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OneEyedBob

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Everything posted by OneEyedBob

  1. I've now had a fair bit more time with it. I haven't run into any issues yet AFAIK. Not a bug but an FYI: when undocking from a space station initially the fuel level indicators don't light but all you have to do is stage the engine and they show up. I believe you referred to this type of behaviour in a prior post and it relates to how the mod pulls the info from the game. It's worth mentioning that I do run it with a lot of other mods: KAC, toolbar, mechjeb, FASA, KWRocketry, ScanSat, Capcom, EVE, scatterer, realplume, coolrockets, RPM, engine lighting, and their dependencies like MM. Everything seems to play nice together
  2. One of the things I love about module manager is how easy it is to add or tweak things. To add the SSME effect, first make a new txt file, and rename it to "SSME.cfg" or whatever you like, so long as the file extension is .cfg Find an engine that has a coolrockets effect already, and is about the same size nozzle/bell. I chose the Skipper. Now go into the coolrockets folder and open the stock.cfg file. You will find an entry that says @PART[engineLargeSkipper] Everything below that up to the next engine is the coolrockets config for the skipper engine. Copy and paste those lines into your newly made SSME.cfg file To have the effect work on the SSME and not the skipper, we need to change the @PART[engineLargeSkipper] in our new cfg file to the name of the engine, in this case it is SSME, so we change it to @PART[SSME] Note that some engines have different file/game engine names than what they are called in game. For example, the Mainsail is called liquidEngine1-2 You should end up with something like this: Now copy your SSME.cfg file into the coolrockets folder and fire up the game. You will likely need to do some testing and some tweaking of the size, position, shape, direction, and speed of your effect. For the most part, the entries in the cfg file are self-explanatory as you can see. There is a wiki that can help with the others. Engines with multiple nozzles/bells will have multiple module entries. Have a look at the stock ones to see how it works. Also note that everything is case sensitive. Imo it's a very elegant system. You can add the line debug = true after the checkBottomNode line if you want to mess with the values in the VAB. I am having trouble with this feature at the moment, but I do not fully understand how it works....yet
  3. Can't wait to try it out In my current career I haven't unlocked the last 2 tiers, so haven't used them. I haven't had any major issues with the other parts, at least nothing some tweaks wouldn't fix.
  4. I was having trouble with the umbilical towers "breaking" on launchpad load so I edited the config file to increase the crashTolerance, breakingForce, and breakingTorque all by 10x (add a 0 to the end ). This seems to have fixed the problem for me. I haven't tried the launch tower Like Bleddyn, I am using the fulls suite. Iirc to add the launch towers only, copy just the \\GameData\FASA\Misc\FASA_Launch_Tower folder over, preserving the directory structure. Yes, back up your save
  5. Hi, I don't believe there is a list but if you installed the mod correctly there will be a FASA save in sandbox mode with a number of craft files, including Gemini and Apollo variants, that utilize the mod's parts. You can load them up in the VAB to check them out and also copy them into your own save game. Be aware that some parts do not work correctly in 1.1.2.
  6. I've messed with it and played for a few hours now. Everything seems to work great I used a Pioneer probe from FASA and the out of control animation works well. I rode the probe into the atmosphere and after it blew up I switched to a piece of debris, followed that to the ground and got the crash animation on the debris as well. fwiw I have not had to move any files, I just dropped the KSP chroma control folder into my GameData directory (Steam version, Win10 x64). The altimeter F1 - F4 is great for final approach. Maybe look at different scaling for F6-F8 and F10-F12? Say in roughly middle and upper atmo altitude ranges? afaik these are the only keys that don't work for me but judging from the posts it sounds like you're still working on this bit. Overall it adds really nice touches to the game!
  7. I haven't tested it extensively but so far everything seems to be working very well. The animations appear to be working reliably, although admittedly I haven't tried the dead probe or non-stock parts yet.
  8. I've checked out the pre-release. I've been able to elicit the crash and splashdown animations but only one time per game session each. They won't show up again unless I restart the game, at which time they work again, but only one time each. I must say the animations are nicely done and a very nice touch The altimeter baffles me however. It definitely works as in the light gradients across the keys, but I'm not sure what I'm looking at.
  9. Blackwidow Chroma; works great, awesome mod, tyvm
  10. I found the module manager config for the Gemini capsule and replaced the ablator values with those from the 1.25m heat shield config. Probably not accurate, but it works \Kerbal Space Program\GameData\FASA\Gemini2\FASA_Gemini_Pod2\gemini_pod2.cfg Inside the cfg you will find a module for the ablator; I used these values: MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 charMin = 1 charMax = 1 charAlpha = 1 } RESOURCE { name = Ablator amount = 600 maxAmount = 600 } The pod still heats up but doesn't explode, even on a return from the Mun using a 20km periapsis for re-entry.
  11. Some things need tweaking, for example the Gemini ablator gets used up rather quick.
  12. Works great in 1.1 with the new smokescreen (although the debug mode is a bit wonky, I suspect this is known) I made a couple of quick configs to get the boil off effect for the launch clamps as well as the FASA umbilical tower: and
  13. Possible workaround: I went under \GameData\RealPlume\000_Generic_Plumes\ and changed the volume levels (-50%) in the cfgs under audio. Some have 2 entries, for those I assumed one was min and the other max. Works for me.
  14. Thank you for the heads-up b, I was not aware. KW 2.7 and community patch 0.4.2. I found a couple of what look like old cfgs judging from other posts (KWPatch-interstage and KWPatch - 2), deleted them and the decoupler fairings work great.
  15. I believe you need to use the interstage decouplers if you are looking for engine fairings
  16. Thank you soo much Frizzank; this has always been one of my favourite mods for KSP
  17. I once again had a look at configs but also if other mods using smokescreen (eg realplume) would interfere with or overwrite this one (yes, I like it that much!). I can get everything working, including the debug tool, and even add the effect to other parts, such as the launch clamp. The tool tips in the parts list show "pre-launch effect by dtobi" and that it's using the KM_PreLaunchEffect_SmkS, but it only works in the VAB. The effect stops once the launch pad loads. The "toggle" buttons are still there for the engines and tanks, but appear to be non-functional. I fired up the KSP debug tool and the module appears to be loaded, and I did not see any error messages, but I have to qualify this with "as far as I can tell with my limited knowledge". Because of these results it feels like I'm missing something simple, but I do realize that this feeling could be due to my lack of insight into coding. I did a bunch of reading up on MM configs as well but now at this point it is very technical for me and I do not know enough about coding/programming language to go further.
  18. I poked around to see if it was just a .cfg issue as names and directories have changed a bit. Works great in the VAB but not on the pad. I'm a total newb when it comes to code so not sure why this is.
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