1.5, 1.0 } MODE { name = Electrical engineType = Electric needsAtmosphere = true flameoutThreshold = 0.1 PROPELLANT { name = ElectricCharge ratio = 7 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } MODE { name = Air Breathing engineType = Turbine needsAtmosphere = true needsOxygen = true flameoutThreshold = 0.01 PROPELLANT { name = LiquidFuel ratio = 0.135 //Equal to an ISP of ~12000 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } } MODULE { name = ModuleKerbetrotterEngineControl thrustTransformName = ThrustTransform referenceTransformName = ReferenceTransform engineName = Hover Engine animationID = RotorAnimation maxAngleRate = 90 controlAngleRate = 5 } MODULE { name = ModuleAnimateGeneric animationName = RotorFold moduleID = RotorAnimation startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle } //---Visual Modules--- MODULE { name = ModuleKerbetrotterEngineAnimation engineName = Hover Engine transformName = Rotor maxRotationSpeed = 100 minRotationSpeed = 3 speedChangeRate = 1 speedCurve { key = 0 0 0 50 key = 0.05 0.8 0.63 0.63 key = 1 1 0 0 } } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorArm referenceTransformName = ReferenceTransform constrainedAxis = X } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorCase referenceTransformName = RotorArm constrainedAxis = Y } MODULE { name = ModuleKerbetrotterEditorMesh transformNames = Pointer availableInFlight = false } }" This is the one i built that does not reflect the thrust change in game: "PART { //The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power. //---Metadata--- name = Sonic Electric Engine 1 module = Part author = Nils277 //---Visual--- MODEL { model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine } rescaleFactor = 0.25 //---Nodes and Attachment--- attachRules = 1,1,0,0,1 node_stack_front = 0, 0, 0, 1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 CoMOffset = -0.8, 0, 0 //---Costs & Tech--- TechRequired = landing entryCost = 15000 cost = 8000 //---Descriptions--- category = Engine title = Sonic Electric Engine 1 manufacturer = FSEJE description = The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power. vesselType = Rover subcategory = 0 //---Physical--- mass = 0.001 crashTolerance = 20 maxTemp = 1200 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = srf //---Drag--- dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 //---General--- tags = Sonic //---Effects--- EFFECTS { running { AUDIO { channel = Ship clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine volume = 0 0.07 0 0 volume = 0.05 0.6 0.7 0.7 volume = 1 1 0.4 0 pitch = 0.0 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller transformName = EffectTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 speed = 0 0 0 18.65 speed = 0.05 0.4 0.75 0.75 speed = 0.5 0.7 0.52 0.52 speed = 1 1 0.52 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } //---Control Modules--- MODULE { name = ModuleKerbetrotterEngine thrustVectorTransformName = ThrustTransform heightTransformName = RotorCase minThrust = 80 maxThrust = 1200 thrustSpeed = 10 engineType = Turbine maxHoverHeight = 4 minHoverHeight = 0.4 allowHover = true PID-PROFILE { planet = Kerbin values = 1.5, 2.0, 1.0 isDefault = true } PID-PROFILE { planet = Duna values = 3.0, 1.0, 1.0 } PID-PROFILE { planet = Laythe values = 1.5, 2.0, 1.0 } PID-PROFILE { planet = Eve values = 0.5, 1.5, 1.0 } MODE { name = Electrical engineType = Electric needsAtmosphere = true flameoutThreshold = 0.1 PROPELLANT { name = ElectricCharge ratio = 500 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } MODE { name = Air Breathing engineType = Turbine needsAtmosphere = true needsOxygen = true flameoutThreshold = 0.01 PROPELLANT { name = LiquidFuel ratio = 0.135 //Equal to an ISP of ~12000 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } } MODULE { name = ModuleKerbetrotterEngineControl thrustTransformName = ThrustTransform referenceTransformName = ReferenceTransform engineName = Hover Engine animationID = RotorAnimation maxAngleRate = 90 controlAngleRate = 5 } MODULE { name = ModuleAnimateGeneric animationName = RotorFold moduleID = RotorAnimation startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle } //---Visual Modules--- MODULE { name = ModuleKerbetrotterEngineAnimation engineName = Hover Engine transformName = Rotor maxRotationSpeed = 100 minRotationSpeed = 3 speedChangeRate = 1 speedCurve { key = 0 0 0 50 key = 0.05 0.8 0.63 0.63 key = 1 1 0 0 } } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorArm referenceTransformName = ReferenceTransform constrainedAxis = X } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorCase referenceTransformName = RotorArm constrainedAxis = Y } MODULE { name = ModuleKerbetrotterEditorMesh transformNames = Pointer availableInFlight = false } }"
