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FennexFox

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Everything posted by FennexFox

  1. Wow, a lot of upsets here, I didn`t expected these... anyway, there was a really long and tough times to get along with x64 full of failure, and full of noobs who crying over the instability which is not RO team`s fault, then they decided to state x64 isn`t supported. That`s why they are upset on even talking about x64 thing. They`re really tired of it.
  2. This might be combined with KMPI in real good combination. Edit: Oh, I read some discussion about "Real scale" from the former posts, so KMPI would be way much to be realistic in scope of RO in that way. (Flying full scale industrial equipment into orbit sounds not so "real" nowadays for sure.) I thought that adapting their "industrial realness" will be cool, but maybe that would be more combinable to KSPI instead.
  3. I think if someone`s wanna do something impossible then letting him know that`s impossible is good to do, even if he wants to hear that is possible.
  4. That sounds like if you wanna that mod, then you need a station-keeping mod also for not sun-synchronous orbits, particularly GEO.
  5. Could I have a documentation of RealPlume? I want to work on it but I can't find it.
  6. Wow, I found that Blender is Free(Thought it would be way expensive), so I might made the tank adapter by myself! So only thing I need now is that documentation about RealPlume or someone to supervise what I did wrong on the post above... + I`m gonna make 5M DCSS a little bit edited(having actual nodes on equipment shelf, integrated hydrazine storage, proper RCS and so on), 4M DCSS, and 8M EUS which all of them looks similar. All of them would be heavily dependent on Aerojet Kerbodyne, and slightly dependent on FASA, Chaka Monkey Exploration and some others. When I`m done, which would be proper action between publishing a new mod or contributing on RO config?
  7. Trying to weld these parts, I found that it`s not actually part, but a active module, which is why I unable to weld them. So, a small suggestion: Could there be any chance to "export" the shaped one into part, or maybe model? Or can I make the model with texture with my hand-editing something? these are primitive shapes so not seems hard to work, though I don`t know anything about it actually. + Oh, I found that Blender is freeware(didn`t know), so using it would be a efficient way either, but still "export" thing would be good.
  8. Hello Blackheart, would you please do me a favor on mod-making?

    Since I'm really noob to this, I decided to start with making 4m diameter Delta Cryogenic Second Stage. As you know, 5m DCSS is identical to ICPS, so I downloaded your mod and got cfg edited, and boom! I get a pretty cool 4m DCSS.

    But there's two things I couldn't deal with: tank adaptor and interstage fuselage. Your awesome tank adapter and interstage fuselage are 5:3 ratio, and I need 4:3 ratio. This couldn't be done with cfg editing, as far as I know.

    I don't have blender. So the only way to get those parts is begging you I think. It wouldn't take much time, I guess?

    If you do me a favor, it would be really great help to me. If you don't, you'll be still my respectful modder.

    Thanks to read this!

  9. I think I`m really close to make a nice playable DCSS4M, but have two things to be perfect... 1. 4m-3m tank adapter, which is clearly above my ability having no blender. (I`m not demanding, just stating.) 2. RealPlume setting of this RL-10, which I think I can. (There`s some RL-10 engines have RealPlume setting, so it would be basically a copy-pasting thing...) @PART[HG10B2]:FOR[RealPlume] // RL-10{ !fx_exhaustFlames_blue_small = DELETE !fx_exhaustLight_blue = DELETE !fx_smokeTrail_light = DELETE !fx_exhaustSparks_flameout = DELETE !sound_engage = DELETE !sound_loop = DELETE !sound_off = DELETE !sound_out = DELETE @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = powersmoke %directThrottleEffectName = powerflame } EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = RealismOverhaul/SmokeScreen_MP_Nazari_FX/noxflame transformName = thrustTransform localPosition = 0,0,1.0 fixedScale = 1.2 speed = 0.0 1.75 speed = 1.0 1.75 fixedEmissions = false grow { density = 1.0 -0.999 density = 0.12 0.0 density = 0.0 0 } size { density = 1.0 0.6 density = 0.12 1.0 density = 0.0 1.0 } logGrow { density = 1.0 0.0 density = 0.12 0.0 density = 0.0 15.0 } offset { density = 1.0 -0.5 density = 0.12 0.1 density = 0.0 0.25 } energy { density = 1.0 0.33 density = 0.0 1.0 } emission { density = 1.0 1.0 density = 0.5 0.6 density = 0.0 0.35 } } AUDIO { channel = Ship clip = RealismOverhaul/SmokeScreen_RE_Sounds/sound_spsloop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealismOverhaul/SmokeScreen_RE_Sounds/sound_liq7 volume = 0.8 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = HG10B2 runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 175 heatProduction = 300 fxOffset = 0, 0, 0.21 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 375 key = 1 270 } } This didn`t work as shown in the video. What I did wrong? + my God I pasted wrong module from aerojet mod on this post, and I'm off my computer for a week. What a stupid I am!
  10. I`m tinkering with Aerojet Kerbodyne mod to make a 4m DCSS module, and seems I got one! needless to say it`s not a RO level realistic one, but anyway, enough to play with. Thanks Hativatt, when you taught me you how to deal with MM configs, you gave me a courage to edit some parts to this depth.
  11. I have a question. The caution says "this mod couldn`t weld P-Parts" means 1. it just couldn`t weld it automatically, but you can hand-modify the cfg to make it work 2. it couldn`t weld it anyway, you can`t even hand-modify it. which one is true?
  12. Would there be any chance to have a plugin which adds KAS-EVA ability to parts or pods? I wanna roleplaying with some EVA-pod, saying construction vehicle, to build something.
  13. I`ve heard that SQUAD is working on transition to unity 5. Finally.
  14. You must check the latest FAR release, the glorious nuFAR. I mean, it's just glorious. Ferram4 would never be depreciated by stupid stock aerodynamic.
  15. I think it would be really great if this comes with some orbital propulsion system which looks like NASA SEV-MMSEV consept.
  16. I`m using 0.90 yet and I downloaded this mod via CKAN, but this landing gears don`t act like wheels. It skidded like a brick on the runway and explode. What should I do? Is it reported issue?
  17. No, I didn`t mean that a single part with two engine mode. I attached rapier AND ramjet into shock cone inlet. Will it make difference?
  18. I'm a novice to aerodynamic and really wanna have working scramjet engine. If I gonna download this turboramjet and get rid if primary mod a.k.a. Turbo mod and only using ramjet mod which seems somewhat overpowered then I'm gonna have a something-looks-like-scramjet?
  19. I'm making a common inlet hybrid engine which is inspired by SR72, rapier and ramjet share a shock cone inlet, and make it sure only one among those are airbreathing at once. Saying if rapier is airbreathing then ramjet is shut down, and vice versa. But this mod doesn't detect that and both of the engines have insufficient inlet space all the time. Any suggestion?
  20. Thought I read somewhere here that with a "caution" you can come over a major limitations of this mod. Actually, I`m playing RO which has ModularFuelTanks a essential part of it, so conventional way of welding doesn`t help me at all. So, I wanna learn how to weld parts with ModularFuelTanks...Could I?
  21. So, will it be "Balanced" to kerbin scale or "Real" to estimated figures?
  22. Emissive version of this would really really really good...
  23. Actually not a FAR problem, but it`s about FAR stock plane, so I`m here... FAR Firehound had MK2 fuselage beneath its main fuselage as engine section. I want to imitate that but it seems that MK2 fuselage doesn`t attach radially. How could you attach that without any structural parts?
  24. As I tried to implement plasma rcs port from DSEV mod for my near-future roleplaying, I found that RO rcs system is somewhat new to me. How can I add a new RCS parts?
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