blnk2007
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Everything posted by blnk2007
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
blnk2007 replied to stupid_chris's topic in KSP1 Mod Releases
Yes, I forgot about that. Read it recently. I'll fix the post. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
blnk2007 replied to RoverDude's topic in KSP1 Mod Releases
I added a pull request to Real Chutes to add support for Sounding Rockets. Check out this post. The config works in both stock and FAR. If @stupid_chris doesn't add it, use this one. @PART[SR_Nosecone_35]:NEEDS[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[SR_Nosecone_625]:NEEDS[RealChute] { @category = none @mass = 0.01 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.01 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 16 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[SR_PackChute_35]:NEEDS[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single @PhysicsSignificance = 0 !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Pack } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
blnk2007 replied to stupid_chris's topic in KSP1 Mod Releases
The problem with the packchute it was marked as physicsless PhysicsSignificance = 1 . I added a pull request here. I'm not sure if @stupid_chris is going to accept it though. Either way, @PhysicsSignificance = 0 needs to be added to the packchute section of the MM config. Alternately, I think !PhysicsSignificance = 1 should work. Lastly, I HAVE tested this with both stock and FAR and it does work. -
Kerbal Space Program patch 1.1.2 is now live!
blnk2007 commented on KasperVld's article in Developer Articles
Haha, especially after "OMG, whennnnn is 1.1 coming out! Need 64-bit...." This I would like to know. -
Scenario crafts destruct on load
blnk2007 replied to KerbMav's topic in KSP1 Technical Support (PC, modded installs)
Did you ever find out why this was happening? It is happening to me on KSP 1.1 -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
blnk2007 replied to RoverDude's topic in KSP1 Mod Releases
This config adds support for kOS on the Avionics Package and Inline Probe. @PART[SR_ProbeCore]:NEEDS[kOS]:FOR[UmbraSpaceIndustries] { MODULE { name = kOSProcessor diskSpace = 1500 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } } @PART[SR_InlineProbe]:NEEDS[kOS]:FOR[UmbraSpaceIndustries] { MODULE { name = kOSProcessor diskSpace = 1500 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } } Added Pull Request -
[1.3.x] SETI, Unmanned before Manned [Patreon]
blnk2007 replied to Yemo's topic in KSP1 Mod Releases
I'd like to contribute Compatibility for B9 Procedural Wings. I put them in stability so they would be close to the modular wing section. @PART[B9_Aero_Wing_Procedural_TypeA|B9_Aero_Wing_Procedural_TypeB|B9_Aero_Wing_Procedural_TypeC]:NEEDS[B9_Aerospace_ProceduralWings,UnmannedBeforeManned,!SETIctt,!ETT,!OpenTree,!RP-0] { @TechRequired = stability } This will keep away the clutter. Note: It works with the B9 Wings Modified. I haven't tested it with B9 Wings official or B9 Wings Fork, although I assume it will work.- 2,515 replies
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
blnk2007 replied to RoverDude's topic in KSP1 Mod Releases
@PART[SR_InlineProbe]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } Gotcha. Create a ModuleManager config with this code and put it in ~/GameData. If anyone doesn't know how to do this. Copy the code into your favorite text editor and save the file as something like "SoundingRocket_IPRT.cfg" into /GameData. Let me know if you have trouble, but it should work. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
blnk2007 replied to RoverDude's topic in KSP1 Mod Releases
Quick question. Are you saying you can't control it? The nosecones have the RemoteTech Antennas courtesy of RemoteTech. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
blnk2007 replied to RoverDude's topic in KSP1 Mod Releases
I was just looking at this and it doesn't appear there is a config for the inline. It's pretty easy to make though. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
blnk2007 replied to RoverDude's topic in KSP1 Mod Releases
This works with FAR and RealChute! I changed it from FOR to NEEDS as this isn't directly from RealChute. @PART[SR_Nosecone_35]:NEEDS[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[SR_Nosecone_625]:NEEDS[RealChute] { @category = none @mass = 0.01 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.01 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 16 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[SR_PackChute_35]:NEEDS[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Pack } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } Added Pull Request! -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
blnk2007 replied to RoverDude's topic in KSP1 Mod Releases
I'll try this. I did pretty much the same thing, except only for one nosecone and it didn't work. Maybe the config for all three will work! -
I am excited about this! TAC-LS, USI, RT! Will you make your own thread?
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
blnk2007 replied to RoverDude's topic in KSP1 Mod Releases
I tried an failed to get this to work with realchute and FAR. Parachute staging never appears. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
blnk2007 replied to Dr. Jet's topic in KSP1 Mod Releases
Is there anything wrong with Ven's model? Could that just be rotated? -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
blnk2007 replied to Dr. Jet's topic in KSP1 Mod Releases
So what exactly is your patch? Do I have to change Ven's, Jet's, or both? -
[1.3.x] SETI, Unmanned before Manned [Patreon]
blnk2007 replied to Yemo's topic in KSP1 Mod Releases
What is the science bay bug? OFF TOPIC: Does anyone know if Ven's and RLA stockalike are compatible?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
blnk2007 replied to Yemo's topic in KSP1 Mod Releases
That does sound good. I just feel like I am being forced into using Ven's.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
blnk2007 replied to Yemo's topic in KSP1 Mod Releases
A couple things that might help here. Is this the mod that takes away mono-propellant from command pods? If so, it should be add back especially for providing early reentry control. Onto VenStockRevamp. I really love how VenStockRevamp looks, however, it is fairly buggy in terms of attachment nodes, rover bodies, etc. Maybe it shouldn't be relied upon to "fill in the gaps" in seti-rebalance. Thoughts?- 2,515 replies
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[1.9.x] Better Science Labs Continued
blnk2007 replied to linuxgurugamer's topic in KSP1 Mod Releases
That would have been another good option. -
[1.9.x] Better Science Labs Continued
blnk2007 replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah, I understand that now. Didn't know before I launched. It's all good and it's a great part! -
[1.9.x] Better Science Labs Continued
blnk2007 replied to linuxgurugamer's topic in KSP1 Mod Releases
I had to go into my save and edit the the command pod and mobile lab to have them have passable top and bottom nodes. -
[1.9.x] Better Science Labs Continued
blnk2007 replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks! I have a kerbal stuck in orbit. -
[1.9.x] Better Science Labs Continued
blnk2007 replied to linuxgurugamer's topic in KSP1 Mod Releases
Regarding "BSL-MPL-MK-1-CC-1". Is it intentional for this mobile lab to not have a hatch or is something bugged up in my game?