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SmashingKirby148
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Everything posted by SmashingKirby148
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[WIP 1.0.4] AstroGamers EnginesPlus! (0.8)
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Mod Development
New update! I have added a 0.625 nuclear engine for all of your probes! -
[WIP 1.0.4] AstroGamers EnginesPlus! (0.8)
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Mod Development
You're a bit late you know. XD I fixed it. I also thanked you in the changelog. :3 Also, New Update! Fixed a fairing bug and a new engine was added! -
Engine Exhaust missing?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Also, for my engine fairing, I can't find the Icon_Hidden tag. -
Engine Exhaust missing?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Oh, alright. -
Engine Exhaust missing?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Do I make those as well? -
Engine Exhaust missing?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Oh, ok thanks. Also, in the config (in the original one) there was fxPoints and smokePoints. Do I make them as well? -
Engine Exhaust missing?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
So one of each? But I have two nozzles on the engine. Also, I'm pretty sure they are spelt right. -
Engine Exhaust missing?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Can someone help? -
This is the next engine to be in my mod, but it's missing the exhaust. Two too be exact because the engine has two nozzles. Here's the code. PART { name = Size3EfficientEngine module = Part author = AstroGamer727 mesh = model.mu rescaleFactor = 0.625 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -3.0, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = veryHeavyRocketry entryCost = 34000 cost = 12500 category = Propulsion subcategory = 0 title = Astro Inc KR-1M+ "Rottweiler" Liquid Fuel Engine manufacturer = Astro Inc description = Are you all about power and not efficiency? Then this engine is not for you! The Rottweiler is the 3.75m brother of the Poodle, and is very good for space where you need efficiency! attachRules = 1,0,1,0,0 mass = 4.5 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3600 bulkheadProfiles = size3 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 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = thurstTransform1 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = thurstTransform2 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ksX_Exhaust transformName = thurstTransform1 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 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ksX_Exhaust transformName = thurstTransform2 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 } } 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 = thurstTransform1 oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thurstTransform2 oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform1 engineID = KSX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 350 heatProduction = 140 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.45 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.55 } atmosphereCurve { key = 0 340 key = 1 255 key = 5 0.001 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform2 engineID = KSX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 350 heatProduction = 140 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.45 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.55 } atmosphereCurve { key = 0 340 key = 1 255 key = 5 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = Nozzle gimbalRange = 4 } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimationAdvancedEngine } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = FlagDecal textureQuadName = FlagTransform } MODULE { name = ModuleJettison jettisonName = rottweilerFairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = True } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 100 falloff = 2 thrustTransformName = thrustTransform1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 100 falloff = 2 thrustTransformName = thrustTransform2 } }
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[WIP 1.0.4] AstroGamers EnginesPlus! (0.8)
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Mod Development
Is that in Unity or another program? -
[WIP 1.0.4] AstroGamers EnginesPlus! (0.8)
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Mod Development
Ahahaha! You're right, when I was looking for help, I thought I was a nuisance. XD -
[WIP 1.0.4] AstroGamers EnginesPlus! (0.8)
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Mod Development
Thank you! - - - Updated - - - Oh, alright, I'll do it in the morning because I am about to sleep now - - - Updated - - - I could teach you, but I don't know how to make gimbals or custom fx, if that's what you are looking for. -
EnginesPlus So, what is the EnginesPlus mod? Well, it is a mod designed to add more variations of each engine! For example, we have the Mainsail, Skipper and the poodle, and in KSP right now, there's the Reliant / Swivel and the Terrier, so the 1.25m variant of the Skipper is missing! That's the basic example. So right now in version 0.8 of this mod, it has four engines and they are the "Private" the "Rottweiler" the "Vase" and the "Tsar" I think one more engine will do! Give me suggestions! Changelog: 0.8 Added a 2.5 Nuke called Tsar. 1 update more until the official release of this mod! 0.6 Added a 0.625 Nuke called Vase 0.4 Fixed a bug where in the VAB/SPH the fairings are visible. Thanks wasml! Added the Rottweiler 0.2 Initial Release, Added Private.
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I didn't mean the major updates.
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You find that CONFUSING? Put the decoupler above the base. Then after the fairing separates, the decoupler goes off, releasing the craft away from the fairing. Putting the decoupler under the base just separates the fairing from what's under it, and not your payload. It's simple really, not confusing!
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I think they update the game a bit too often. It's great sometimes, to get some bugs fixed, but I'm still waiting for Infernal Robotics and the rework + expansions to update ( unless it works with 1.0.4 ) and if a new update comes before it updates, I'll have to wait longer.
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Kerbals in the Service Bay
SmashingKirby148 replied to RW-1's topic in KSP1 Gameplay Questions and Tutorials
Time warp ( x5, x10, ect ) will disable physics. Holding alt and the time warp keys will activate Phys Warp, ( x1, x2, x3, x4 ) which time warps with physics enabled. Because time warp disables physics, the Kerbal can just float out. -
Windows 64 bit community workaround
SmashingKirby148 replied to WWEdeadman's topic in KSP1 Tutorials
I think I got it working! -
Windows 64 bit community workaround
SmashingKirby148 replied to WWEdeadman's topic in KSP1 Tutorials
Even though I have replaced those files, it still crashes. -
Windows 64 bit community workaround
SmashingKirby148 replied to WWEdeadman's topic in KSP1 Tutorials
Ok, I replaced those four files. Same problem. -
Windows 64 bit community workaround
SmashingKirby148 replied to WWEdeadman's topic in KSP1 Tutorials
I think I did. Let me check. - - - Updated - - - I have to reinstall KSP first though. -
Windows 64 bit community workaround
SmashingKirby148 replied to WWEdeadman's topic in KSP1 Tutorials
Someone please help me! -
Windows 64 bit community workaround
SmashingKirby148 replied to WWEdeadman's topic in KSP1 Tutorials
Oh, alright. Thanks in advance. - - - Updated - - - I was using that version though! D: