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Everything posted by Vandest
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Thank you @ensou04 for this great mod ! I saw a little issue with patch for Stock Waterfall Effects, you use this: @PART[*]:HAS[@MODULE[RSE_Engines]]:FOR[zzzRocketSoundEnhancementDefault]:NEEDS[StockWaterfallEffects] { !EFFECTS{} } @PART[*]:HAS[@MODULE[RSE_RCS]]:FOR[zzzRocketSoundEnhancementDefault]:NEEDS[StockWaterfallEffects] { !EFFECTS{} } But with this you remove EFFECTS nodes where there is your module. So you remove EFFECTS nodes where there isn't modules of Stock Waterfall Effects and this is also remove EFFECTS nodes from other mode like RealPlume-Stock (I use it for SRB). So, to remove sound provided by Stock Waterfall Effects, you just need to check if this part get the ModuleWaterfallFX module : @PART[*]:HAS[@MODULE[ModuleWaterfallFX]]:FOR[zzzRocketSoundEnhancementDefault]:NEEDS[StockWaterfallEffects] { !EFFECTS{} } Well, I go back to enjoy with your terrible sounds !
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Vandest replied to Paul Kingtiger's topic in KSP1 Mod Releases
Not for now, maybe in the future.- 1,555 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Vandest replied to Paul Kingtiger's topic in KSP1 Mod Releases
Did you try to retract and deploy bay doors?- 1,555 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Vandest replied to Paul Kingtiger's topic in KSP1 Mod Releases
Yes, I saw that in USCylindricalShroud1500 config file, thing I don't know for now it's how link USMassSwitch to USSolarSwitch, I was thinking to just use a AddedMass variable inside USSolarSwitch module, is it possible ?- 1,555 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Vandest replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hello, Firstly, I've made an excel board which bring together all value of parts mass. It was made for TACLS, but it's easy to change value to match with other mod like Kerbalism, Snacks!, USILS etc ... You can download it here: UniversalStorage2.v4.0.0.5-ResourceMass.xl It provide a good overview of all values, and help to see how US switch modules working. Besides, it allowed me to realize that crazy mass of some parts was due to a confusion with tank dry mass and and tank fueled, e.g: US_Hex Quad Height with LFO, get a empty tank of 1.477t that give a dry mass of 1.552t and a full tank mass of 2.432t, whereas Tunnel variant get a mass of 0.225t. So, most of mass of LFO variant is due to its empty tank. So LFO empty tank need to get a reduction of its mass and also need to match in a better way with MonoPropellant empty tank mass. We need to understand that "tankMass" variable is about empty tank mass in the part. Another thing is MonoPropellant tank don't have enough quantity inside, e.g: LFO tank with 20LF and 24Ox, its MonoPropellant equivalent need to have quantity of about 50. About double. (LFO get a density of 0.005 and MonoPropellant get 0.004) It's done, I fixed it. Ditto for USCylindricalShroud1500 and USAdaptorShroud1250Vostok. I made it directly in part configs (not a MM patch) and in fact I think it will better to stop to make patch that can be directly inside part config files. Of course, this is only a proposal, @linuxgurugamer tell me what do you think about it, if you agree that I could also integrate patches that already exist. @Frostiken, if you want I can make it a patch. This is also why you need to just compare US wedge tanks to stock tanks, not all set of wedge tanks on its core under its shroud. A service module is not a tank. Agree with that, I will take look on it.- 1,555 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Vandest replied to Paul Kingtiger's topic in KSP1 Mod Releases
I can confirm this. Strange- 1,555 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Vandest replied to Paul Kingtiger's topic in KSP1 Mod Releases
Effectively, besides, you can read in US Advanced Material Bay description : "... the advanced bay contains equipment to conduct and store two experiments, making use of common components to reduce cost and mass.". And it make sens, so weight could be 350kg or something like that. I'm not completely agree with that, the problem with US tank that they already get too much density of fuel compared to stock tanks. You must compare stock tank with US tank, not with set of tank on a core and at equal volume they contain more fuel than stock parts. And this is first reason why US tanks are more heavy. There is a structure that there isn't in a normal tank, and a bay don't have same function than a tank, if you only want a tank you need to use a tank. Take a look at this little example from a stock tank and stock density: LiquidFuel : density = 0.005 volume = 5 L/unit MK1Fuselage : Ø = 1.25m / H = 1.875m Amount = 400 units mass = units x density = 400 x 0.005 = 2t volumeInTank = volume x Amount = 5 x 400 = 2000L Real extern volume = π x r² x H = 3.14 x 6.25² x 18.75 = 2 299.8 dm³ = 2 299.8L