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Everything posted by lextacy
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
lextacy replied to pingopete's topic in KSP1 Mod Development
[quote name='Pronoes']Everything is on the github still ?[/QUOTE] oohhhh crazy beans! That slipped by my radar, he must have just updated the GIB. The venus clouds are in there good deal. There is also the new auroras ! :D Im in for a loooooong night -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
lextacy replied to pingopete's topic in KSP1 Mod Development
[quote name='Pronoes']Hey guys. There's a couple of semi decent shots in a video I have recently uploaded using RVE if anyone wants to take a look. Any feedback would be much appreciated. [URL]https://www.youtube.com/watch?v=PX6V3pDWqKM[/URL][/QUOTE] hi, do you happen to have the RSS planet clouds in that RVE pack? Mostly I need the Venus stuff. The author has pulled all downloads of RVE due to complaints. -
HotRockets! Particle FX Replacement + Tutorial
lextacy replied to Nazari1382's topic in KSP1 Mod Development
here is the culprits folks. I have looked at various community configs and have noticed a gross inconsistency of how they are writing these configs. Ill even point out the discrepancies here and where they originated from. These come from bottom portion of the configs where you patched the ModuleEngines to become ModuleEnginesFX. [B][U]Squad engines by Nazari?[/U][/B] %spoolEffectName = [COLOR=#0000cd][U]powersmoke[/U][/COLOR] %powerEffectName = powerflame [B][U]HotRockets OP[/U][/B] runningEffectName = [U][COLOR=#0000cd]powersmoke [/COLOR][COLOR=#ff0000][B]WAIT! why did powersmoke get 2 different keys?![/B][/COLOR][/U] directThrottleEffectName = powerflame thrustVectorTransformName = thrustTransform [B][U]NASA Engine Config by Nazari?[/U][/B] @runningEffectName = powersmoke %powerEffectName = powerflame [U][B] KW Rocketry Config by Nazari?[/B][/U] *blank* [SIZE=3][COLOR=#ff0000][B] <---no joke[/B][/COLOR][/SIZE] , absolutely nothing is writen here, yet in another moduleEnginesFX (NASA see above) there is code ! This really makes a mess of the ModuleEngines/FX protocol when you can see in each config, the values listed under the @name = ModuleEnginesFX are of completely different nature. One must use some sort of magic I guess to write their own config right? I am not trying to discredit anyone here, but trying to make sense of these identifier keys that seem to be made up? Lets start with these.... [I]spoolEffectName <------engine sound before startup? powerEffectName <------ is this the smoke trigger? runningEffectName <------ is this the flame coming out of engine nozzle? directThrottleEffectName <------ im assuming this is the pitch change to sound when you throttle engine ? thrustVectorTransformName[/I] <------ Is this an identifier in case you have a twin nozzle engine and you have to apply it? Are these 5 items defined in the hardcode of the .dll ? Where do they come from? Why are these 5 keys used differently in all these configs?Do these trigger based on an engine action? Are some of these sound trigger keys? Are these imbedded into the ModuleEnginesFX? Please Id love to hear from MP_Nazari and he would be the only one to know and answer these important questions. I must write a FASA engine config and need help. -
With the hype of remote tech for KSP I have ran into a bump in the road about the time period when geostationary sats where finally used to communicate with unmanned crafts. I did some research and all I can find is that Relay 1,2 and Syncoms 1-3 where all attempts at geostationary and some were used to broadcast tele/vision , but no mention of spacecraft. Ive found the TDRS series which was launched in the early 80's are a confirmed network that did this type of communication, but no cookie in earlier space times during the space race. I really hope that in the late 60's this was implemented? For the sake of remote tech, I really want this. Discuss and thank you for your time my fellow kerbobots.
