trekfan42
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Everything posted by trekfan42
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[WIP] KSP2 Stream Deck Flight Controls
trekfan42 replied to trekfan42's topic in KSP2 Mod Development
If the Kerbal Web Program mod is up and running, you should be able to go to this address in your browser and it should load the API Docs> 127.0.0.1:8080/docs First things first, make sure that's up and running. My plugin only works if that server is up at that port address. I appreciate that, head on over to the KSP2 Modding Discord, that's where I am most active, I'm Drewdus over there -
This is a WIP Flight Control system for Stream Decks. It uses the Kerbal Web Program mod as it's means of control and to receive game states. The states of the Action Groups sync to what the game states are displaying at all times. So you can save and load and your buttons will always be in sync with what the games actions are. Preview Video: https://streamable.com/amvzgz Currently only the action group buttons work. I will be adding SAS mode buttons. (WIP) There's going to a be a launch button that once you are beyond stage 1 it will update into a next stage button. (needs further API integration) I will also be adding optional dial triggers for the Stream Deck + to change your thrust, time warp, and maybe some more. (Thrust is working) I may add readouts of things like orbital info, resources, trajectory, remaining fuel in stage, etc. but that's on the back burner since all that info is readily available on screen. (Waiting for Websockets overhaul of Kerbal Web Program) Link to the Git repo: https://github.com/trekfan42/streamdeck-ksp2-flight-control-main/tree/main There is a release folder in the root that has a stream deck plugin file if you'd like to try it.
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[1.7.x] Hyper Propulsion Sci-Fi parts pack
trekfan42 replied to KerboNerd's topic in KSP1 Mod Releases
I just added a convertor to the Vortex engine myself, I can share you the cfg file for it if you want... But you could also easily patch the Stock ISRU to add a HyperPlutonium Converter as well. Haha I modded the Vortex engine. I added a Converter Module to it to use NeptuniumGas and Ore and electric charge to make HyperPlutonium I'm probably going to move it to its own part though... -
OMICRON - Flying Space Car Development Thread
trekfan42 replied to Climberfx's topic in KSP1 Mod Development
this painter seems amazing. so how well does this software work with Unity? -
[WIP] Intui-Tech SRAVE V0.2 (4/11/2015) NEW PART
trekfan42 replied to trekfan42's topic in KSP1 Mod Development
Update new part added -
[WIP] Intui-Tech SRAVE V0.2 (4/11/2015) NEW PART
trekfan42 replied to trekfan42's topic in KSP1 Mod Development
You are welcome. If it isn't too much trouble? Please post pics of the designs you make with my engines. I'd love to see what people come up with. -
[WIP] Intui-Tech SRAVE V0.2 (4/11/2015) NEW PART
trekfan42 replied to trekfan42's topic in KSP1 Mod Development
OP Updated with Craft file. HERE -
[WIP] Intui-Tech SRAVE V0.2 (4/11/2015) NEW PART
trekfan42 replied to trekfan42's topic in KSP1 Mod Development
Yeah I'll get it up soon. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
trekfan42 replied to martinezfg11's topic in KSP1 Mod Releases
Oh man your retexture looks great. could you help me texture my work inprogress cockpit? -
[WIP] Intui-Tech SRAVE V0.2 (4/11/2015) NEW PART
trekfan42 replied to trekfan42's topic in KSP1 Mod Development
Will do - - - Updated - - - Ah, I renamed the part in the .cfg I thought that would be enough. I'll look into how to separate them. -
[WIP] Intui-Tech SRAVE V0.2 (4/11/2015) NEW PART
trekfan42 replied to trekfan42's topic in KSP1 Mod Development
It has 200 thrust right now. ISP is as follows. Atmo-800 Vac-1600. They are not final. Will be rebalanced. Next update will be switchable to air breathing mode and will support tweakscale and hopefully NEAR and FAR. -
[WIP][Parts]Krakon Works - need help
trekfan42 replied to MatterBeam's topic in KSP1 Mod Development
On your front post it says you didn't know what ISP is. Its basically fuel efficiency. The higher the number the less fuel your engine uses up per location. Like you can change rocket engines to have better efficiency in space as opposed to atmo. Sorry if you already learned this. BTW. I'm drewdus42 from reddit -
This is my First Mod. SRAVE- Slim, RAdial, Vtol, Engine Version: 0.1 Changelog Below Inspiration: Mass Effect Concept VTOL I Posted the idea on Reddit awhile back and it was fairly popular, so i decided to take up modding and climb the hill. this is the result: I had help from user: gdp209 to correct an issue with Mirroring in the SPH/VAB that plagues many modding newbs. _________ UPDATE (4/11/2015 - added Harrier Dropship and .craft file for it to play with - TCA is Practically Required _________ DOWNLOAD MOD ________ I highly recommend Infernal Robotics as my engine relies on the standard docking washer to rotate. However for now i have packaged just the docking washer along with the engine. the washer is named "SRAVE Directional Hub" and is found under the UTILITIES section. Please any pointers or comments, feel free to pitch in the comments below, Thanks
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[WIP][0.90] MK2 Cockpit and Drone [Pre_Alpha download]
trekfan42 replied to martinezfg11's topic in KSP1 Mod Development
omg im so hot for this -
OMICRON - Flying Space Car Development Thread
trekfan42 replied to Climberfx's topic in KSP1 Mod Development
I'm so excited for this. let me know if you need help with raw 3d modeling i'd be happy to help -
I'm having an issue with Unity. I was having isues getting the thrustTransform to recognize. I ended up changing the hierarchy and now the thrust works but KSP loads it and the model is scaled WAY too big!! if i revert the hierarchy back.. the part goes back to the right size but the thrust stops working. Here are some pics of my issue. Here's my unity settings here's my config: [/FONT][/COLOR]PART{ name = SRAVEtest2 module = Part author = Drewdus42 mesh = SRAVEtest2.mu rescaleFactor = 1 node_attach = 0.0, 0.0, -0.1690665, 0.0, 0.0, 1.0 TechRequired = precisionEngineering entryCost = 4500 cost = 480 category = Engine subcategory = 0 title = SRAVEtest2 manufacturer = Intui-Tech description = Very useful, good for craft! attachRules = 0,1,0,1,0 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow_tiny_Z transformName = thrustTransform emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 400 heatProduction = 150 fxOffset = 0, 0, 0.01 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 1600 key = 1 1200 } } } [COLOR=#000000][FONT=sans-serif] - - - Updated - - - Never mind. I solved it.
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I'm having an issue with Unity. I was having isues getting the thrustTransform to recognize. I ended up changing the hierarchy and now the thrust works but KSP loads it and the model is scaled WAY too big!! if i revert the hierarchy back.. the part goes back to the right size but the thrust stops working.
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[Solved*]Need help with engine: No thrust
trekfan42 replied to Torminator's topic in KSP1 Mod Development
Really wish there was a more simple solution and direct cause I'm having the exact same issue down to the letter. I've tried everything you have done -
im getting an issue with several SXT parts. basicaly for instance if i scale the Kossak command cockpit down to 1.25 and if i at any point do a "revert to launch" it rescales the part to 2.5 unsure if its is just visual or also mass and resources. anybody encouter this issue? ALso. i have wierd red and white textures on some parts. but i dont have any texture mods...