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Everything posted by AntiMatter001
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[0.90] Kerbin Shuttle Orbiter System v4.13
AntiMatter001 replied to helldiver's topic in KSP1 Mod Releases
uhm... hehe... i do a flyby and drop em with parachutes and mechjeb so mechjeb and toggle the parachutes... but they keep exploding on contact XD idk y. your design ensures re-usability though so i'll... uhhh... "borrow" it... heh -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
i suggest bundling all the .zip files of the mods you love into a single folder "ksp.23 mods" and then doing a fresh reinstall of each one except the ones your gonna not use -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
how many mods do you use? also for those who are wondering about the rapier part here is the code just copy the code paste it into a blank document/file (not folder!!) and rename it: "rapier Engine.cfg" put your "rapierEngine.cfg here LLL/Parts/Engine/LLL2x1Engine it should come up as "rapier test" in the vab and sph. (any trouble just message me i used lacks models and parts so everything belongs to him... apart from the engine code... that was Bac9s) the code! PART { // Kerbal Space Program - Part Config // There once was a man from Nantucket // --- general parameters --- name = Rapier TEST module = Part author = Lack // --- asset parameters --- MODEL { model = LLL/Parts/Engine/LLL2x1Engine/radialjet scale = 0.8, 0.8, 0.6 position = 0.0, -0.23, 0.0 } scale = 1 rescaleFactor = 1 rimFalloff = 5 // --- node definitions --- //node_stack_side = 0.5, 0.15, 0.0, 0.5, 0.0, 0.0 node_attach = 0.5, 0.0, 0.0, 0.5, 0.0, 0.0 node_stack_top = 0.0, 0.65, 0.0, 0.0, 1.0, 0.0 // --- FX definitions --- fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_jet_low = running sound_jet_deep = power sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = hypersonicFlight entryCost = 0 cost = 600 category = Propulsion subcategory = 0 title = Rapier TEST manufacturer = Lack Luster Labs description = Turns out building nuclear engines is really hard and expensive. So we just crammed jet engines in all the ones that didn't quite work. Good news is the residual radiation levels are almost safe. Probably wouldn't park any plane using these too close to a school, though. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 // --- standard part parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 5 breakingForce = 800 breakingTorque = 800 maxTemp = 3400 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.5 0.5 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike //fx_smokeTrail_light //fx_smokeTrail_aeroSpike transformName = thrust_transform 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 //1.0 1.0 localOffset = 0, 0, 0.5 } } power_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_jet_deep //sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/fx_exhaustLight_yellow //Squad/FX/shockExhaust_blue_small //Squad/FX/shockExhaust_red_small transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike //fx_smokeTrail_light //fx_smokeTrail_aeroSpike transformName = thrust_transform emission = 0.0 0.0 emission = 0.5 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 //1.0 1.0 localOffset = 0, 0, 0.5 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 //fx_exhaustSparks_flameout_2 transformName = thrust_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle } //engine mode 1 MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 200 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True //fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 9 DrawGauge = True } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 } } //engine mode 2 MODULE { name = ModuleEnginesFX engineID = ClosedCycle directThrottleEffectName = power_closed runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 300 //fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 0.8 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 } MODULE { name = ModuleAnimateHeat ThermalAnim = 2x1ENGanim } } insert (i think it'sthe) creative commons licence here... but then again as i've said the original code belonged to Lack and Bac9 i just took both codes and slammed them together. -
CCCCCRRRRRAAAAAAPPPPPPPP!!!! was just about to complain that my hyperdrive wasn't working......... is there a way to get it working without interstellar? i kinda can't download that mod due to lack of memory....