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I must of done something somewhere and cannot trace it back, but none of my spacecrafts blow up when hitting the ground hard. They will bounce really high into the air and make for a nightmare of trying to recover vessel. This also happens in water. The ground vs water bouncing is identical. And get back to the space center. Here is my mod list and a log file if that might help a bit. 000_Toolbar 000_USITools AIES_Aerospace AviatorArsenal B9_Aerospace BaconAerospace BahaSP BDArmory BobCatind BoulderCo Chatterer CommunityResourcePack CrewManifest DistantObject DiverseKerbalHeads.cfg DMagicOrbitalScience EngineLight EnhancedNavBall EnvironmentalVisualEnhancements FASA Firespitter G.A.S global_HOTROCKETS_mm.cfg~ HullCameraVDS JSI Kaboom Kartographer KAX KerbalEngineer KerbalJointReinforcement KerbalKonstructs KerbalLaunchFailure Kerbaltek Klockheed_Martian_Gimbal Kopernicus Kosmodrome KSCFloodlight KSCSwitcher KWRocketry MagicSmokeIndustries Maritime Pack MechJeb2 MenuStabilizer.dll mm_Capsuleunmanned.cfg mm_Capsuleunmanned.cfg~ mm_FASA_HOTROCKETS.cfg~ mm_HOTROCKETS_FASA.cfg mm_HOTROCKETS_FASA.cfg~ mm_HYPERGOLICS.cfg mm_HYPERGOLICS.cfg~ mm_R7_engineFIX.cfg~ MM_ReflectionPluginWrapper.cfg mm_RSC_fuels.cfg mm_SOLIDS.cfg mm_SOLIDS.cfg~ mm_SQUAD_HOTROCKETS.cfg mm_SQUAD_HOTROCKETS.cfg~ mm_VERNIER_fuels.cfg mm_VERNIER_fuels.cfg~ modslist.txt ModuleManager.2.6.8.dll ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.Physics~ ModuleManager.TechTree MP_Nazari North Kerbin Weaponry PlaneMode PlanetShine ProceduralDynamics ProceduralFairings RealFuels RealPlume RealSolarSystem RemoteTech RN_R7 RN_Soviet_Probes RN_US_Probes RN_US_Rockets RSS-Textures RVE RVE.cfg~ scatterer sceneJumper SmokeScreen SolverEngines Soviet_Probes_TR.cfg Squad Stock Bug Fixes SXT Tantares TestFlight TextureReplacer toolbar-settings.dat TweakScale UmbraSpaceIndustries US_Probes_TR.cfg VesselMover [url]https://www.dropbox.com/s/4efhi8625dj6gas/Player.log?dl=0[/url] [url]https://www.dropbox.com/s/e1u45y14f50s1t0/KSP.log?dl=0[/url]
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[quote name='NathanKell']If you want the same mass of solid fuel, you need to multiply the original non-RF units by their density ( 0.0075 ) and then divide by the density of the new solid fuel you picked (probably something close to 0.00178 although it does vary a few grams PSPC/HTPB/PBAN/etc).[/QUOTE] THANKS! I did the maths and it came up with around around 5x the tank sizes needed.
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[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
lextacy replied to stevehead's topic in KSP1 Mod Releases
Can this mod be used in a way to give certain engines more failure than others? I know testflgiht does this , but testflight does not offer launchpad explosions. What is [I]propagationChanceDecreases = False[/I] and [I]failurePropagateProbability = 0.7[/I] ?? -
questions ! :D 1. How much units of [U][B]solid fuel[/B][/U] do I need to put in this line ? Do I put what the stock value was? Or do I need to use a converter? [SIZE=1][I] MODULE { name = ModuleFuelTanks volume = x <-------------- type = PSPC }[/I][/SIZE] 2. Ive been experiemneting with mixture ratios. Here is an example....... LqdHydrogen 68.00 % LqdOxygen 32.00% Is this going to burn evenly? Will I get fuel left over when the engine flamesout due to a bad mixture? What I mean is will both bi-propellants empty in the tank at same time?
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[quote name='Mipe']You mean you're going to edit those values to extremes and try reaching the orbit by popping out of water?[/QUOTE] Ill leave that one up to DannyK :)
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good eye mecripp !! buoyancy = 1.5 buoyancyUseSine = False will use that code to have FUN!!!
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[quote name='CliftonM']You change the mass. Simple as that.[/QUOTE] no , bad idea
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I need to get airbags so a capsule will float in water. My Mercury capsule from FASA seems to sink underwater. I want to apply "airbags" to the FASA floats. How can I accomplish this? From what I hear the water in KSP now can accept buoyancy from parts, but I dont know how to code a part to do so.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
lextacy replied to DMagic's topic in KSP1 Mod Releases
No geiger counter yet? KSP now supports radiation, we must have a way to measure this right? Is there going to be a future release that will include radiation experiments/meters? -
That "module resource converter" thing...
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
[quote name='Streetwind']It's not more "robust" as such, it's a different option, depending on what you want. Sometimes you don't want to blanket-change all parts that carry a specific module... but yeah, when you do, search terms are useful.[/QUOTE] YES! THats why I wildcarded fuel cell, so It would just apply to the 2 squad parts. I need moduleResourceConverter to be open to multiple types because down the road these converters are going to do methane and other various extraction elements. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
lextacy replied to pingopete's topic in KSP1 Mod Development
[quote name='Felbourn']Perhaps replace the RSS texture with something temporary that shows the clouds, then later when real clouds exist you can change the texture back to normal.[/QUOTE] i might try to color correct existing cloud textures and then make them the Venus ones for now. Might go for a tan hue. Thank you for a temporary fix to get me through! -
That "module resource converter" thing...
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
AHHHH! HHAHA ... ok I copied paste you code and you mis-capitalized resourceName and ratio....so that killed the inputs....and as far as the outputs, I did this fun thing. [code] @PART[FuelCell*]:FINAL { !MODULE[ModuleResourceConverter] { } MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.0020625 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.4 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Water Ratio = 1.0 DumpExcess = false } } RESOURCE { name = Water amount = 0 maxAmount = 500 } } [/code] By killing the original module and just re-writing a new converter, I was able to get it to work AND made for a cleaner config with the @%@%@%@% everywhere. Wondering if just using the % water part would have been an alternative?