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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. @ensou04 I'm having a bit of a problem, just looking for some guidance. I have this installed along with the default configs, installed by CKAN. I also have (among others) the SpaceY pack installed. Other sound mods installed are (ignoring those sounds internal to a mod): Jet Sounds Continued - a set of patches and sounds for jet engines, no code Docking Port Sound FX - A small plugin and a couple of sound files Chatterer - A plugin and sound files RealPlume - A set of configs and sound files I suspect the culprit in my problem may be RealPlume. The issue is that the sounds of large engines (most recent I remember) seem to have a 2 to 3 second cycle, and the SpaceY Moa, for example, sounds and has the same cycle as the Mainsail. Are you aware of any interactions/incompatibilities with these? If not, then, other than the log file, what else would you need from me to assist. Right now the log file isn't available, I'll have to recreate it this evening. *** Edit: Just did some small tests, and it is indeed the RealPlume sounds which I'm hearing. Seems that RealPlume sounds are overriding this mod's sounds. I'll contact the RealPlume thread to see what they can suggest *** Edit 2: Question, I'd also like to make some configs for the various mods I have. Essentially I want to, for now, just use the equivalent sound from one of the stock engines. Would using the thrust values to determine a relative equivalent be reasonable?
  2. You could use kas, but if you don’t have it on the vessel already, you would have to get the wrench or electric screwdriver out where it is needed. For this, you could use hyperedit. I suppose you ciukd edit the fule, but make a backup first
  3. Correct. Nothing I can do about that, KSP doesn’t know about this mod and obviously doesnt use it.
  4. The other one does not come from the air, it needs to exist first.
  5. If you do work on this, please touch base with me so we don’t duplicate each other’s work
  6. @JoePatrick1 Hi, would you be willing to let me adopt your GreenScreen mod? It’s ARR, I need your permission to do so. Thanks Linuxgurugamer
  7. You could remove them with Construction mode (in 1.11) or KAS (1.10 and earlier). The antennas would need the part files updated (or a patch) replacing the RT modules with stock.
  8. No. I mean that symmetry implies multiple parts. Where are the extra parts coming from? Also, anything done in the field is not going to be as good as being built in the factory, vap, sph or whatever. I would, think that a way to snap parts into alignment might not be a bad idea
  9. I would agree with the better angle snapping, but totally disagree with the symmetry. Doesn’t make sense.
  10. New release, 0.5.33.3 Thanks to github user JonnyOThan for this: Check TerminateAtAtmoWithoutData option when in atmosphere Thanks to github user MatanShahar for this: Add special handling to pseudo bodies
  11. New release, 1.1.6.2 Thanks to github user @guilucand for this fix: Fix leak caused by style cloning and texture reallocation
  12. Could be overloaded for the landing gear. Try either putting in larger or doubling them up
  13. Only in the editor. I have three different parameters in three different modules: size planet payload These are used to look up some information in a table to set the parameters of the part (balloons in the KerBalloon mod which I’m updating. I’m using these three values to replace 36 individual parts with a universal part. Right now I'm looking at the values in FixedUpdate(), and if they've changed, then I do my lookup. Not a problem, thanks.. Finally, is there any way to restrict which values are available based on tech tree nodes? I can restrict it in the editor, but would be nicer if it was configurable. Would be fine if there was some way the mod could tell B9 how many in each module to allow (ie: first 2 of 4, etc) Edit: It seems to be working fine in the Editor, last issue I need to figure out is the tech tree question
  14. @allista Do you calculate the actual size of a tank, or do you take it from the initial configuration?
  15. USI has its own version of TRP-Hire, you cannot mix the two.
  16. @blowfish Is there any way to specify custom Drag Cubes rather than having them recalculated?
  17. Another update to my patch. While checking some values, I found a transposed column in my spreadsheet, which caused lots of issues. https://www.dropbox.com/s/9hea1uhaf3pgxbo/FTP-Patches-v5.zip?dl=0 https://www.dropbox.com/s/hf0gc8a6lzjpfo6/FTP-Patches-v7.zip?dl=0 ChangeLog v4 Added maxAmount to all settings v5 Fixed bad mistake on spreadsheet, which caused many of the values to be way off Added patch for ReStockPlus. If ReStockPlus is installed, then the values added are the same as ReStockPlus, which are different than my calculations Feedback is welcome
  18. Silly me. The way it was written was if there was a patch to fix the parts, which doesn’t make sense if the parts are in the mod.
  19. This post is interesting: Fixed! You hit the nail on the head, removing the stock TechTree.cfg from the Squad file allows the tree to load normally You may need to do some MM magic to fix, not sure.
  20. Are you referring to the two places where text overlaps? Would be very helpful if you installed it on a clean install and see what happens there.
  21. That sounds right. I remember staying up til 1 or 2 in the morning waiting for them to get out and walk.
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