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  1. Hello ! Im working on my first ksp mod who's gonna add new propulsion systems (like nuclear fusion or antimatter for example). I have a little problem with one of my engines : im using a module enginesFX for the engine principal informations and a prefab_particle for the flame. And the flame, dont want to apears when the engine start. If someone can check the code and tell me if there is errors, it will be very helpful ! Thank you !! PART { name = EtrFusion1 module = Part author = Lgg159 mesh = model.mu rescaleFactor = 0.78125 node_stack_top = 0.0, 0.16, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = heavyRocketry entryCost = 0 cost = 36000 category = Engine subcategory = 0 title = "ETR-1" Aerospike Fusion Engine manufacturer = UTech Nucler Science Inc. description = The "ETR-1" engine use a new technology : it uses nuclear fusion and electromagnetic fields to create and propulse very hot helium in the space. attachRules = 1,0,1,0,0 mass = 2.7 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 3000 bulkheadProfiles = size1 tags = fusion etr nuclear helium he3 magnetic tritium deuterium MODULE { name = MultiModeEngine primaryEngineID = Helium3 primaryEngineModeDisplayName = Helium3 secondaryEngineID = Tritium secondaryEngineModeDisplayName = Tritium autoSwitchAvailable = False } MODULE { name = ModuleEnginesFX engineID = Helium3 powerEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5600 heatProduction = 400 fxOffset = 0, 0, 1.2 PROPELLANT { name = DeuteriumFuel ratio = 4.5 DrawGauge = True } PROPELLANT { name = Helium3Fuel ratio = 3 } atmosphereCurve { key = 0 20000 key = 1 19800 key = 6 0.001 } } MODULE { name = ModuleEnginesFX engineID = Tritium powerEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5500 heatProduction = 390 fxOffset = 0, 0, 1.2 PROPELLANT { name = DeuteriumFuel ratio = 4.5 DrawGauge = True } PROPELLANT { name = TritiumFuel ratio = 3 } atmosphereCurve { key = 0 19800 key = 1 19200 key = 6 0.001 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue 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 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_exhaustLight_blue 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 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = FXModuleAnimateThrottle animationName = ksp_l_midrangeEngine_anim responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } }
  2. I don't have any experience in modding ksp and I am playing on 1.3.1 with realism overhaul and I want to create my own parts but with realistic stats who hard is that? And who can I do that? Thanks for helping
  3. I'm currently looking for a way to read information from KSP (ingame) on my main pc and use a Raspberry Pi 3 to display the information. My main pc will play the game and I want to use my raspberry pi with 7-Segment display. I just need a way to transfer data from my pc to the pi or even simpler just aquire the data, from there I can code the Pi 3 & 7-Segment Display by myself. So how can I read information like the height, velocity etc...? I have a good portion of programming expierence in Python, C++ & Web but some to none expierence with C# which is needed for KSP.
  4. I have a problem... I tired everything but I can't solve it.The particles don't stay on their place.I want a normal engine plume. [noparse] //Ren1 //d_s___3 PART { name = ds3_engine_Ren1 module = Part author = d_s___3 mesh = Ren1-M scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running TechRequired = nuclearPropulsion entryCost = 450000 cost = 9000 category = Engine subcategory = 0 title = Ren1 manufacturer = #autoLOC_501627 //#autoLOC_501627 = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = --MOD-- Ein tolles Triebwerk! attachRules = 1,0,1,0,0 mass = 3 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2500 // = 4000 bulkheadProfiles = size1 radiatorMax = 0.15 //Kühler tags = #autoLOC_500438 //#autoLOC_500438 = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum MODULE { name = ModuleEnginesFX engineID = ds3_exhaust_Ren1 thrustVectorTransformName = particleFX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 90 heatProduction = 150 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2.5 thrustTransformName = thrustTransform } EFFECTS { running_closed { MODEL_MULTI_PARTICLE { modelName = Exhaust2/FX/Ren1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } }
  5. I have questions relating on the incompatibility of addons with newer versions of ksp. If I have unity and visual studio, also blender, if I say I want to update a mod for personal use, according to the licenses and have the full right to make any modifcations as long as I give credit to the owner and do not benefit financialy for personal gain the owner has that right . so how do I update it, because some of the mods work with the newer version and some parts are broken. like wheels with the 1.1 version . or communications with the 1.2 update . and if I misspelled anything please disregard.
  6. Is there a more appropriate place to post this sort of thing? If so, I can repost it there. So I was thinking about how I've spent more money donating to KSP modders than I've spent buying video games ever since I bought KSP from Steam. But after looking at donating to @ferram4 yet again I realized I didn't show enough love to other folks. So I busted out the gold card and went through my installed mods list. These are the folks who had donation links: @Athlonic, @ferram4, @cybutek, @Thomas P., @sarbian, @Valerian, @pizzaoverhead, @blackrack. I sent along what I could afford today. Thanks so much. And there were the folks who deserve donations but didn't have donation links I could find: @maja, @MOARdV, @Waz, @DMagic, @ExtremeTrader, @jrbudda, @linuxgurugamer, @OhioBob, @Nhawks17, @Galileo, @westamastaflash, @shaw, @TriggerAu, and @whale_2 who probably single-handedly saved my KSP 1.4 experience.
  7. (sorry if this is in the wrong place) Hey everyone, so I've been wanting to make a mod for some time, but being me, I'm absolutely useless at Blender (how do you select something again? ), which seems to be the go-to program for part modders. However, I don't want to let my sparse, at best, knowledge of Blender stop me. I am pretty familiar with Sketchup, as I use it for 3D-printing. I was wondering if it is possible to make modded parts on Sketchup, and if so, what its advantages/disadvantages are. Thanks!