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[0.90] Kerbin Shuttle Orbiter System v4.13
AntiMatter001 replied to helldiver's topic in KSP1 Mod Releases
could you posibly tell me how you got that kas pack up there and how it is made? i need to resupply duna with struts for my duna base but i can't get anything that scale to survive. -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
uhm... i'm using... -looks away- 45... is that bad? also how do you add imgur albums again? -
[0.90] Kerbin Shuttle Orbiter System v4.13
AntiMatter001 replied to helldiver's topic in KSP1 Mod Releases
solution = don't go IVA. XD or copy your ksp folder onto your desktop and put rastaprobmoniters in it to see if there's enough memory to make it run. -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
edit: LACK YOU ARE A GOD! it works but now i gotta find the FX for them... i may copy and paste them again. hmmm also the lights don't go off when i turn the engine off so i'll try fiddle around with that. thanks for diverting from SXT a lil to talk and figure out my problem. oh uhm if someone were to ask for them what should i do? i'm not to familar with linence stuff edit2: got everything working (1000m/s in atmo and well... they're cheaty... i'll just try to balance them out) the lights... they don't light up that much but at least they work so thanks alot. i can't believe that little typo could do something so wrong. -
[0.90] Kerbin Shuttle Orbiter System v4.13
AntiMatter001 replied to helldiver's topic in KSP1 Mod Releases
yes but if you remove the rpm folders and the jsi and hyomoto they don't appear :/ also what system are you running that under? windows? oh and sorry nevermind anymore about this problem i found a solution. -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
O.O OMGOMGOMG I'mgonna have a complete LLL SSTO IN SPPPPPPPAAAAAAACCCCCCCCEEEEEE!!!!!!!! (the qoute is originaly "OMG!OMG!OMG! I'M IN SPPPPAAAACCCCEEE!!!" by the space sphere in portal 2 if anyone of you were wondering where you've heard something similar) -
[0.23.5]General Propulsionâ„¢ SOLD
AntiMatter001 replied to Galacticruler's topic in KSP1 Mod Releases
actually tanks can turn quite fast... if you strap rockets onto it and the end result being sick kerbals and a cartwheeling heavily armoured vehicle -
[0.90] Kerbin Shuttle Orbiter System v4.13
AntiMatter001 replied to helldiver's topic in KSP1 Mod Releases
once again thanks to those people who i've forgotten the names of that helped me with the rastaprobmoniter issue. i've noticed that you've put the stock gauges on the tug and rast prop moniter thingys... i'd like it if while your working on the issue of the blacked out HUDs (after phase two) that you might put the stock gauges in the KSO somewhere... (just asking i'm not saying you should do it) also now that i've uninstalled the rastaprobmoniter and rpm files from my kso gamedata file the light switch doesn't work. i'm going to try pull upmy old version of KSO and try hookwire it to work via the old button in the cockpit menu. -
[0.90] Kerbin Shuttle Orbiter System v4.13
AntiMatter001 replied to helldiver's topic in KSP1 Mod Releases
i'm very sorry to be a pian in the ass here helldriver but maybe could you make a shuttle (or atleast the command part of the shuttle) not have the RastaPropMoniter? i'm a very big fan of this but it's just too memory greedy (even with the reduction pack and the non hd texture pack) for my computer... and the fact that i never do IVAs on missions :/ if you can't right now then please just keep this feature in mind ^.^ thanks. -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
ok lack your coding has bested me so i'd like to ask if you could make a R.I.A.P.E.R. like engine out of the radial jet engines... i've tried and got so far as to make the FX work and the engine menu display that it's doing something also the engine to take fuel and air but there's no thrust... bear this is mind. i just copied and pasted the config which i thought was the duel engine code and put it into the radial jet engine config but that failed. here's the code i have so far... PART { // Kerbal Space Program - Part Config // There once was a man from Nantucket // --- general parameters --- name = Rapier TEST module = Part author = Lack // --- asset parameters --- MODEL { model = LLL/Parts/Engine/LLL2x1Engine/radialjet scale = 0.8, 0.8, 0.6 position = 0.0, -0.23, 0.0 } scale = 1 rescaleFactor = 1 rimFalloff = 5 // --- node definitions --- //node_stack_side = 0.5, 0.15, 0.0, 0.5, 0.0, 0.0 node_attach = 0.5, 0.0, 0.0, 0.5, 0.0, 0.0 node_stack_top = 0.0, 0.65, 0.0, 0.0, 1.0, 0.0 // --- FX definitions --- fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_jet_low = running sound_jet_deep = power sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = hypersonicFlight entryCost = 0 cost = 600 category = Propulsion subcategory = 0 title = Rapier TEST manufacturer = Lack Luster Labs description = Turns out building nuclear engines is really hard and expensive. So we just crammed jet engines in all the ones that didn't quite work. Good news is the residual radiation levels are almost safe. Probably wouldn't park any plane using these too close to a school, though. