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(1.12.X) Watermel00n's Warehouse (New mod update!)


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

 

L00NTools

IMPORTANT DEPENDENCY!

Dependencies: None

DOWNLOAD:  Spacedock

 

 

O4ZiAWT.png

ExydCPw.png

X3GNzbs.png

Watermel00n's Part Tweaks (WIP)

 

 Changes: (note that these are MM patches)

Size 1-2 adapter

Size 1.5-3 adapter

Size 2-4 adapter

Short Mk2-Size 2 adapter

2 sizes of structural fueslage

A stubby nose cone.

Adapters now store fuel!

A 0.625 m juno that's stretched (reconfig)

Monopropellant fuel cells and small fuel cells in each pod.

Radial Junos!

Struts are longer and stronger

QBE has small reaction wheels

Multi-point connector has reduced weight to 0.25 tons

New Juno reconfig that has performance between Wheesley and Panther

Ants can be unlocked with Basic Science

Pulsejet juno reconfig.

Nuclear engines now produce EC at all times.

 

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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