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Badsector
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Hi all and happy new year, I need to make this engine work with multiple transform for gimbal and here the cfg file PART { name = DSTMS_Engine_LFO module = Part author = BadSector scale = 1 rescaleFactor = 1.0 MODEL { model = DarkSideTechnology/MotherShips/Assets/EngineLFO } node_stack_top = 0.0, 0, 0.0, 0.0, 1.0, 0.0, 5 node_stack_bottom = 0.0, -6.1, 0.0, 0.0, -1.0, 0.0, 5 TechRequired = nuclearPropulsion entryCost = 1360000 cost = 224000 category = Engine subcategory = 0 title = Atomic Engine 7.5m manufacturer = DarkSideTechnology Industries description = Bimodal high efficency nuclear engine // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.85 radiatorMax = 0.35 mass = 60 thermalMassModifier = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2700 bulkheadProfiles = size5 thermalMassModifier = 0.5 bulkheadProfiles = size5 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ksX_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.1 0.5 volume = 1 1 pitch = 0 0.5 pitch = 1 1 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.1 0.5 volume = 1 1 pitch = 0 1 pitch = 1 1.25 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MultiModeEngine primaryEngineID = Regular secondaryEngineID = Afterburner } MODULE { name = ModuleEnginesFX engineID = Regular EngineType = Nuclear runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1800 heatProduction = 2000 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 1500 key = 1 850 key = 2 400 key = 10 1 } } MODULE { name = ModuleEnginesFX engineID = Afterburner powerEffectName = power_open thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5000 heatProduction = 2500 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 DrawGauge = True } atmosphereCurve { key = 0 455 key = 0.4 430 key = 1 350 key = 10 1 } } MODULE { name = ModuleJettison jettisonName = fairings bottomNodeName = bottom isFairing = True jettisonedObjectMass = 1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = LFONozzle gimbalRange = 5 gimbalResponseSpeed = 8 useGimbalResponseSpeed = true } MODULE { name = FXModuleAnimateThrottle animationName = Throttle dependOnEngineState = False responseSpeed = 0.5 dependOnThrottle = True } // MODULE // { // name = ModuleAnimateHeat // ThermalAnim = LANTR_overheat // } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 100.0 } } } Modulegimbal don't seems to work with none of those nozzle Thanks for every suggestion Regards Badsector
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I want to continue to update this mod, but sorry i don't have time for model, if you want to submit a patch for usi-ls i'm happy to update it. I have a lot of improvement to do for this mod and i want to add some parts too but first i need to clear my mind (unfortunately "format c:" don't work for humans) from others problems.
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Thanks, i'm glad you like it, i add tweakscale patch at the first page of the topic thanks. Regards Luca
- 129 replies
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[1.2.2] SOC: Simple Orbit Calculator v1.5.0 (1/12/2017)
Badsector replied to stevehead's topic in KSP1 Mod Releases
This version work fine for me, Thanks Regards Luca -
[1.2.2] SOC: Simple Orbit Calculator v1.5.0 (1/12/2017)
Badsector replied to stevehead's topic in KSP1 Mod Releases
Thanks for updating this mod, but don't seems to work in ksp 1.2 for me. My system is linux Debian and here is the log [LOG 06:59:55.542] [AddonLoader]: Instantiating addon 'SimpleOrbitCalculatorController' from assembly 'SimpleOrbitCalculator' [EXC 06:59:55.552] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () SimpleOrbitCalculator.ToolbarTypes.<getType>b__0 (.LoadedAssembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[AssemblyLoader+LoadedAssembly,System.Type].MoveNext () System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) SimpleOrbitCalculator.ToolbarTypes.getType (System.String name) SimpleOrbitCalculator.ToolbarManager.get_Instance () SimpleOrbitCalculator.ToolbarManager.get_ToolbarAvailable () SimpleOrbitCalculator.SimpleOrbitCalculatorController.get_UseBlizzyToolbar () SimpleOrbitCalculator.SimpleOrbitCalculatorController.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(Int32) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Regards Luca -
Some trouble with solar panel not pointing the sun and stuttering centrifuge, i'm working on updating the part pack and probably i release them in the next days Regards Luca
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Need your own thread moved or locked? Post here.
Badsector replied to Rich's topic in Kerbal Network
Is possible move to modelling and texturing discussion ? Regards Luca -
Thanks guys for your interest, @Tokamak i find @RoverDude guidelines balanced for USI-LS and i don't want broke the balance versus others parts. This mod still in development but now i don't have time for updates.
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I can blame squad because they have do prerelease only for steam users and made others customers wait for 1.1 bugged full release, other than that they have do to all us a great favor by updating the game to unity 5, i can agree 1.1 have a lot of bugs and probably is better consider it as Beta but if you don't like to deal with bugs you can revert to fully playable 1.05 waiting for a more stable version of KSP. On my end i prefer deal with some bugs than revert to 1.05, and if with the next version KSP is updated to unity 5.3+ probably we can have a better game experience. by a third class citizen linux user
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I have some plans but not for updating to 1.1.2 but some balance need to be done, now i don't have enough time for ksp but i haven't drop this mod. Thanks Thanks i add it to the next release and for now i link your post to the first page.
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A challenge to smart people
Badsector replied to Oafman's topic in KSP1 Technical Support (PC, unmodded installs)
you can use any android phone for get internet connection to ubuntu-derivates, connect the phone via usb and you can share any internet connection with pc. -
If temperature go high CPU enter in safe mode and for that you get slow performance and high cpu usage. Like other suggestion try with only 8GB ram and check if cooling fan are running, some intensive test program probably can give the same issues you get with ksp.
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After setting axis , apply-accept, exit game, reload and resume a game axis are not working. I don't think is the same issue reported from @Claw because settings are nuked only if you save from setting menu without assign axis, the issue here is related to gamepad vendor name because with different joystick-gamepad axis are persistent. My assumption about "." in the vendor name probably is not correct but is the only hint i have find for now. For that i want try to alias the gamepad to a different vendor but like @steve_v exposed vendor name is read only and i have to wait only for a squad fix about this issue. or recompile joydev.o kernel module and compromise system stability.
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@sal_vager I already start ksp with LC_ALL=C , what is really strange is that buttons are stored and read correctly but not for axis. I have try to change system locale but don't fix this issue and here are some changes from ksp 1.1.0 to ksp 1.1.2 working KSP 1.1.0 AXIS_PITCH { PRIMARY { name = GreenAsia Inc. USB Jo. axis = 1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } not working KSP 1.1.2 AXIS_PITCH { PRIMARY { name = GreenAsia Inc. USB Joystick axis = 1 inv = False sensitivity = 1 deadzone = 0.25 scale = 1 group = 0 modeMask = -1 } working KSP 1.1.2 AXIS_PITCH { PRIMARY { name = Logitech Logitech Extreme 3D axis = 3 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } For last, @sal_vager what version of xubuntu are you running for see if is a libudev issue ?