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Found 11 results

  1. @SuicidalInsanity recently made a set of new parts for the Mk2.5 Spaceplane Parts mod. A late addition is the Beluga nose, which lets the nose of the shuttle open up and down, and then a ramp comes out. These are three different animations, and they needed to be spaced out; ie: the top needs to open first, then when it is 80% open, the bottom starts to open, and when it is >50%, the ramp can start to come out. Closing does the same in reverse. This mod is targeted at mod developers, more specifically, developers who make animated parts. Advanced players using the UbioWelding mod may also find this useful This mod provides the ability to control multiple animations in a single part. The animations are performed sequentially for each animation, there is a setting to specify at what point during the current animation's progress to start the next one. The idea for this mod came from the necessity to control animations in a new part for the Mk2.5 Spaceplane Parts, the Beluga nose parts. One part has three animations, the other has two (second and third combined into one). The following discussions will be referring the the one with three animations: Each animation in a part has a ModuleAnimateGeneric; this is the stock mod and is configured normally. However, the three events: openEventGUIName closeEventGUIName actionGUIName will not be used, there will be a set of events provided by this mod. An interesting quirk is that the animations in some parts have the part initially open, and some initially closed. There is a setting to specify, called closed. For sanity's sake, the mod works on the assumption that the part when closed is the beginning of the animation; this option tells the mod to reverse that. This mod is called (oddly enough): ModuleSequentialAnimateGeneric, and the config starts like this: MODULE { name = ModuleSequentialAnimateGeneric openEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open closeEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close actionGUIName = Toggle Doors Each animation has a corresponding stanza called a SEQUENCE The following is one sequence from the complete module, with each line fully annotated: SEQUENCE { seqNum = 1 // a sequence number, should start at 1 and count upwards animName = BelugaDoorsal // Name of the animation // the mod thinks of 0 as closed, and 1 as open // Since many part seem to have that reversed, the // following tells the mod what the animation value is // when closed closed = 1 // The following specifies the progress value for the animation // to be for the child's animatinon to start, // When the progress has reached this level or higher, // start the child animation. This value goes from 0 to 1, // any value outside that will be clamped to the nearest // allowChildAnimAt = 0.55 // Since this is the beginning of the sequences, the following is unneeded // and commented out. // The following specifies the progress value for the animation // to go below, at which time the parent animation will be started. // Value range is the same as the "allowChildAnimAt" // //allowParentAnimAt = 0.2 // The minDeployLimit specifies the minimum percentage that the animation can be adjusted to. // If the player attempts to move it below that, a message will be displayed and the value reset. // Also, for this value, you can use either a whole number between 0 and 100, or a normalized // number of between 0 and 1. The mod assumes that a value of 1 is == 100% // The following two lines are identical minDeployLimit = 50 minDeployLimit = 0.50 } Availability Download: https://github.com/linuxgurugamer/ModuleSequentialAnimateGeneric/releases Source: https://github.com/linuxgurugamer/ModuleSequentialAnimateGeneric License:Attribution-NonCommercial-ShareAlike 4.0 International CKAN: Available
  2. This thread has moved! KEAM has merged with KA-330 to become "Kerbalow Aerospace." Please visit the new thread: Welcome to the release thread for Kerbalow Aerospace's Kerbal Expandable Activity Module As you may have guessed, this is a re-creation of the BEAM module from Bigelow Aerospace. The KEAM module is, at stock scale, 1.25-meters. As such, it will fit with any 1.25-meter docking port you wish to attach to it. The module fits stowed into any 2-meter payload pay by both upper and lower attachment nodes. This is an animated inflating/expanding module. Do NOT attempt inflation/expansion while anything is still attached to the bottom node. The bottom node is only there for payload stowage purposes. I also take no responsibility for any problems with your save games related to this part (there should be none...) Features: 4x Unique Science Experiments Distributed Impact Detection System Deployment Dynamic Sensors Wireless Temperature Sensors Radiation Environment Monitor Kerbal Inventory System Storage Space Compatibility Connected Living Space Compatibility Tweakscale Compatibility KEAM is 100% Dependent upon Textures Unlimited by @Shadowmage Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\KEAM Optional Connected Living Space Compatibility Installation: Place the file KEAM-CLS.cfg inside the OptionalConfigs folder into the GameData\KEAM directory Optional Tweakscale Compatibility Installation: Place the file KEAM-tweakscale.cfg inside the OptionalConfigs folder into the GameData\KEAM directory K.E.A.M. is also compatible with Kerbal Inventory System as well as Kerbal Attachment system. Please visit their respective websites to download those add-ons or acquire via CKAN. Download Download A VERY SPECIAL THANK YOU TO: @CobaltWolf, @Nertea, @Shadowmage and all the other devs who continue to be an amazing part of the mod process! KottabosGames YouTube Review of KEAM KEAM is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  3. Hi everyone, totally out of the blue (like 1 week ago it still worked) I am getting an error message "CKAN.ModuleNotFoundKraken" when trying to start Ckan. I have version 1.24.0. I tried to google for a problem but did not find a solution. Any help to fix this? Are there newer versions of this program? Regards, Chris
  4. I would like to know how I should make a MM patch to make some Non RO parts tagged as RO. I tried with this method but It didn't work. The mod (at the moment , I'll do more RO patches in future for other mods) is NEBULA DECALS. Thank you for your help!
