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KSP2 Release Notes
Everything posted by Randazzo
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Looks like you're off to a good start! Are you using Blender?
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totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
Randazzo replied to seyMonsters's topic in KSP Fan Works
I'm so far behind! -
Where am I? @Admiral Fluffy might get here first
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EVA Controll not working
Randazzo replied to ravixbwo's topic in KSP1 Gameplay Questions and Tutorials
You should have one by default. We're probably going to need a picture again to see what's happening. -
The unity crash reporting software gets flagged and blocked by my antivirus every time it tries to run too.
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EVA Controll not working
Randazzo replied to ravixbwo's topic in KSP1 Gameplay Questions and Tutorials
When you go EVA, press R to activate the thrusterpack -
My rocket trun automatically
Randazzo replied to ravixbwo's topic in KSP1 Gameplay Questions and Tutorials
Not a bad looking rocket, just needed a couple of changes but I think everyone has already touched on them. Happy launching! -
Welcome back to the Hotel California
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My rocket trun automatically
Randazzo replied to ravixbwo's topic in KSP1 Gameplay Questions and Tutorials
@ravixbwo Either the tail end of your rocket is too heavy, or the front end is too draggy - likely some combination of both, and you don't have enough control authority to compensate. You can try adding fins/wings to the bottom of the rocket or reaction wheels to the bottom and top, or RCS thrusters. I don't know how far along you are in the game, but here's a little tutorial series: -
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Sure, I can do that. Thank you!
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@AKerbalDog Give this a try: https://www.dropbox.com/s/byoake9bfb5c44u/BDB Fairings.zip?dl=1 I pruned it for you, but those fairings are not quite the same as stock. Released under the same CC-BY-NC-SA 4.0 as the original Bluedog Design Bureau by Cobaltwolf. In the event you need a little guidance on installing mods:
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It is a mod that adds lots of very nice parts to the game
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Adding a custom engine startup sound effect
Randazzo replied to DragonDev's topic in KSP1 Mods Discussions
To replace an engine sound with a custom one, you will need to use the EFFECTS node to set it up and then a ModuleEnginesFX module to actually use it in game. For example: EFFECTS { running_custom // this names the effect to be called later { AUDIO { channel = Ship clip = sound_rocket_spurts // this can be customized too, if you want the running audio to change volume = 0.0 0.0 volume = 1.0 1.1 pitch = 0.0 0.2 pitch = 1.0 0.9 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint 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 localPosition = 0, 0, 2 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.05 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.5 speed = 1.0 1.5 localPosition = 0, 0, 0.1 } } engage // this is the sound that plays when you stage the engine on { AUDIO { channel = Ship clip = MyModDirectory/CustomSoundFolder/CustomSoundName // CustomSoundName would be the filename, do not use the extension volume = 1.5 pitch = 1 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 } } } That all might seem intimidating but it's just telling the game what you want to see and hear on a particular engine or engine mode. This of course requires you to have a custom sound somewhere in the Gamedata folder that you will direct the game to in the cfg file. Gamedata MyModDirectory CustomSoundFolder CustomSoundName.wav Something like that. Doesn't have to be precisely that. I'm not sure what all formats you can use, but wave files worked for me when last I did this. Once you have that in place in your .cfg file, you would apply those effects to an engine with ModuleEnginesFX. MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = CustomEngine runningEffectName = running_custom // this was the effect name you created earlier exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1425 heatProduction = 320 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 295 key = 10 0.001 } } When you stage the engine on with these modules, it will use your custom sound. -
Stock Alarm Clock transfer window alarm gave wrong results
Randazzo replied to quasitonality's topic in KSP1 Discussion
I can't see the pic(my issue) but did the mun happen to get in the way? -
Stability and safety. I think they started with five.
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Adding a custom engine startup sound effect
Randazzo replied to DragonDev's topic in KSP1 Mods Discussions
There is - I'm currently on lunch and on my phone, but I'll post more details this evening if nobody beats me to it. -
May I have the following thread unlocked please? Thank you!
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[WIP] Vanguard Astrodynamics - Current project completed
Randazzo replied to Randazzo's topic in KSP1 Mod Development
Oh this does still exist! I think it's time to revisit Custom Clusters. -
The change log returns 404 error. What changed for KSP 1.12 compatibility?
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