volumeExt - volumeIn = 2 299.8 - 2000 = 299.8 L (volumeExt - 13.036%) For the radial tank, I'm agree, it could have a smaller dry mass. 0.05 is too much. There isn't bug but may be a mistake in its config file, it get a base dry mass (0.005t) to witch add a dry mass for each resource, e.g : for LFO with Kerbalism -> 0.005+0.049=0.054 (with TACLS it's 0.005+0.045=0.05). A value near 0.025 could be more appropriate. Concern amount of oxygen/hydrogen I can't realize, I don't play with Kerbalism, I play with TACLS and that's true, oxygen amount is lower in Kerbalism but may be it use it less ? In last, US2 already embed a MM patch that rebalance resources amount and mass. Regarding amount, it reduce it and I think it could do more. Same with dry mass.- 1,555 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Vandest replied to Paul Kingtiger's topic in KSP1 Mod Releases
You right, totally agree with a rebalancing on mass of this great mod. Like I said, it's a great mod but it need some of tweak to be in real final version. Personally, I waiting for @linuxgurugamer merge the PR of @leonardfactory to propose a french translation (that is finish). Also, I've made some fix to categories and resized parts (1.875).- 1,555 replies
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Hello Stolas, You can take a look at this album to understand how to do you want to do. https://imgur.com/gallery/Uz06VHo Basic scatterer config: Reduce scatteringExposure: Reduce skyExposure to match with scatteringExposure: You can also reduce shininess of ocean: Don't forget to do that at your last config point if you just tweak brightness in space:
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The Breaking Ground motors need sounds
Vandest replied to MAFman's topic in KSP1 Suggestions & Development Discussion
Hello @MAFman, you can try this awesome mod : [WIP][1.10.x] Rocket Sound Enhancement v0.5.3 - Unmuted -
Yes it's a work that takes time, mostly with KSP. You right, take your time to make a polished mod like you know how to do it. Thank you to spend your time on it, and for your motivation.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Vandest replied to Zorg's topic in KSP1 Mod Releases
Thank you @Zorg to maintain this mod up-to-date ! So nice ! -
@The White Guardian, glad to see you again on your topic ! I've recently tested KS3P during your absence with the clusta's patches. I was a user of Reshade there's a long ago and I was leave it because there was some troubles (that your mod don't have). I think your mod is a musthave ! One regret: Not finding it sooner.
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I was tested the 6.1 without your patch and I've seen that there something like switch automatically between scene but it didn't work. With your patch it's working well, thank you. In 1.8.0 and your 6.1.1, the dirt texture doesn't work like expected. I will test your new patch, thank you again for it. ( Fortunatly that scenes don't switch by itself, it would be a hell of a mess )
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Hello ! This mod is better than Reshade or ENB filters because it don't touch to the UI. This is a very good point ! I've got a question that could add another good point to this mod: Is it possible to switch automaticly between scene with it ?
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Settings reset at every game launch 1.8
Vandest replied to Jahnus's topic in KSP1 Technical Support (PC, unmodded installs)
Hello guys, The work around is about Regional Format of Windows. You can still play in your language if you want. This will change your date and hour format in Windows only. To do that: Open your Windows tab (completely left in the taskbar) Open Settings (notched wheel) Click on Time & Language Click on Region Under the “Regional format” section, use the drop-down menu to set it to "English (United States)" Ofcourse, the words in bold and underline will be in your language ... I hope this will help someone while waiting for the fix. -
[1.4.0 - 1.5.x] Audio Muffler Redux [v2.6.1] (2018 May, 7)
Vandest replied to Ser's topic in KSP1 Mod Releases
@TheYear2525, I think @Ser talking about his test version. Read his post and you will understand. (Click on "Ser replied to a topic") Personally, I will test it. I would like so much that this mod works properly. -
Hello @Shadowmage , happy to see you here and that you approve of this mod. I've PM you in june 11, but I never had an answer, so I told myself: he will see it when he will see it. To answer you: Yes, I create new mettalic maps for all stock parts involved by my mod.
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Well, the intial release is done. You can download it here.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Vandest replied to pizzaoverhead's topic in KSP1 Mod Releases
@pizzaoverhead Happy to see you didn't give up this nice mod! Thank you!- 779 replies
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