  5. I started working on a new Module that will allow me to do a hands-off powered descent and mun lander. The module is good at controlling the throttle. However, it is not good at keeping the craft locked on its retrograde! At first, the ship will point almost exactly at the retrograde. However, after several seconds, the craft will stop following the retrograde, and only adjust once the retrograde has drifted very far from the craft's heading. Using SAS, I can click on the hold retrograde icon, and it fixes the problem. This works, but I don't want people to have to mess with their SAS. Here is my code, and I also have a video of a working attempt:
  6. I hope someone can help me sort this out. I am running a stockish V1.3 and the only mods are helpers such as kerb-eng, mech jeb etc and visual enhancements. I wanted to upgrade the appearance of the game and it was working fine until I did that. I followed the recommended list of visual upgrades that one of the dev's had on his page. Of course drawing blank on who that was lol. After installing stock visual enhancements with low resolution textures, Distant Object 1.9, Planet Shine, module manager 2.8dll, EVE 1.2.2.1. and scatterer 0.0300. The first issue was the Planetshine is not compatible with V1.3. That was the only warning or error message. When playing the mods all seem to work fine. There is a noticeable visual improvement of course. The problem shows up in the behaviors of any solar panels. They will deploy and track but will never show any charging at all. All solar panels now have this behavior. So to play the game I have to enable unlimited electricity. What I am hoping is that someone knows which part of the mods might be the root cause of this. I would still like to use as much of that list as I can so I haven't just deleted the mod files to "fix". I had noticed a error in the debug when I was enabling the electricity. I think it was talking about an unregistered object.
  7. I'm trying to get the ModuleResourceHarvester working for atmospheric CO2, but it doesn't show up on the part menu. Here's the cfg: PART { name = CO2Compressor module = Part author = Chirality mesh = compressor.mu scale = 1 rescaleFactor = 2.1 node_attach = 0.03, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = precisionEngineering entryCost = 6400 cost = 20 category = Utility subcategory = 0 title = Surface Mount CO2 Compressor manufacturer = Chirality Technologies description = Filters CO2 out of the atmosphere and compresses it. Fuels CO2 thrusters! attachRules = 0,1,0,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf MODULE { name = ModuleResourceHarvester HarvestorType = 2 Efficiency = 0.15 ResourceName = CarbonDioxide ConverterName = CO2 Filtration StartActionName = Start Filtering CO2 StopActionName = StopFilteringCO2 AutoShutdown = true UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } } MODULE { name = ModuleResourceConverter ConverterName = CO2 Compressor StartActionName = Start Compressor StopActionName = Stop Compressor AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 1.0 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } OUTPUT_RESOURCE { ResourceName = LqdCO2 Ratio = 0.1 DumpExcess = true FlowMode = ALL_VESSEL } } } The converter function works (or at least, it shows up). Any ideas?
  8. Did a few searches, couldn't find anything on the subject, so here goes,... We all know its possible using the stock game to align parts to the sun, due to solar panels; but does anyone know if it would be possible to align a newly created, pivot-mounted satellite dish to Kerbin, using only ingame stock mechanics/modules? So that when the part loaded, instead of facing the sun like a solar panel, it turned to face the direction of Kerbin.
  9. For any planet!* It can very slowly take off on Kerbin. The album. *: Except Jool and Kerbol.
  10. Hi, I was wondering if anyone knew which command module robbaz uses in a few of his videos. It is pictured here. This has been bugging me for days now. At first I thought it was B9 aerospace but it doesn't appear in the list of parts. Thanks in advance.
  11. Science Parts take too much place? It is hard to collect them all? Don't want to use Heat Sheilds but need them? Need ablator for your shuttles? NO MORE PAIN With this mod you can do science with pods and you can have pods with ablator. Download Link: Curse