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Judicator81

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Everything posted by Judicator81

  1. Just remove everything from "GameData/NearFutureElectrical" folder except folder "Plugins", and do not forget to copy NFElectricalRTGPatch.cfg file from "Extras" somewhere to GameData.
  2. You could use simple MM patch to add IntakeAtm to all intakes without breaking their ability to supply oxygen to air-breathing engines: @PART[*]:HAS[@MODULE[ModuleResourceIntake],@RESOURCE[IntakeAir],!@RESOURCE[IntakeAtm]]:Final { +MODULE[ModuleResourceIntake] { @resourceName = IntakeAtm @checkForOxygen = false } +RESOURCE[IntakeAir] { @name = IntakeAtm } }
  3. My only guess is second engine mode should have it's own "runningEffectName". Try this: PART { name = lkermanDrive2 module = Part author = TD (Modified by Wheatley13) // --- asset parameters --- mesh = NewModel rescaleFactor = 0.5 scale = 1.0 node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = Thrust emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.125 emission = 1.0 0.625 speed = 0.0 0.3 speed = 1.0 0.8 } } running_closed_alt { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = Thrust emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.125 emission = 1.0 0.625 speed = 0.0 0.3 speed = 1.0 0.8 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = Thrust oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } TechRequired = nuclearPropulsion entryCost = 500 cost = 50000 category = Engine subcategory = 0 title = Kerman Drive (2.5m) manufacturer = Kerman Drive Technologies description = The Kerman Drive is a fusion drive with incredible power AND efficiency. Scientists say it works by fusing Keuterium and Kritium to create plasma, which is then accelerated out of the craft. We personally think it's just witchcraft, but either way it's great for jetting around the solar system. It has two modes: Low-G and High-G. Low-G is limited to 5000kn, while High-G unlocks the drive and allows for up to 20000kn of thrust. KDT is not liable for any damages sustained from crushing g-forces. attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 6.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 1000 breakingForce = 120 breakingTorque = 120 maxTemp = 1000000000 stagingIcon = LIQUID_ENGINE stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 MODULE { name = MultiModeEngine primaryEngineID = AirBreathing primaryEngineModeDisplayName = LowG secondaryEngineID = ClosedCycle secondaryEngineModeDisplayName = HighG } MODULE { name = ModuleEnginesFX thrustVectorTransformName = Thrust engineID = AirBreathing runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5000 heatProduction = 250 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.98 PROPELLANT { name = FusionFuel ratio = 0.5 DrawGauge = True } atmosphereCurve { key = 0 500000 key = 1 500000 key = 5 500000 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = Thrust engineID = ClosedCycle runningEffectName = running_closed_alt exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 20000 heatProduction = 250 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.98 PROPELLANT { name = FusionFuel ratio = 0.5 DrawGauge = True } atmosphereCurve { key = 0 500000 key = 1 500000 key = 5 500000 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 37 falloff = 0.5 thrustTransformName = Thrust } MODULE { name = ModuleGimbal gimbalTransformName = Thrust gimbalRange = 2 } }
  4. You have double closing bracket in your config after first "ModuleGimbal", here: MODULE { name = ModuleGimbal gimbalTransformName = Thrust gimbalRange = 2 } } Actually, you don't need two gimbal modules and two SurfaceFX. Here is config with corrections, it should work: PART { name = lkermanDrive2 module = Part author = TD (Modified by Wheatley13) // --- asset parameters --- mesh = NewModel rescaleFactor = 0.5 scale = 1.0 node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = Thrust emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.125 emission = 1.0 0.625 speed = 0.0 0.3 speed = 1.0 0.8 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = Thrust oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } TechRequired = nuclearPropulsion entryCost = 500 cost = 50000 category = Engine subcategory = 0 title = Kerman Drive (2.5m) manufacturer = Kerman Drive Technologies description = The Kerman Drive is a fusion drive with incredible power AND efficiency. Scientists say it works by fusing Keuterium and Kritium to create plasma, which is then accelerated out of the craft. We personally think it's just witchcraft, but either way it's great for jetting around the solar system. It has two modes: Low-G and High-G. Low-G is limited to 5000kn, while High-G unlocks the drive and allows for up to 20000kn of thrust. KDT is not liable for any damages sustained from crushing g-forces. attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 6.