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 // --- standard part parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 5 breakingForce = 800 breakingTorque = 800 maxTemp = 3400 MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle } //engine mode 1 MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 200 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True //fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 9 DrawGauge = True } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 } } //engine mode 2 MODULE { name = ModuleEnginesFX engineID = ClosedCycle directThrottleEffectName = power_closed runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 300 //fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 0.8 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 } MODULE { name = ModuleAnimateHeat ThermalAnim = 2x1ENGanim } } as you can see i just took the sabre s engines config guts and tried to make frankenstein from it... it didn't work could you posibly help? sorry i'm a big fan (addic) of SSTOs and i just made one from your new probe nose... then noticed that i didn't have a duel engine like the rapier in a lLL type of style -
[0.23] Stockalike parts for useful esthetics
AntiMatter001 replied to TurboNisu's topic in KSP1 Mod Releases
i get a 404 error when i try to download. HELP -
[0.90] Kerbin Shuttle Orbiter System v4.13
AntiMatter001 replied to helldiver's topic in KSP1 Mod Releases
"i'm sorry jeb but i can'tlet you do that" i'm running both those mods but instead of reaction wheels i'm using mechjeb on induvidual parts so i can dock them automaticly... no luck though. what i've found is i can use KAS and quantum struts to re-enfoce the parts just enough to get em to stay stright... but my space station is less than 100 parts and laggy as hell. -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
uhm maybe? look around but it is a parts pack so your basicly left to do whatever you want to . Also (not related to the above. this is sorta a report) LLL is a REALLY nice parts pack. the fact it brings memory's of 2001: a space oddessy into ksp is just one of it's many great reasons to download and try out. the first time i was on KSP this was my first mod and i've never really gone without it. Lack Himself is a great guy, very responsive, many a time i've asked for help and he has replied to my posts/comments with very detailed and "to the point" directions or even better the exact link! another key factor is that it's highly adaptive. instead of putting an ugly round cylinder on your rectangle or cubic spacecraft you can pick one of the kethane converters (or tanks) that comes with this pack and, apart from the change of colour from grey(rocket fuel) or orange(jet fuel) to green (kethane), it just looks like you have a perfectly normal, not ugly, cubic or rectangular spacecraft with no obvious cyclindrical tanks or (sometimes) engines. another one of Lacks great works is the SXT pack which comes with parts for a scale LEM with custom IVA (which i thought was pretty AWESOME!) also it has parts to build a saturn 5 like rocket to launch the said LEM (and service module if you want to re-create the lunar landing in KSP) to the Mun and beyond! if imay i would like to rate this pack. please if you do qoute this and put it up on the first page as a critique then just as a request say i am an amutuer critic and may be very bias to other LEM mod packs or part packs. IVA and Detail of crafts and files ------ 4/5 (mainly cuz it's not finshed but will change to 5/5 when fully completed) career intergration --------------------- 5/5 (some parts need a quick fix but other than that it does what it should do.) mission and science wise -------------- 4.5/5 (all kerbals survived and i've even landed and flew off of Eve with the LEM and other craft made with this pack) mod support and communication ------- 5/5 (everytime i have a prblem... it gets fixed almost instantly O.O) Once again you can just read this and put it up as a critique or say i'm a snooby nosed guy and ignore me (or make fun of me -.-) but honestly apart from a few kinks in the mod it's REALLY good. i can't give this a bad report. -
while we're in the making of "get this fixed please" i'd like to mention that the intakes (that come with the rapier engines which work fine(ok they fall off but i can't blame them)) seem to not attach to craft but the game still thinks they're on the side of it. example: i have a pod with fueltank and four engines and also 1 of the intakes. at launch it drops off and i go "oh... oh welll lets just try these engines anyway" so i launch and everything works fine (apart from the intakes that are still on the launch pad) then as soon as the engines change to closed cycle KSP loses focus on the ship and instead focuses between the ship and the airintakes which are still on the launch pad :/ i could get pics if that example wasn't good