Jump to content

nli2work

Members
  • Posts

    2,836
  • Joined

  • Last visited

Everything posted by nli2work

  1. I'll change it to "FirespitterCore" as RF requires only the DLL. if the flag changes to some other name I'll update it accordingly. I'm still getting familiar with github and figuring out how it works. Thanks!
  2. there's a fxOffset line in ModuleEngineFX. that may be overriding the localPosition?
  3. change this line in the LV-N config file "maxThrust = 60" to "maxThrust = 80" if you want a second one with 80 thrust. copy/paste the config file in LV-N folder, keep it in the same folder, change the following lines "name = nuclearEngine" to "name = nuclearEngine80kN" "maxThrust = 60" to "maxThrust = 80"
  4. looks cool for me to get RetroFuture to take advantage of CKAN I should include the following correct? Included in the KerbalStuff upload... as "RetroFuture.ckan"? { "spec_version" : 1, "identifier" : "RetroFuture", "$kref" : "#/ckan/kerbalstuff", "depends" : [ { "name" : "Firespitter" }, { "name" : "ModuleManager", "min_version" : "2.5.1" } ], "recommends" : [ { "name" : "FerramAerospaceResearch" }, { "name" : "RasterPropMonitor" }, { "name" : "BDArmory"}, { "name" : "ProceduralDynamics"}, { "name" : "SmokeScreen"} ], "resources" : { "homepage" : { "url" : "http://forum.kerbalspaceprogram.com/threads/84054" } }, "install" : [ { "file" : "RetroFuture", "install_to" : "GameData" }, ] } Thanks!
  5. you can fake it with stock ModuleEngineFX. define additional emitters MODEL_MULTI_PARTICLE{} for running mode at transforms (something other than thrustTransform) you placed in the MU, set emission rate to 1 at 0 throttle and fade to 0 emission as you throttle up. if the part is not an engine, set the thrust to 0 and resource consumption low. but with the dfault thrust at 50% the effect will probably be missed by many people.
  6. the scales are correct. make sure you are attaching to the correct stack node. they are thin discs essentially and it's easy to snap to the wrong attach node, especially with the smallest one, and it would look like the engine is clipped inside of what you want to attach to.
  7. I do around 0.001; camera distance affects it too. The further out, the more space you need; but the flag decal is also smaller on screen so you can't really see the z-fight.
  8. Is there a plugin that does this so far? Haven't seen anything in the forums yet. I can set thrust limits and the applies according to symmetry; but only works in Editor. After launch engines has to be adjusted indivudally. I see it working similar to Action Groups for engines; Thrust limits are linked for engines in the same group; and groups can be throttled independently. onscreen window with sliders to control throttle groups. Shift/Ctrl would throttle everything by the same factor e.g. throttle group 1 is at 50%; throttle group 2 is at 25%; main throttle is at 75%. final throttle for group 1 is 0.5*0.75 = 0.375 final throttle for group 2 is 0.25*0.75 = 0.1875 Z/X would set everything to 100% or 0% globally. would be very useful for VTOL crafts.
  9. Yeah, I've been reading up on them a little bit. there's potential for some interesting propulsion options. Boeing has a research program using pulsejets for VTOL crafts, PETA... Pulse Ejector Thrust Augmenter. No real info I can find other than some primitive d concepts. but the response speed alone makes pulse jets interesting enough for VTOL crafts.
  10. hm. I was able to upload one I exported as a part folder. I had the associated textures, MU file, and config file.
  11. try zipping the working part folder instead of packing the files separately. I couldn't upload MUs separately but I could upload a part from Gamedata.
  12. yeah drop down the detail on aero effects. and/or zoom out further from your vessel. I think the FX is a post effect and the more screen space pixels they take up, the longer it takes to render the frame, which eats up your FPS
  13. make sure you remove the INTERNAL{} block from the pod's config files or things can get buggy as the pod is continually looking for a missing internal after launch.
  14. Sarbian is talking with dtobi. maybe in a future update Cool Rockets will get wrapped into SmokeScreen. that would be pretty sweet.
  15. SmokeScreen does it all. for a simple venting look, set the emission speed input to 0 and taper off emission rate as the vehicle starts to move. a reversed smoke trail basically. you should be able to place a particle FX at any transform using FSanimateGeneric, I'm still trying to figure out how to do it properly.
  16. SmokeScreen! Set a particle source to emit just around Mach 1, and limit it to a low altitude. Only caveat is the position is fixed so it'd probably look a little odd on planes that are much larger or smaller than modern fighter jets. I was hoping to separate it from the engineFX using FSanimateGeneric and put the FX on the wing pieces but had no luck.
  17. I'll take a look in the next few days. And... Retro-Future v1.6.3 New Parts: Rectangular Nose Intake (will adjust according to velocity if you have B9, for cosmetics) Ramjet (WWII Era) PulseJet (V1 type) surface attach retractable docking port jr, with docking port light togglable by default light hotkey 2.1m wide Cockpit, seats 2. direct Airlock access to Cargo hold. 2.1m wide Field Science Lab. (cleans experiments, provides 1.25x transmission bonus, no duplicate reports) 2.1m wide Utility section. configurable as enclosed cargo section; side open structural section; or side/bottom open structural section. 2.1m wide Crew Compartment. direct Airlock access to Cargo hold. holds 4 Kerbals full update info in OP
  18. it's a bit too large for a Kerbal i think. I'd guess it's 1.5 times the size of a ground pylon a little airlock finagling, but was worth the trouble.
×
×
  • Create New...