  12. I'm trying to make Real Antennas work for OPM. It currently works for stock Kerbin and Earth on RSS. On OPM everything in the mod works fine, except that there are no ground stations for Kerbin in OPM, which makes the mod unusable. Real Antennas has a PlanetPacks folder with config files for stock and RSS which add the ground stations. I tried copying the config for stock and making it run for OPM to add the 3 Real Antennas ground stations to Kerbin, but it doesn't do anything. I don't know what to do, please help. Config File I made for OPM: @Kopernicus:FOR[RealAntennas]:NEEDS[Kopernicus,OPM] { @Body[Kerbin] { @PQS { @Mods { City2 { name = DSNTrackingStation objectName = Kerbal Space Center isKSC = True lat = 0.09694 lon = -74 alt = 93.7 enabled = True } City2 { name = DSNTrackingStation objectName = Charon Station isKSC = False lat = 0 lon = 54 alt = 299.9 enabled = True } City2 { name = DSNTrackingStation objectName = Pluto Station isKSC = False lat = 0 lon = 174 alt = 3412.2 enabled = True } @City2[*TrackingStation],* { commnetStation = True snapToSurface = True snapHeightOffset = 0 up = 0.0, 1.0, 0.0 rotation = 0 order = 100 } @City2[*TrackingStation],* { LOD { Value { visibleRange = 30000 keepActive = False model = BUILTIN/Dish scale = 0.1, 0.1, 0.1 delete = False } } } } } } } The block inside @Kopernicus:FOR[RealAntennas]:NEEDS[Kopernicus,OPM] does run, but it doesn't add the ground stations to Kerbin. Here's the source, if it would be of any help: https://github.com/DRVeyl/RealAntennas/tree/master/GameData/RealAntennas/PlanetPacks
  13. I'm doing a cinematic that required 24 frames per second, and I have a motion blur mod installed. The blur is therefore too "short" when capturing the game running at a higher framerate. Is it possible to set the limit this low?
  14. Is there a mod/way to make solar panles less effective? It's just that is sometimes feels like cheating because you don't really need panels that much.
  15. I am currently creating a part and it has many functionalities. One of it is a cargo door. Is there any way I can add a sound effect to the door opening animation. How would I go about doing this? Any help and feedback is appreciated.
  16. So I am trying to create Space-X's Starship in the game. I attach the ModuleDockingNode in the part's configuration file but in the game I can't see the decouple node option. I can see all the other options just not that one. But I can see it on the opposite side docking port I have connected it to. So what seems to be the problem. As fas as I can tell everything is done correctly. I thought maybe it was the NodeSize because it was size3 but even with the same piece attached to one another it still wouldn't do anything. PART { name = superHeavy module = Part author = Rukongai mesh = SuperHeavy.mu rescaleFactor = 1 node_stack_top = 0.0, 34, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -33, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = start entryCost = 46600 cost = 13000 category = Propulsion subcategory = 0 title = Super Heavy manufacturer = Space-X description = The pinnacle of Space-X boosters. This beast equipped with 37 Raptor engines is capable of lifting over 5000t to orbit. attachRules = 1,1,1,1,0 mass = 200 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 1000 breakingTorque = 1000 maxTemp = 5000 bulkheadProfiles = size3, srf tags = fuel fueltank ?lfo propellant rocket berth capture connect couple dock fasten join moor rockomax socket MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size3 stagingEnabled = False } RESOURCE { name = LiquidFuel amount = 300000 maxAmount = 300000 } RESOURCE { name = Oxidizer amount = 360000 maxAmount = 360000 } }
  17. I want to write some Module Manager patch files for a 1.7.3 install that includes both Kopernicus, Bluedog Design Bureau, and Unkerballed Start. This install has well over 20k+ Module Manager patches applied - trying to read the individual config files for a part and individual part patches is proving to be a real headache. I'm wondering if there is a way to view / export what the part's config file looks like AFTER all of the MM patches have been applied. I want to be able to select a part, see what MODULES have been added / applied, then write my own config to do the final tweaking. Ideas?
