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(1.12.X) Watermel00n's Warehouse


Watermel00n
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Where the nonsense never ends!

NqmTGGE.png

Nice Kerbin Rings

Self explanatory.

Dependencies: Kopernicus and ModuleManager

DOWNLOAD:  Spacedock

q215Y0e.png

EZtree

Planes and Probes first!

Dependencies: ModuleManager

DOWNLOAD:  Spacedock

X3GNzbs.png

Luhat Orbital Products - Fuel Cells

New Monopropellant stock fuel cell and fuel cells for every pod!

Dependencies: ModuleManager, L00NTools

DOWNLOAD:  Spacedock

L00NTools

IMPORTANT DEPENDENCY!

Dependencies: None

DOWNLOAD:  Spacedock

J-20R

ExydCPw.png

X1wxbbG.png

Radial Junos!

Dependencies: ModuleManager

DOWNLOAD:  Spacedock

 

PulseJet

A 0.625 m juno that's stretched (reconfig)

Dependencies: ModuleManager

DOWNLOAD:  Spacedock

Edited by Watermel00n
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  • 2 weeks later...
On 2/1/2022 at 4:36 PM, Watermel00n said:

I actually don't how to make custom sounds. Would like someone to help.

The file structure for existing sounds might help you:

Spoiler

EFFECTS
    {        
        running_thrust
        {            
            AUDIO
            {
                channel = Ship
                clip = sound_jet_deep
                volume = 0.0 0.0
                volume = 0.05 0.2
                volume = 1.0 0.5
                pitch = 0.0 1.2
                pitch = 1.0 2.0
                loop = true
            }
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                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, 1
                localRotation = 1, 0, 0, -90
            }                    
        }
        running_turbine
        {
            AUDIO
            {
                channel = Ship
                clip = sound_jet_low
                volume = 0.0 0.0
                volume = 0.05 0.35
                volume = 1.0 0.5
                pitch = 0.0 0.6
                pitch = 0.05 0.8
                pitch = 1.0 1.5
                loop = true
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                volume = 0.8
                pitch = 2.5
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 0.8
                pitch = 2.5
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = thrustTransform
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }

And here's one from @Knight of St John's Stock Waterfall Effects:

Spoiler

EFFECTS
    {
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = Waterfall/Sounds/KW/sound_liq7
                volume = 0.6
                pitch = 0.7
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 1.0
                pitch = 0.7
                loop = false
            }
        }
        flameout
        {
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 0.7
                loop = false
            }
        }
        fx-nerv-running
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_hard
                volume = 0.0 0.0
                volume = 0.01 0.1
                volume = 0.5 0.35
                volume = 1.0 0.7
                pitch = 0.0 0.5
                pitch = 1.0 0.7
                loop = true
            }
        }
    }

 

 

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On 1/16/2022 at 11:48 AM, Terminator Shock said:

Cool tech tree, could you make it CTT compatible?

 

On 1/17/2022 at 8:18 AM, Watermel00n said:

I think it is.

 

If you only change parts' unlock techs and leave the tech tree nodes the same as in stock, it should be CTT compatible.

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  • 3 months later...

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