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blnk2007

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Everything posted by blnk2007

  1. Yes, I forgot about that. Read it recently. I'll fix the post.
  2. 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 } } } }
  3. 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.
  4. Haha, especially after "OMG, whennnnn is 1.1 coming out! Need 64-bit...." This I would like to know.
  5. Did you ever find out why this was happening? It is happening to me on KSP 1.1
  6. 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
  7. 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.
  8. @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.
  9. Quick question. Are you saying you can't control it? The nosecones have the RemoteTech Antennas courtesy of RemoteTech.
  10. 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.
  11. 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!
  12. 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!
  13. I am excited about this! TAC-LS, USI, RT! Will you make your own thread?
  14. I tried an failed to get this to work with realchute and FAR. Parachute staging never appears.
  15. Is there anything wrong with Ven's model? Could that just be rotated?
  16. So what exactly is your patch? Do I have to change Ven's, Jet's, or both?
  17. What is the science bay bug? OFF TOPIC: Does anyone know if Ven's and RLA stockalike are compatible?
  18. That does sound good. I just feel like I am being forced into using Ven's.
  19. 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?
  20. Yeah, I understand that now. Didn't know before I launched. It's all good and it's a great part!
  21. 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.
  22. 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?
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