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Enceos

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Everything posted by Enceos

  1. Not quite right, Engine Lighting uses this kind of patch to add its module to the engines: @PART [*]:HAS[@MODULE[ModuleEngines*]]:FOR[EngineLight] { MODULE { name = tjs_EngineLight isDebug = true lightPower = 1.0 lightRange = 40.0 maxLightPower = 23.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 jitterMultiplier = 10.5 multiplierOnIva = 0.5 } } There are RGB values which can be patched with :AFTER[EngineLight]{ @lightRed=, @lightGreen=, @lightBlue= } for each specific engine. --update-- RealPlume has a list of predefined exhaust types like Hydrolox-upper, Hydrogen-NTR etc. Each has a patch: @PART [*]:HAS[@PLUME[[I]NameOfExhaust[/I]]]:AFTER[zRealPlume]:NEEDS[SmokeScreen]{} These patches could include as well a section for EngineLight, this way we won't have to make a patch for each specific engine but for exhaust itself. The author of these exhausts probably knows how each looks and creating a color patch won't be a problem for him.
  2. I love RealPlume very much, but there's one concern I have. Those who play along with the Engine Lighting mod will notice a discrepancy between the exhaust color and the lighting color. Would be nice if RealPlume supported Engine Lighting by giving the right color.
  3. Occasional NREs here and there but everything is functional. The mod author is online every day, however, Hangars is a very complex mod and needs much effort to fix and add things. KSP 1.1 will probably ruin all those efforts, so no updates till 1.1 comes out.
  4. Yep, pictures would help. I believe you have a wrong CC-R2 Connector port position.
  5. I believe landed vessels don't cause any background processing lag.
  6. It's interesting, I didn't quite understood the method, NecroBones, would you please explain in detail how I can put flag decals on jetissonable engine shrouds and chute caps?
  7. You could add the Exception Detector mod to your list to find the issue on your own, or could post a log file here. Sudden lags are usually an NRE spam which fills your log to the critical crashing limit.
  8. @SciMan I think the strength should at least be matched, not swapped. From what I understood you have a problem rotating your asteroid and this all happens very slowly and wobbly. You gotta install the Persistent Rotation mod, with it just give your craft some momentum towards the vector/node you desire, disengage SAS and use timewarp until required rotation is acheved; then slow down timewarp, engage SAS and use timewarp to stop rotation this time. If you grabbed the true center of mass of the asteroid you won't have trouble burning your rockets in the right direction. + I don't believe pipe strutting didn't stop the wobble, just can't be. You can also use the tubes from USI MKS or Pathfinder mods, they're bigger and don't flex under stress.
  9. Answer to the hangar question here: http://forum.kerbalspaceprogram.com/threads/88933-1-0-2-Hangar-v2-3-2-BETA2?p=2222659&viewfull=1#post2222659
  10. All hangar doors open from the Hangar GUI. Open the window and click the "Open Gates" button. If you don't like cargo bays being turned into hangars just delete the Squad.cfg from the MM folder. Take the latest version from the Github, not from the Kerbalstuff.
  11. Did you complete those 4 missions? Or you want more from the start?
  12. Didn't see it scaling fairing bases.
  13. Ok, I made one myself. If anyone wants, just make a config file with this text and you'll get a 5m fairing part: +PART[fairingSize3] { %name = fairingSize4 @MODEL { %scale = 1.33,1,1.33 } %title = AE-FF4 Airstream Protective Shell (5m) %mass = 0.64 %bulkheadProfiles = size4 @MODULE[ModuleProceduralFairing] { %baseRadius = 2.5 %maxRadius = 8 %xSectionHeightMax = 7 } }
  14. Has anyone made an MM config to create a 5m stock fairing base by resizing the 3.75m base? please share
  15. It's true that KAS struts are very weak. But don't forget that KAS also has a part with a very strong connection: the pipes. They are actually overly strong and are an amazing replacement for struts. Check them out.
  16. The filler is done via INTERNALS{} and "offset=" config nodes, one will have to adjust the offset and rotation of the IVA individually for each part, because not all parts have a uniform rotation of the model itself.
  17. Install the KIS mod and move your thrusters anywhere you like via EVA. The center of mass is the center of your camera view, just zoom in very closely and you'll get the idea where the center of mass is and where you should attach your extra RCS thrusters.
  18. Yeah, you can install the latest version. It works.
  19. The RealHeat mod will fix this issue for you. You probably won't need this mod when KSP 1.1 comes out. Also take a look at Inline Ballutes to help you with aerobraking without diving too deep into the atmosphere.
  20. The problem is the archive on Kerbalstuff doesn't have the GameData folder, with the next update if you include this folder CKAN will undrestand the archive and Ballutes will appear in the database.
  21. Decal means a new object in the model, you can't drop more than one object via ModuleParachute. If you drop the casing the flag decal will stay floating in the air.
  22. Testing the above configs in the stock environment: That's 60x increase in drag, 30% less than theoretical (if anyone feels it's cheaty), and it still does its job.
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