  18. Well, once again my install of KSP corrupted... The physics are whacked again and all craft pull to the right for no reason. A fresh install solved the problem (again) and it continues to work fine after putting my mods back (again). But now I've gotta redo all my game bindings and various settings. I have multiple installs of the game and was wondering which file(s) I might be able to copy across to the new install to bring back all of my graphics, game, joystick, and key binding settings? Anyone know which file(s) I would need to copy across?
  19. This mod is obsolete. Replaced by OPT_Reconfig A single config mod. Converts select OPT parts for use with USI Life Support. Requested by a handful but I'm sure will be welcome by dozens. It's not being offered as a patch to be included in the OPT downloads as USI LS may change drastically, rendering this (as a bundled patch) quickly outdated. Download it from: GitHub sandbox SpaceDock Includes MiniAVC so everyone can be aware of updates. Comments and suggestions welcome. Does this need a license? If so, CC-BY-NC-SA. Feature list:
  20. So, today i downloaded the 3.2x rescale mod, and I'm loving it for the rockets parts and imho is a nice middle ground between RO and stock, and is doable with stock parts (and for bigger rockets i have spacey/spacey expanded). However i would love to do also some SSTO, but here lies the problem: orbital speed at 3.2x rescale is around 4.1 kms/s ( from the 2.25 of stock) so i would love to rescale also the rapier engine so they can bring me around mach 8 at 25-30kms in air-breathing and then from there on switching to the closed cycle. I already know how to change the performance of rocket engine, but i can't wrap around jet engine parts, and what means what, especially in this parts PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } atmosphereCurve { key = 0 3200 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True // no mach limit velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 I know that the 1st number of the velcurve is the mach number, but everything else? I have tried with lowering the intake air ratio to 0.6 and almost doubled the 1st number of the velcurve, but even on levelled flight at 20 kms ( high atmosphere line is at 21 kms in 3.2 rescale) the engine get starved for air with a shock-nosecone worth of air intake per engine. Can someone help me?
  21. I'd like to be able to create solid motor configs that have 100% thrust all the time in order to reduce gravity drag for orbital launch vehicles. However, I don't know how the thrust curves in the engine configs are structured. For instance, the AJ-260 FL: thrustCurve { key = 1 0.554323725 -12 -12 key = 0.99425197 0.692904656 -4 -4 key = 0.851189892 0.859201774 -0.952083496 -0.952083496 key = 0.681175941 0.985310421 -0.531426454 -0.531426454 key = 0.63542801 1 0 0 key = 0.498184216 0.985310421 0.255306394 0.255306394 key = 0.323060905 0.914634146 0.285245267 0.285245267 key = 0.157006708 0.88691796 0.31677097 0.31677097 key = 0.03821409 0.831485588 3 3 key = 0.023086798 0.44345898 39.42093859 39.42093859 key = 0.00322197 0.138580931 7 7 key = 0.0001 0.0005 0 7 } wat. I think the first two columns are referring to the propellant quantity remaining and thrust, respectively, but what are the latter two columns? I really don't want to do this, but... @NathanKell? @Phineas Freak? @JadeOfMaar? @Mecripp? Can you help?
  22. Sorry to be bombarding this forum with questions, but I've got another one. This one is pretty straightforward, but I can't for the life of me figure it out. How do you patch an MM value with an exponent? e.g. If I want to multiply a value, I write: @value *= (a number) But how do I do that for an exponential value? Basically, I'm still trying to write a config that scales all parts up by a factor of 2. So, rescaleFactor = 2, but that means values like mass, volume and resource amounts need to be scaled up by a factor of 3. I'm not sure how to tell Module Manager to do this. Would it work to write something like: @value = #value*#value*#value I really am very new to this!
