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thiagohdf

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Posts posted by thiagohdf

  1. Hello everyone!
    I created a cfg to apply the ModuleRCSFX to my old parts.

    @PART[*]:HAS[@MODULE[ModuleRCS],!MODULE[ModuleRCSFX]]:Final
    {
    	@MODULE[ModuleRCS]
    	{
    		@name = ModuleRCSFX
                    runningEffectName = running
    	}
    	EFFECTS
    	{
            	running
    	        {
                   		AUDIO
                    	{
                       		channel = Ship
                     		clip = sound_rocket_mini
                     		volume = 0.0 0.0
                     		volume = 0.1 0.0
                     		volume = 0.5 0.025
                     		volume = 1.0 0.1
                     		pitch = 0.0 0.75
                     		pitch = 1.0 1.5
                     		loop = true
                    	}
    			MODEL_MULTI_PARTICLE
    			{
    				modelName = Squad/FX/Monoprop_small
    				transformName = RCSthruster
    				emission = 0.0 0.0
    				emission = 0.1 0.0
    				emission = 1.0 1.0
    				speed = 0.0 0.8
    				speed = 1.0 1.0
    				localRotation = -90, 0, 0
    			}
                	}
        	}
    }

    But it only ran on parts that are RCS blocks, but it did not work primarily on capsules and cokpits with rcs.
    Directly from ModuleManager.ConfigCache, an example of a part where it did not work:

    Spoiler
    
    PART
    {
    // --- general parameters ---
    	name = NoseCone
    	module = Part
    	author = Pete (Pak)
    	
    // --- asset parameters ---
    	MODEL
    	{
    	model = Cormorant Aeronology/Assets/NoseCone
    	}
    	rescaleFactor = 1
    // --- definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z	
    	node_stack_bottom = 0.0, -0.07, 0.11, 0.0, -1.0, 0.0, 1
    	
    // --- node definitions ---
    	TechRequired = experimentalAerodynamics
    	entryCost = 25000
    	cost = 3800
    	category = Aero
    	subcategory = 0
    	title = CA - Forward Reaction Control System
    	manufacturer = Cormorant Aeronology
    	description = Full Nose Cone for the Shuttle Lifting Body comes equipped with 14 RCS thrusters and an ample amount of MonoPropellent
    
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    	attachRules = 1,0,1,1,0
    	
    // --- standard part parameters ---
    	mass = 0.6
    	dragModelType = default
    	maximum_drag = 0.01
    	minimum_drag = 0.01
    	angularDrag = 0.1
    	crashTolerance = 50
    	maxTemp = 2800
    	vesselType = Ship
    	bulkheadProfiles = size2
    	breakingForce = 50
    	breakingTorque = 50
    
    	RESOURCE
    	{
    		name = MonoPropellant
    		amount = 300
    		maxAmount = 300
    	}
    	
    	MODULE
    {
    	name = ModuleRCSFX
    	thrusterTransformName = RCSthruster
    	thrusterPower = 2
    	resourceName = MonoPropellant
    	resourceFlowMode = STAGE_PRIORITY_FLOW
    runningEffectName = running
    	atmosphereCurve
     	{
       	 key = 0 275
      	 key = 1 125
             key = 4 0.001
     	}
    }
    EFFECTS
    	{
            	running
    	        {
                   		AUDIO
                    	{
                       		channel = Ship
                     		clip = sound_rocket_mini
                     		volume = 0.0 0.0
                     		volume = 0.1 0.0
                     		volume = 0.5 0.025
                     		volume = 1.0 0.1
                     		pitch = 0.0 0.75
                     		pitch = 1.0 1.5
                     		loop = true
                    	}
    			MODEL_MULTI_PARTICLE
    			{
    				modelName = Squad/FX/Monoprop_small
    				transformName = RCSthruster
    				emission = 0.0 0.0
    				emission = 0.1 0.0
    				emission = 1.0 1.0
    				speed = 0.0 0.8
    				speed = 1.0 1.0
    				localRotation = -90, 0, 0
    			}
                	}
        	}
    
    	MODULE
    	{
    		name = ModuleReactionWheel
    		PitchTorque = 45
    		YawTorque = 20
    		
    		RESOURCE
    		{
    			name = ElectricCharge
    			rate = 0.06
    		}
    }

     

    What should I do?

    Thanks.

  2. Ok thanks, in some parts worked, but in others only the audio effect is working. Cfg looks like this:

    @PART[*]:HAS[@MODULE[ModuleRCS],!MODULE[ModuleRCSFX]]:Final
    {
    	@MODULE[ModuleRCS]
    	{
    		@name = ModuleRCSFX
                    runningEffectName = running
    	}
    	EFFECTS
    	{
            	running
    	        {
                   		AUDIO
                    	{
                       		channel = Ship
                     		clip = sound_rocket_mini
                     		volume = 0.0 0.0
                     		volume = 0.1 0.0
                     		volume = 0.5 0.025
                     		volume = 1.0 0.1
                     		pitch = 0.0 0.75
                     		pitch = 1.0 1.5
                     		loop = true
                    	}
    			MODEL_MULTI_PARTICLE
    			{
    				modelName = Squad/FX/Monoprop_small
    				transformName = RCSthruster
    				emission = 0.0 0.0
    				emission = 0.1 0.0
    				emission = 1.0 1.0
    				speed = 0.0 0.8
    				speed = 1.0 1.0
    				localRotation = -90, 0, 0
    			}
                	}
        	}
    }

