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KSP2 Release Notes
Everything posted by Fireheart318
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IR NOT WORKING CORRECTLY!
I'm not sure if this has been asked before, names of groups won't change no matter what I do. It's really annoying because I'm trying to make an overly complicated Just Cause 3 style mech and 'Left Shoulder Yaw' is called 'Right Shoulder Yaw'. I've managed to figure out 3-axis hands but can't get names to change?! KITTY NO HAPPY! =^/\^=
Edit: Groups also link up incorrectly. Apparently both 'right shoulder yaw' and 'right shoulder pitch' control the yaw for the right shoulder. Why is this happening!?
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Make sure you have latest version available here
https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.4
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I got the mod a couple days ago
I'm in a hurry so I'll just link you to the reddit post about the mech https://www.reddit.com/r/JustCause/comments/4ohi9f/should_i_make_a_video_about_this_ksp_jc3_style/
I explain the problems in depth there
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Hey, I really need help with this Copernicus (Autocorrect, you win. I give up) stuff. Have you heard of the Alien Space Program mods? Well, I'm making my own and can't get it to work. Currently, it won't let the game finish loading, its stuck in limbo on the black screen with the planets (still moving) loading icon and ModuleManager:2 patches applied in white still up. Here's the logs, code and a sample of the un-modified code I'm basing it off of. Please don't make me talk to GregroxMun or Sigma88 because they've given up on me.
"My" Code: http://pastebin.com/DnMahr7j
His code (Laythe space program): http://pastebin.com/VSk1DG9H
Kopernicus log: http://pastebin.com/iYW9gU2M
Kerbin log: http://pastebin.com/h0axdczQ
Log.: http://www.tuin.co.uk/blog/wp-content/uploads/2014/06/log-parts-1024x835.jpg
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Hello there. I've been working on Minmus space program for a few hours now and I've realized I have no idea wtf I'm doing! Can you please explain EVERYTHING in the (E/L/D)SP mods in an e-mail so I can finish it. Once done and tested, I'll email the mod back to you. [email protected]
- Show previous comments 14 more
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Am I doing it right?
@Kopernicus:AFTER[Kopernicus]
{
!Body[Minmus] {}
@Body[Kerbin]
{
@name = GregSux
cbNameLater = Bin
@Template
{
RemovePQSMods = PQSCity
}
@Properties
{
description = After a catastrophic failure of an interstellar ship destroyed a majority of the world, Kerbalkind voted to abandon (Ker)Bin in favor of Minmus. It provided water and nutrients to grow crops. After the smoke cleared, plans were made and destroyed repeatedly to go back but nothing really formed. Maybe you’d like to try it?
isHomeWorld = False
@ScienceValues
{
landedDataValue = 14
splashedDataValue = 12
flyingLowDataValue = 11
flyingHighDataValue = 10
inSpaceLowDataValue = 9
inSpaceHighDataValue = 8
recoveryValue = 8
flyingAltitudeThreshold = 10000
spaceAltitudeThreshold = 200000
}
}
}
Body
{
name = Kerbin
cbNameLater = Minmus
Template
{
name = Kerbin
removePQSMods = PQSLandControl,PQSMod_QuadEnhanceCoast,PQSMod_VertexHeightMap,PQSMod_VertexHeightNoiseVertHeightCurve2,PQSMod_VertexRidgedAltitudeCurve,PQSMod_VertexSimplexHeightAbsolute
}
Properties
{
description = Minmus is the farthest moon of (Ker)Bin. We voted to move here “temporarily” to avoid the devastation of an interstellar rocket blowing up on the launchpad. Jeb, Bill, Bob, and Valentina were the only surviving kerbonauts and only a few scientists and citizens survived.