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 1000 breakingForce = 120 breakingTorque = 120 maxTemp = 1000000000 stagingIcon = LIQUID_ENGINE stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 MODULE { name = MultiModeEngine primaryEngineID = AirBreathing primaryEngineModeDisplayName = LowG secondaryEngineID = ClosedCycle secondaryEngineModeDisplayName = HighG } MODULE { name = ModuleEnginesFX thrustVectorTransformName = Thrust engineID = AirBreathing runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5000 heatProduction = 250 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.98 PROPELLANT { name = FusionFuel ratio = 0.5 DrawGauge = True } atmosphereCurve { key = 0 500000 key = 1 500000 key = 5 500000 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = Thrust engineID = ClosedCycle runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 20000 heatProduction = 250 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.98 PROPELLANT { name = FusionFuel ratio = 0.5 DrawGauge = True } atmosphereCurve { key = 0 500000 key = 1 500000 key = 5 500000 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 37 falloff = 0.5 thrustTransformName = Thrust } MODULE { name = ModuleGimbal gimbalTransformName = Thrust gimbalRange = 2 } } Also, I have noticed that second engine mode has 4x more thrust, and no other changes comparing to first engine mode. Is this intented?
  5. SXT is the most obvious choice here, since it has at least two 2.5m aircraft cockpits (Kossak and Goose, if I remember correctly), and two passengers cabins: "KC-8 'Economy' Passenger Cabin" and "KC-8 'Business' Passenger Cabin". As for Coffee Industries mod, I tried it in KSP 1.1.3 and it worked OK for me. You could also check: - very cool cockpits and fuselages for your airliner or spaceplane, and - outdated, but still working (confirmed) airliner stairs mod.
  6. Awesome-looking planet, looks like terraformed Mars. Great job!
  7. Hmm, got to check science multipliers for Mun and other bodies with Celestial Body Science Editor mod. It looks like figures on wiki are wrong, indeed.
  8. Actually, there are more multipliers affecting final science output - game difficulty science multiplier settings. ApertureGaming, what difficulty are you playing on?
  9. ScienceValues are multipliers applied for collected science data during different situations. Possible ingame situations are: landed, splashed, flyingLow, flyingHigh, inSpaceLow, inSpaceHigh. flyingLow and flyingHigh only make sence if body has atmospere, splashed only makes sense if body have oceans (bodies of liquid). There is also a multiplier called "recovery", it is applied only after successful return and recovery of your craft on Kerbin. Example: Maximum science value for experiment "surfaceSample" is 40 science points. For Kerbin sceince multiplier for situation "landed" is 0.3, for Duna - 4. So, if you taking a surface sample while landed anywhere on Kerbin, you can get maximum 0.3x40 = 12 science points, and doing the same on Duna you can get as much as 4x40 = 160 science points. You can read about how it works here: http://wiki.kerbalspaceprogram.com/wiki/Science There are also a table of all Science Multipliers for stock KSP bodies.
  10. Very interesting idea, will check it out as I get home tonight. Beatiful views of Kerbin! ) One remark: science body mulpiliers for a planet so close to Kerbin ("landedDataValue = 17" ?!) are wa-a-ay too high, IMHO.
  11. The answer is "definitely yes" =) For example, i am playing with life support mod, Outer Planets and Tourism Plus contracts pack. There is type of contracts "Gas giant moons flyby", here is one of those contracts: "A very wealthy tourist would like to do a tour of the moons of Sarnus". Of course, ability to freeze/thaw crew and a tourist on board is a must-have for 7-year-long travel. Inability of contracts system to recognize SOI change for frozen tourists is not an issue al all, actually, I believe, it's absolutely logical behavior. P.S. Thanks for the great mod! Small one-kerbal radial capsules from last update are just awesome.
  12. Starwaster, thanks for the mod! Looking forward to build a stylish orbital station or even a Space Casino with stationhub 8 as a core. ) Kuansenhama, i have found it on Curse: http://www.curse.com/ksp-mods/kerbal/220639-gingercorp-stock-alike-station-hubs
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