    It only ran on parts that are RCS blocks, but it did not works primarily on capsules and cokpits with rcs.
    Directly from ModuleManager.ConfigCache, an example of a part where it did not work:

    Spoiler
    
    PART
    {
    // --- general parameters ---
    	name = NoseCone
    	module = Part
    	author = Pete (Pak)
    	
    // --- asset parameters ---
    	MODEL
    	{
    	model = Cormorant Aeronology/Assets/NoseCone
    	}
    	rescaleFactor = 1
    // --- definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z	
    	node_stack_bottom = 0.0, -0.07, 0.11, 0.0, -1.0, 0.0, 1
    	
    // --- node definitions ---
    	TechRequired = experimentalAerodynamics
    	entryCost = 25000
    	cost = 3800
    	category = Aero
    	subcategory = 0
    	title = CA - Forward Reaction Control System
    	manufacturer = Cormorant Aeronology
    	description = Full Nose Cone for the Shuttle Lifting Body comes equipped with 14 RCS thrusters and an ample amount of MonoPropellent
    
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    	attachRules = 1,0,1,1,0
    	
    // --- standard part parameters ---
    	mass = 0.6
    	dragModelType = default
    	maximum_drag = 0.01
    	minimum_drag = 0.01
    	angularDrag = 0.1
    	crashTolerance = 50
    	maxTemp = 2800
    	vesselType = Ship
    	bulkheadProfiles = size2
    	breakingForce = 50
    	breakingTorque = 50
    
    	RESOURCE
    	{
    		name = MonoPropellant
    		amount = 300
    		maxAmount = 300
    	}
    	
    	MODULE
    {
    	name = ModuleRCSFX
    	thrusterTransformName = RCSthruster
    	thrusterPower = 2
    	resourceName = MonoPropellant
    	resourceFlowMode = STAGE_PRIORITY_FLOW
    runningEffectName = running
    	atmosphereCurve
     	{
       	 key = 0 275
      	 key = 1 125
             key = 4 0.001
     	}
    }
    EFFECTS
    	{
            	running
    	        {
                   		AUDIO
                    	{
                       		channel = Ship
                     		clip = sound_rocket_mini
                     		volume = 0.0 0.0
                     		volume = 0.1 0.0
                     		volume = 0.5 0.025
                     		volume = 1.0 0.1
                     		pitch = 0.0 0.75
                     		pitch = 1.0 1.5
                     		loop = true
                    	}
    			MODEL_MULTI_PARTICLE
    			{
    				modelName = Squad/FX/Monoprop_small
    				transformName = RCSthruster
    				emission = 0.0 0.0
    				emission = 0.1 0.0
    				emission = 1.0 1.0
    				speed = 0.0 0.8
    				speed = 1.0 1.0
    				localRotation = -90, 0, 0
    			}
                	}
        	}
    
    	MODULE
    	{
    		name = ModuleReactionWheel
    		PitchTorque = 45
    		YawTorque = 20
    		
    		RESOURCE
    		{
    			name = ElectricCharge
    			rate = 0.06
    		}
    }

     

    What do you think?
    Thanks.

  3. I was wanting to add the new RCS sound effects of KSP 1.2 to how my old parts and command modules, how would it be?
     

    @PART[*]:HAS[@MODULE[ModuleRCS]]:FINAL
    {
    MODULE
        {
          runningEffectName = running
        }
    EFFECTS
        {
            running
                {
                   AUDIO
                    {
                       channel = Ship
                     clip = sound_rocket_mini
                     volume = 0.0 0.0
                     volume = 0.1 0.0
                     volume = 0.5 0.025
                     volume = 1.0 0.1
                     pitch = 0.0 0.75
                     pitch = 1.0 1.5
                     loop = true
                    }
                }
        }
    }

    What is wrong?

  4. I believe I have found a way to make KSP.exe access up to 4.0 GB using PAE. Just when the KSP came to 3.3GB of RAM in use just after the game crashed! Until the Unity Player for Windows 64Bit be stable and Squad staff of the KSP release 64 for Windows, as follow the next tip:

    A brief explanation: In 32 bit systems each process and the operating system itself is able to address up to 4GB of RAM, due to bad hardware reserves that limit falls between 3.2 to 3.8 depending on the configuration. This applies to any OS be it Windows, Linux or Mac Using PAE process can use up to 4gb 8gb depending on how the program is done even though it is 32 bits. Just run the Patch in 2 files. Mono.dll and KSP.exe

    modo.dll on: "<Your installation folder KSP>\KSP_Data\Mono\mono.dll"

    KSP.exe on: "<Your installation folder KSP>\KSP.exe"

    Do not forget to make a backup first in case something goes wrong!

    Doing this my KSP began using maximum 4Gb, and has not yet crash ... (yet! :))

    Earn 500mb-700mb or more is too much!

    1-1.jpg

    If you want to know more about the limits of memory addressing on 32-bit systems and PAE search on Google.

    Download the program to the pach: http://www.ntcore.com/4gb_patch.php

    Here is still running smooth with: Active Texture Management, Visual Astronomer's Pack V3 and many many many many other mods. :sticktongue:

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