  23. I want to create custom configs for solid rocket motors to simulate fictional and alternate historical rockets, yet I can't locate anything that gives the propellant quantity in either mass or volume. Is it in a different file or what? Here's an example config file for the Castor 1 in case you want to take a look: // ================================================== // Castor 1 solid rocket motor global engine configuration. // Throttle Range: N/A // Burn Time: 28 s // O/F Ratio: 2.12 // Sources: // Thrust Misalignments of Fixed Solid Rocket Motors: http://rsandt.com/media/Thrust%20Misalignments%20of%20Fixed-Nozzle%20Solid%20Rocket%20Motors.pdf // The Satellite Encyclopedia - Castor Series: https://www.tbs-satellite.com/tse/online/lanc_castor.html // Used by: // Squad // ================================================== @PART[*]:HAS[#engineType[Castor-1]]:FOR[RealismOverhaulEngines] { %category = Engine %title = Castor 1 %manufacturer = Thiokol %description = The Castor 1 was first used for a successful suborbital launch of a Scout X-1 rocket on September 2, 1960. Castor 1 stages were also used as strap-on boosters for launch vehicles using Thor first stages, including the Delta-D. Diameter: [0.79 m]. @MODULE[ModuleEngines*] { %EngineType = SolidBooster } !MODULE[ModuleGimbal],*{} !MODULE[ModuleEngineConfigs],*{} MODULE { name = ModuleEngineConfigs type = ModuleEngines configuration = Castor-1 modded = false CONFIG { name = Castor-1 minThrust = 0 maxThrust = 286 heatProduction = 100 PROPELLANT { name = PSPC ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 247 key = 1 232 } curveResource = PSPC // guesses (note: max is above nominal * thrust_curve_max) chamberNominalTemp = 1500 maxEngineTemp = 1745 thrustCurve { key = 0 0.2 0.6566457 0.6566457 key = 0.08 0.7826234 11.38028 11.38028 key = 0.12 1.091428 0 0 key = 0.177 1.072238 -0.3012535 -0.3012535 key = 0.832 0.9977316 0.2489114 0.2489114 key = 0.91 1.052388 1.565168 1.565168 key = 0.9730649 1.160696 0 0 key = 1 0.93 -4.794868 -6.284284 } } } !MODULE[ModuleAlternator],*{} !RESOURCE,*{} } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Castor-1]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Castor-1 ratedBurnTime = 28 ignitionReliabilityStart = 0.91 ignitionReliabilityEnd = 0.994 cycleReliabilityStart = 0.94 cycleReliabilityEnd = 0.997 reliabilityDataRateMultiplier = 2 isSolid = True } } Also, how do you unscramble the thrustCurve for this? It's not simple like it is for the Star 48B or other motors?
  24. I made my model and I tested it in game. To save space I want to use a texture that already is in the game and don't pack it in the mod. Maybe the textures used by another parts or may be used by the buildings. Can I do that? how?
  25. Ever wanted your stock parts to be moved to Community Tech Tree nodes, but don't know how to do it yourself? WELL LOOK NO FARTHER! CTTStockRebalance is a simple mod where stock parts are moved to CTT categories, as well as putting parts in different tiers for sensible progression. Dependencies: -Community Tech Tree by Nertea. Link here. -ModuleManager by sarbian. Link here FAQ: Q: I want *insert part here* to be moved to a new node! A: Ask me! I'll see what I can do Q: Will you support mod parts? A: Maybe. Current list of parts changed: Mk1 Lander Can (Enhanced Survivability) Mk1 Crew Cabin (Enhanced Survivability) Kelus Mobility Enhancer (Space Exploration) Mk2 Lander Can (Simple Command Pods) Mk2 Service Bay (Simple Command Pods) Thermal Control System (Medium) (Heat Management Systems) 3.25m Heat Shield (Heat Management Systems) 10m Heat Shield (Advanced Heat Management) Thermal Control System (Large) (Advanced Heat Management) Known bugs: The Kelus Mobility Enhances has the wrong name in the config. Changelog: Download on Spacedock! License: GNU General Public License v3 (This is my first major mod, so let me know what I can do better in terms of my post layout.)
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