  8. Hello, i had once installed a mod, which changed the planets in its orbits and moons, to get a stock version of the real Solar System. For example: Kerbin just had one Moon, the stock Mün, but the inclination and the distance were changed, to match the real worlds moon. I saw that there is a mod called SSRSS, but it uses the textures of RSS, while the mod im searching for used stock textures. Another thing i can remember, is that the KSC was moved, so that it wasn't alligned with the equator any more. Does someone know this mod, and if yes: is it updated for 1.4.4?
  9. I am pretty new in the modding community and i couldnt find good tutorials for making IVA's. The only thing i know is that you need a model for the outside and one for the inside. What would interest me is : - How do you make the inside - How do you manage it in Unity (parenting etc.) - What cfg scripts do you need - How do you integrate mods like [JSI/A.S.E.T/MAS/NearFutureProps] It would help if you could make a tutorial like this I know there are some guides on how to do it on the forum but they are either very old or just confusing. Thank you for your help IceTitan
  10. I've looked through the forum and found no complete guides or tutorials about how to make solar panels in KSP. There are some bits of knowledge here and there but no complete tutorial and most of them seem to be obsolete. Hence my question. From start to finish, how do you guys create your deployable, non deployable, suntracking and static solar panels? Do you animate the deploy animation in 3d modelling software or do you do it in Unity Editor and do you need a specifically named animation or set up pivots/bones in specific places for it to work with KSP? Do you have to name each part of the solar panel in certain way? Do you have to parent them to specific gameObjects for it to work? Which direction should solar catching parts face to face the sun? Which direction should hinge parts face or how should they be named to only rotate around desired axis? Can you specify a maximum angle for a hinge? What I'm trying to do is create a deployable solar panel that's meant to be used on ground. It would work and look similarly to solar panels in the game Surviving Mars. I'll post some pics after I get it to work, hopefully PS. First post on new forums hype!
  11. I am interested in creating a mod. I want to to create a part/ parts pack mod and a contract mod. i have heard that it is best to start with contract configurator when starting with modding. I would like to know the best tips and tricks on starting with modding.
  12. I'm making a mod that adds modern realistic weapons such as the Avenger II GAU from the American A-10 Fairchild [not all that fair irl, you hear the shell impact before the gun] muzzle velocity aside I neee help with models and animation I'm skilled in neither [i can animate with things I've drawn] however this is very different. I also need to know how the hell you can read .mu files. Cya, KenjiKrafts
  13. You know how when you place a decoupler on the bottom of an engine, a fairing shows up around it? Well, as the title says, an engine in a mod I'm making shows the engine fairing in the preview. When I use the part without a decoupler, the engine displays like I want it to. How do I hide the faring in the preview? P.S. Should I just say what my mod is about? I was planing to keep it a secret so it could be more of a surprise. However, if it's a hindrance to keep it a secret, I can say what the mod is about.
  14. I want to create new FX (like rocket flames), but I don't know how. Can I use GIMP? Is there a specific file format I need to use?
  15. I'm having trouble with the new parachutes. They're great and fun to use, but I want to deploy them without right-clicking on my kerbal. So I took to the code. I searched the landing gear, lights, and RCS-related parts and couldn't find anything related to action groups. So how do you set them? I know it's possible to assign action groups and staging to kerbals, just get in an EVA seat. I know next to nothing about this stuff, so a video tutorial would probably help the most but I'll take any help I can get.
  16. I got enhanced edition the day it came out and I've been loving it, but I've been wondering is it possible to maybe get mod support for KSP on Xbox/PS4? Thanks!
  17. Hey Guys, I just installed a ton of mods today (i will make a list with the mods if anyone want). But im wondering how the tech tree will be filled with the inofficial modded parts. i know mods like Community Tech Tree and others but is it guaranteed that EVERY modded part is Correct implemented in the tech tree? sometimes i think the parts that are not implemented in the tech tree are just not available in the career mode. Can anyone give me an answer about that? And sorry for possible english mistakes. its not my main language
  18. Do you have unused blender models for KSP ? Here you can post all your works of art that you have given up on/don't have time to finish. Maybe someone else will make/integrate them into a great mod. ORIGINAL POST{outdated}
  19. I have tried so many times modding ksp in the past two years with BD armory, mech jeb, and other mods, but its never worked, no matter how many times I have watched videos, I have not a clue how to do it right. I do not know if there is any automatic installers, but I downloaded Ksp from the Ksp website. Can someone help me learn how to mod manualally?
  20. This is my CFG, and I need a down-facing node. No matter how much I try, the node doesn't want to face downward: @CobaltWolf @Beale Maybe you could help?
  21. Hey guys, so I try to add a few parts to KSP for fun. It all works great but now that I want to add a bumpy texture I run into an issue. It works in Blender and Unity but is very bright and flickering in KSP (The control thing up top). I generate a normal map from a bump map in Unity and as mention it works well inside the Unity editor as you can see below. The texture I use besides the normal map is just the regular on is use for the other parts aswell. Maybe that's the problem? I read another forum post where somebody said I would need to somehow mix the specular and the color texture into one? I'm not sure what that means. Thanks for your help! The Solution: Somehow the Unity internal Normal map generator from greyscale images doesn't work well with KSP. I downloaded the software xNormal and it works flawlessly when I generate normal maps with it. What a pain that was.. Nope, I changed two things at once and the real reason it didn't work before was I exported my textures to TGA files. THat works on regular textures but bump maps apperently go wild using these. Using MBM as a texture format works!
  22. Random Stuff to talk about.
  23. Random Stuff to talk about. Tip : When hosting battles in KSP with BD Download the mod, burning together, It can make setting up battlees way quicker!
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