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[1.11+] Shuttle Orbiter Construction Kit | Stockalike Space Shuttle Orbiter! | (Tubes!) | v1.1.6


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1 minute ago, chris-kerbal said:

Look in the module manager cache as well:

You can also check the module manager cache file in the GameData Folder and search for the part. There you'll see the final config and should see the text of the patch

How would I do that? I can't open the cache.

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18 minutes ago, DaBaby Kerman said:

Let me see.

@chris-kerbalIt says no effects modules.

Try this config insead:

Spoiler
@PART[DIRECT_SSME_B]:NEEDS[Waterfall]
{
  // Removes the stock effect block, and replace it with one that has no particles
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      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
      }
    }
    fx-vector-running
    {
      AUDIO
      {
        channel = Ship
        clip = sound_rocket_hard
        volume = 0.0 0.0
        volume = 0.01 0.4
        volume = 1.0 1.0
        pitch = 0.0 0.2
        pitch = 0.01 0.6
        pitch = 1.0 1.8
        loop = true
      }
     
      PREFAB_PARTICLE
      {
        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, 0
      }
    }
  }
  MODULE
  {
    name = ModuleWaterfallFX
    // This is a custom name
    moduleID = rs25FX
    // This links the effects to a given ModuleEngines
    engineID = basicEngine

    // List out all controllers we want available
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
    }
   

    TEMPLATE
    {
      // This is the name of the template to use
      templateName = waterfall-hydrolox-rs25-1
      // This field allows you to override the parentTransform name in the EFFECTS contained in the template
      overrideParentTransform = thrustTransform
      scale = 1,1,1
      rotation = 0,0,0
      position = 0,0.0,0
    }

  }
   
}

 

I suspect that KeaKaka's config needs the Stock Waterfall Effects templates, whereas this one uses the ones already included in the normal Waterfall install. FWIW, this is the config I use.

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6 minutes ago, Razgriz1 said:

I suspect that KeaKaka's config needs the Stock Waterfall Effects templates, whereas this one uses the ones already included in the normal Waterfall install. FWIW, this is the config I use.

Yes, spot on. 

If you want to use my config you have to use SWE which is a bit annoying.

I'll put a disclaimer in my OP.

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12 minutes ago, Razgriz1 said:

Try this config insead:

  Reveal hidden contents
@PART[DIRECT_SSME_B]:NEEDS[Waterfall]
{
  // Removes the stock effect block, and replace it with one that has no particles
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      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
      }
    }
    fx-vector-running
    {
      AUDIO
      {
        channel = Ship
        clip = sound_rocket_hard
        volume = 0.0 0.0
        volume = 0.01 0.4
        volume = 1.0 1.0
        pitch = 0.0 0.2
        pitch = 0.01 0.6
        pitch = 1.0 1.8
        loop = true
      }
     
      PREFAB_PARTICLE
      {
        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, 0
      }
    }
  }
  MODULE
  {
    name = ModuleWaterfallFX
    // This is a custom name
    moduleID = rs25FX
    // This links the effects to a given ModuleEngines
    engineID = basicEngine

    // List out all controllers we want available
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
    }
   

    TEMPLATE
    {
      // This is the name of the template to use
      templateName = waterfall-hydrolox-rs25-1
      // This field allows you to override the parentTransform name in the EFFECTS contained in the template
      overrideParentTransform = thrustTransform
      scale = 1,1,1
      rotation = 0,0,0
      position = 0,0.0,0
    }

  }
   
}

 

I suspect that KeaKaka's config needs the Stock Waterfall Effects templates, whereas this one uses the ones already included in the normal Waterfall install. FWIW, this is the config I use.

Hey raz, what does yours look like though? Just wondering.

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9 hours ago, DaBaby Kerman said:

@Razgriz1 Do you know why it didn't work??

Have you checked the module manager cache, to see if the patch was actually applied to the part?

If not two reasons are often:
Syntax failure, like missing a bracket, etc.
or
another mod is changing the patching in the end, then it sometimes help to add :FINAL to the patch (after :NEEDS[waterfall])

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4 hours ago, Ashiepopper said:

Hello, every time I try to add the OMS engines onto the orbiter, the engines not only disappear, but also the game straight up locks me out of deleting the part, nor can I even exit the spaceplane hangar.

Log file:

https://www.mediafire.com/file/j14dar38jsbyd57/KSP.log/file 

This problem is present if you have an outdated version of Benjee10_SharedAssets. Update that and the problem is solved.

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  • 3 weeks later...
6 hours ago, Noname115 said:

jwWhuBP.png

I think something may have broken with the decals.

Looks like you have Magpie Mods/Textures unlimited, based on how shiny the orbiter is… 

I have had that cause issues with flag decals. 

If you don’t want to get rid of the mod, you can try deleting the “SOCK” folder from the list of Magpie configs.
 

 

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13 minutes ago, lemon cup said:

Looks like you have Magpie Mods/Textures unlimited, based on how shiny the orbiter is… 

I have had that cause issues with flag decals. 

If you don’t want to get rid of the mod, you can try deleting the “SOCK” folder from the list of Magpie configs.
 

 

Shame. But in the process I may have discovered why I was having another problem with the AJ-10 engine.

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  • 2 weeks later...
3 hours ago, Neebel said:

I was just randomly clicking through my Gamedata until I found this in the Benjee10_shuttleOrbiter\Parts\@thumbs folder:

 Xfu0asl.png?1

I just have to ask now: When will we get this awesome Buran? Will we ever?

Look back a few posts. There's already lots of discussion on these future parts.

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On 9/27/2021 at 1:43 PM, Neebel said:

I was just randomly clicking through my Gamedata until I found this in the Benjee10_shuttleOrbiter\Parts\@thumbs folder:

 Xfu0asl.png?1

I just have to ask now: When will we get this awesome Buran? Will we ever?

It's happening...it's finally happening :D 

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