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Randazzo

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Everything posted by Randazzo

  1. Where am I? @Admiral Fluffy might get here first
  2. You should have one by default. We're probably going to need a picture again to see what's happening.
  3. The unity crash reporting software gets flagged and blocked by my antivirus every time it tries to run too.
  4. When you go EVA, press R to activate the thrusterpack
  5. Not a bad looking rocket, just needed a couple of changes but I think everyone has already touched on them. Happy launching!
  6. I test it on a stock+dlc sandbox game, everything is showing up. Several .mu files changed names in 1.1 so if you didn't do a clean install (delete the old folder first) you might be having issues from that. Other than that I'm at a loss.
  7. @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:
  8. @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:
  9. I did, in fact, include a wrong folder. Update forthcoming momentarily. Delete old before installing new.
  10. It is a mod that adds lots of very nice parts to the game
  11. 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.
  12. I can't see the pic(my issue) but did the mun happen to get in the way?
  13. Stability and safety. I think they started with five.
  14. 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.
  15. May I have the following thread unlocked please? Thank you!
  16. Oh this does still exist! I think it's time to revisit Custom Clusters.
  17. New stuff is out. It's been awhile since I did a full release so hopefully I didn't fat finger anything or include any wrong folders.
  18. It would require unity and part tools, which is quite easy, but not what you're going for.
  19. Close enough to tickle the human brain pattern fetish, different enough to be kerbin
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