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Angelo Kerman

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Everything posted by Angelo Kerman

  1. That has to do with KIS as well. I've mitigated the issue by moving colliders slightly way from the attachment nodes similar to what SEP does, but it's not perfect. That's one reason the Conestoga exists; you don't necessarily need KIS to create distributed bases without the need for KIS.
  2. Are you getting null-refs in the space center or anything? If anything, it'll have to wait for 1.3 to drop. There are a bunch of changes needed to get the plugins working. One of the things I really need though is a profiler. Right now, there's no way for me to tell where the performance bottleneck is. I think you can step through the plugin code in KSP, but I haven't tried that yet. That sounds like a KIS issue.
  3. Diameter switching wasn't added to the rocket parts overhaul, but I did create a version that had mesh switching and fuel tank resource switching when 1.2.2 was nearing completion. I modified the models provided in the part overhauls release to perform tank but mesh switching, and was in the process of making the KR-1. You can find it here, and the project source here. And the readme
  4. Yup, that's the idea. The real LDEF was supposed to in orbit for a year, but it was brought down six years later. LDEF is self-contained but you pay for it in terms of time to completion. For faster results, bring LDEF experiments to a station equipped with a MOLE Lab. The concept is similar to how you bring expriment modules to a Station Science space station.
  5. Nice, thanks for sharing that! Some of the textures on the LDEF parts come from the real thing...
  6. Ok, so, like the Flight Control Package? It is a nose extension to the MOLE that also has a chute. Also, the Mk1 Docking Port has a built-in drogue chute.
  7. If you have logs when the part blew up, I could look at them and see what happened. it's the KSP.log file, in the game's folder. Not sure what you mean by a round chute...
  8. Glad you are having fun with MOLE. Should be interesting to see what happens when the DLC is added to the mix. I haven't heard of any problems with the Sombrero before now, do you have logs? It sounds like a collider issue, but not sure. Was it attached to anything other than the Muncrete pad?
  9. Unfortunately, this release is taking a lot longer than anticipated. I'm trying to figure out a reasonable design for the gas turbine model, for instance, and I've got a bunch more parts to do. It'll be done when it's done. It's a hobby, after all.
  10. I designed a new gas turbine generator part module: The gauge color is a little off (still trying to figure out what Squad uses), but the generator is throttle controlled. MODULE { name = ModuleGasTurbine ConverterName = Gas Turbine StartActionName = Start Gas Turbine StopActionName = Stop Gas Turbine ToggleActionName = Toggle Gas Turbine FillAmount = 1.0 spoolTime = 8.0 //How fast to spool the turbine from one setting to the next smokeEffect = smoke_effect turbineEffect = turbine_effect startEffect = start_effect stopEffect = stop_effect flameoutEffect = flameout_effect stagingEnabled = true INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = IntakeAir Ratio = 5.128 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 125 DumpExcess = true } }
  11. It's also controlled by throttle. Now I can get to the job of making the gas turbine 3D model. I hope to have the turbine done before KSP 1.3 drops.
  12. It turns out it's un-intuitively simple: to play an effect: call this.part.Effect(effectName, powerLevel), where effectName is the name of the effect from your EFFECTS node, and powerLevel is a value between 0 and 1. Call part.Effect in every update or fixed update, or your effect will vanish.
  13. Fortunately, I've got effects working just fine. I'm putting the finishing touches on my new gas turbine generator code; it sounds like a stock jet engine, and it produces smoke effects- and I learned how to play those effects you see defined in an EFFECTS node!
  14. Ah ok, I think he is using a modified resource converter. That is what I was working with yesterday. I finally figured out how to play an effect listed in the EFFECTS section of a part, though I don't know how to turn an effect off yet...
  15. I've found that Part.Effect will play one of the effects specified in the part's EFFECTS node, but how do you turn off the effect? For instance: EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.0 pitch = 0.0 0.6 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransformFX 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 } } } the running_thrust effect can be played by this.part.Effect("running_thrust") and the sound will be looped (loop = true). But how do you stop the looping sound, or stop the effect?
  16. Can you point me in the direction of the part with the fix? I'm curious about how it was done.
  17. COOOOL! Love the temporal fracture engine.
  18. Might be the way you're flying then. I use them all the time during testing; I've got HL installed and of course the Heisenberg's plugins, and the test craft fly upright. I've put them through some pretty harsh maneuvers too.
  19. Wouldn't have a clue. Try uninstalling quiztecharo continued + TCA and see if it works. Also try the reference craft before building your own airship. They fly just fine.
  20. Looks cool! Glad you like the mod, and thanks for making art with it.
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