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InfectedGrowth

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Everything posted by InfectedGrowth

  1. I just came back to playing KSP and found this. Can't freakin wait.
  2. Quick question: what is the hotkey for the UI editor? Did it change from alt+n?
  3. No he means that there is a bug which causes this. It happens to me ALL the time and is very annoying.
  4. I believe that all they do at the time is affect how their expressions react to outside stimuli. They do something, just not much. EDIT: ninja'd
  5. Really? I haven't experienced any noticeable change in framerate form the new smoke fx. I was pleasantly surprised when they didn't slideshow my game.
  6. If something bad happens due to a bug (a clear, objective bug, not just a feature or mechanic you dislike) then it is the game's fault that this happened, not yours. There is no reason you should be punished for something you could not possibly prevent, and thus it is completely reasonable to fix the mistake the game made. Editing save files falls outside the realm of normal gameplay, but so do bugs.
  7. I think the best way to fix this is to a) remove control of the vessel after finishing the contract and make a new ship tag for other companies' vessels When you get it into the right orbit and stay stable for 10 seconds, a button could pop up (maybe in the message system) which, when clicked would ask you if you wanted to yield control of the vessel and complete the contract. If you hit no, the contract won't complete. If you hit yes, then the game would basically deactivate the probe cores and pods in th craft, rendering it uncontrollable. Then it would re-declare it as a new category, like debris, which is for other companies' vessels. The game could even add the company's name in front of the ship as a prefix.
  8. Hi I have had This issue as well and it seems that I can extend them manually before I transmit, but after I transmit for the first time the antenna becomes permanently unable to be expanded manually (by right-click). No idea why this happens, really annoys me. >
  9. I always use three to four letter acronyms followed by the iteration. For example the SOV-6 (Standard Orbiting Vehicle, the 6th design ) SOR-2 (Standard orbiting rocket) SMR-3 (Standard Missions Rocket) DSP-2 (Deep Space Probe) you get the idea. Some are less serious, like the BFR-2 (Big F'ing Rocket) booster or the HMJ-2 (Highly Maneuverable Jet) Fighter Jet Sometimes I forget what they stand for...
  10. I am getting nothing when I press Alt+n... I am on the most recent version, just re-downloaded the mod and still no change. I have never gotten it to work (I did not know of it until recently, been bugging me ever since) Any idea what the problem could be?
  11. Hi how do you access the settings toolbar? Hitting Alt+N does nothing in tracking station or space center, and it doesn't show up in blizzy's toolbar.
  12. Here is my flag, a quick design I whipped up in GIMP in about 1 hour and a half. Wanted a non-default one to put on my ships!
  13. Hey Nazari, Since 0.23.5 recently added more vanilla smokescreen-esque effects, and there are people (myself included) who can't use smokescreen due to lag problems, but still want the rocket flames, would it be possible for you to make an alternate config that keeps the new vanilla smoke fx but adds the new rocket flames? Basically have a version with just the flames and a version with smokescreen integrated. This would be really awesome as I just can't handle the smokescreen fx.
  14. YEEEEESSSS YES YES YES YES It has been annoying the crap out of me...
  15. Yes I would like this very much! I can't stand the vanilla engine flames compared to these, but the smokescreen brings my fps down from a good 40-50 to like 5, and with regular pauses every second or so. It makes launches very laggy and not fun.
  16. Ummmmm, my poodle engine's flame is invisible...? Here is the entry for itin the .cfg, is it something there? @PART[liquidEngine2-2] //Rockomax Poodle { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamelowlarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.70 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } }
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