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lextacy

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Everything posted by lextacy

  1. ok so in that config, it looks like you have a broad global config to use that smoke. This would make plumes on everything and everywhere. So all I need to do is narrow down the code to exclude air breathing and to also have it shut off in vacuum ? Also Im using real fuels, so could @PART [*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL be @PART [*]:HAS[@MODULE[ModuleEngines*]]:FINAL ??
  2. I remember you ! You always give the best information ever ! What is the use of NFP capacitors? no, then parts that consume electric charge(EC) will still only see the original EC.
  3. Ok lets say I want an auxiliary electric charge inside a capsule. Ive tried duplicating "RESOURCE" Electric Charge , but the game will ignore the 2nd charge. I also want this 2nd charge to be off by default. This way to prevent charge depletion in case you time warped and forgot to deploy solars. So it would go something like this............ Right Click contex menu Advantages 1. Dont have to chase around a small battery part to right click it 2. Part AND mass reduction 3 Fail-safe to have emergency power if one forgot to install a 2nd battery in VAB (old school method) Disadvantages 1. Have to code?
  4. thanks Nathan and regex. Those answers were great ! I dont need to make new fuel then and focus on more evil things...................like making smoke plumes insanely thick and huge at launch !
  5. how do I increase the thickness and size of the flame trench plumes?
  6. Hi, new to this mod. 1. Can someone explain the gameplay element in this mod? I mean I know you can use real life fuels. That is just the aesthetics part of it I think. Are we choosing what fuel to run in the engine just because?, or is there a deeper purpose such as "this fuel will suck on this engine , but will run great on that engine". So lets say I choose to run LiqHyd+LOX on a LV-30. What is to stop me from just choosing any fuel from the list and be just as better off? I know limited ignitions&ullage add a little to the true gameplay of the mod. Beyond that Im hoping this mod will offer a dynamic gameplay in the fuel mixture aspect of it. 2. I want to make an alcohol fuel like was used on the V2. Is it possible to make your own fuels up in this mod?
  7. been a year now, still waiting on a GUI version of this
  8. Ok i got it to work....kinda. The sun is emitting a purple haze . Its killing off the sky blue im aiming for. How can I fix this?
  9. Since there is no install tutorial I went ahead anyway and give this mod a try. The problem is im only getting the original EVE clouds. When I use Alt-N menu to look for the new Earth clouds, that config is not in the gui, only the stock EVE cloud layers. What may be thy problem?
  10. thanks ! tried your suggestion and it worked fairly well.
  11. OMG !!! THANKS SO MUCH! FINALLY! We can now place war assets on the ground strategically so that BD armory makes for great wars !
  12. Hi, Im new to this mod and have a little problem getting a ship to float in water. Im making a battleship for WW2 . I've tried setting the bouyancy to max (50) , but ship will still sink. Is this b.c. I need another mod such as the "Better Bouyancy" mod? Or do I need to hack a special setting somewhere?
  13. just got RSS this week. Ive noticed that Earth has a very low lighting condition due to the fact its farther from the sun. Is there anyway to brighten earths blue skies more to match what Kerbin was?
  14. Well what does it post? Do you see anything out of the ordinary? You should try a test install with my exact setup on Linux. Maybe you can re-create the problem?
  15. cant be improper install , everything is in the game data folder as should be. Mod conflict was ruled out , please read #6 . What is CKAN?
  16. This mod apparenty has an issue............I cannot launch any craft with or without BD parts. The game will crash with a null and display a frozen ground glitch or Kerbin glitch. 1. Removed each mod one-by-one untill game works properly (game finally worked after removing BD) 2. tried on fresh install , worked 3. then added my mods back to the new install , worked only for a few times then BD crashes game 100% 4. tried fresh install again....worked 5. added my mods back , immediate fail 6. THEN took out all mods except BD . Heres where it really tricky. It still crashes game with BD only. This leads me to believe that BD does not conflict with any other mods, but rather having mods installed amplify the chances of BD triggering the NULL. 7. Any version after 0.9.2 does not work with 1.0.4 (you might have made a critical change in the code that causes the Null errors) https://www.dropbox.com/s/4efhi8625dj6gas/Player.log?dl=0 Here is the graphical glitches your mod triggers after clicking launch in the VAB NOTICE THE NULL STUFF?! Mods: KAX RSS FireSpitter Tweakscale Aviator Arsenal IR Procedural Wings North kerbin Dynamics KSC Switcher
  17. Parts are blowing up on vessel reloads after they have landed. Not only that, KJR is worthless in handling Eve. I dare take Kerbal Joint off, but that would not be the point of keeping joints stable. Unless I have a faulty copy of the game (someone pulling a joke on me on Steam) I cant really explain why this is happening. I dont buy into stock parts performing "fine" on Eve. Not with those pressures. Unless you can post a video proving you are doing this without cheating. Thank god this is the last mission of the career. Wont be back until the devs start fixing this game hardcore for 1.0
  18. Why hasnt anyone made some Eve friendly parts to use for manned mission there? The pressures there are so bad that stock parts blow up and all mods also use the same mechanics. Just kinda of a drag if the only planet to take Kerbal is Duna.
  19. anyway to change the default view distance? It always starts out zoomed out 100 miles from the VAB
  20. no fair....u are getting it past the game loading screen. it locks up for me when the TAC stuff loads
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