radius = 60000
geeASL = 0.0500000007450581
mass = 2.64578967083079E+19
gravParameter = 1765800026.31247
rotates = True
rotationPeriod = 52980.8790593796
tidallyLocked = False
initialRotation = 230
inverseRotThresholdAltitude = 100000
albedo = 0.5
emissivity = 0.7
coreTemperatureOffset = 1
isHomeWorld = True
timewarpAltitudeLimits = 0 6000 6000 6000 6000 6000 6000 6000
sphereOfInfluence = 2247428.3879023
hillSphere = 3730392.49065433
solarRotationPeriod = False
navballSwitchRadiusMult = 0.06
biomeMap = BUILTIN/minmus_biome
useTheInName = False
Biomes
{
Biome
{
name = Highlands
value = 0
color = 0.254902,0.2941177,0.254902,1
}
Biome
{
name = Midlands
value = 0
color = 0.5215687,0.7176471,0.6392157,1
}
Biome
{
name = Lowlands
value = 0
color = 0.7372549,0.8941177,0.7568628,1
}
Biome
{
name = Flats
value = 0
color = 0.1960784,0.2745098,0.3529412,1
}
Biome
{
name = Great Flats
value = 0
color = 0.3411765,0.5450981,0,1
}
Biome
{
name = Greater Flats
value = 0
color = 0.3529412,0.1372549,0.4156863,1
}
Biome
{
name = Lesser Flats
value = 0
color = 0.9960784,0,0,1
}
Biome
{
name = Poles
value = 0
color = 0,0.3529412,0.9960784,1
}
Biome
{
name = Slopes
value = 0
color = 0.572549,0.3490196,0.3921569,1
}
}
}
Orbit
{
referenceBody = Bin
inclination = 6
eccentricity = 0
semiMajorAxis = 47000000
longitudeOfAscendingNode = 78
argumentOfPeriapsis = 38
meanAnomalyAtEpoch = 0.899999976158142
epoch = 0
color = 0.1347182,0.1694476,0.3059701,0.5411765
}
SpaceCenter
{
//PQSCity
latitude = 0
longitude = -11
lodvisibleRangeMult = 6
repositionToSphereSurface = true
repositionToSphereSurfaceAddHeight = true
repositionRadiusOffset = -20
// MapDecal
decalLatitude = 0
decalLongitude = -11
heightMapDeformity = 478
absoluteOffset = 0
absolute = true
radius = 10000// Ground Materials
groundColor = .091, .0851, 0.069, 0.5
groundTexture = BUILTIN/ksc_exterior_terrain_ground
}
PQS
{
minLevel = 2
maxLevel = 6
minDetailDistance = 6
maxQuadLengthsPerFrame = 0.03
fadeStart = 140000
fadeEnd = 18000
deactivateAltitude = 180000
materialType = AtmosphericMain
Material
{
saturation = 1
contrast = 3
tintColor = 1,1,1,0
texTiling = 1024
texPower = 0.75
multiPower = 0.75
groundTexStart = 0
groundTexEnd = 5000
steepTiling = 10
steepPower = 1.65
steepTexStart = 60000
steepTexEnd = 100000
deepTex = BUILTIN/terrain_sand00
deepTexScale = 1,1
deepTexOffset = 0,0
deepMultiTex = BUILTIN/terrain_sand00
deepMultiTexScale = 1,1
deepMultiTexOffset = 0,0
deepMultiFactor = 8
mainTex = BUILTIN/terrain_sand00
mainTexScale = 1,1
mainTexOffset = 0,0
mainMultiTex = BUILTIN/terrain_sand00
mainMultiTexScale = 1,1
mainMultiTexOffset = 0,0
mainMultiFactor = 10
highTex = BUILTIN/terrain_sand00
highTexScale = 1,1
highTexOffset = 0,0
highMultiTex = BUILTIN/terrain_sand00
highMultiTexScale = 1,1
highMultiTexOffset = 0,0
highMultiFactor = 12
snowTex = BUILTIN/terrain_sand00
snowTexScale = 1,1
snowTexOffset = 0,0
snowMultiTex = BUILTIN/terrain_sand00
snowMultiTexScale = 1,1
snowMultiTexOffset = 0,0
snowMultiFactor = 14
steepTex = BUILTIN/terrain_sand00
steepTexScale = 1,1
steepTexOffset = 0,0
deepStart = 0
deepEnd = 0.01
mainLoStart = 0
mainLoEnd = 0.05
mainHiStart = 0.1
mainHiEnd = 0.15
hiLoStart = 0.1
hiLoEnd = 0.15
hiHiStart = 0.2
hiHiEnd = 0.25
snowStart = 0.2
snowEnd = 0.25
planetOpacity = 1
}
FallbackMaterial
{
saturation = 1
contrast = 3
tintColor = 1,1,1,0
texTiling = 1024
texPower = 0.75
multiPower = 0.75
groundTexStart = 0
groundTexEnd = 5000
multiFactor = 0.5
mainTex = BUILTIN/terrain_sand00
mainTexScale = 1,1
mainTexOffset = 0,0
planetOpacity = 0
}
PhysicsMaterial
{
bounceCombine = Average
frictionCombine = Maximum
frictionDirection2 = 0,0,0
bounciness = 0
staticFriction = 0.8
staticFriction2 = 0
dynamicFriction = 0.6
dynamicFriction2 = 0
}
Mods
{
AltitudeAlpha
{
atmosphereDepth = 8000
invert = False
order = 999999999
enabled = True
}
VertexPlanet
{
buildHeightColors = False
colorDeformity = 6000
deformity = 5000
oceanDepth = 0
oceanLevel = 0
oceanSnap = False
oceanStep = 0
seed = 23123
terrainRidgeBalance = 0.1
terrainRidgesMax = 1
terrainRidgesMin = 0.4
terrainShapeEnd = -2
terrainShapeStart = 2
terrainSmoothing = 0.100000001490116
order = 100
enabled = True
ContinentalSimplex
{
deformity = 1
frequency = 1
octaves = 10
persistance = 0.400000005960464
seed = 0
}
RuggednessSimplex
{
deformity = 1
frequency = 0.5
octaves = 4
persistance = 0.5
seed = 0
}
SharpnessNoise
{
deformity = 0.00100000004749745
frequency = 0.5
octaves = 4
persistance = 0.5
seed = 0
}
SharpnessSimplexMap
{
deformity = 50
frequency = 1.5
octaves = 4
persistance = 0.550000011920929
seed = 0
}
TerrainTypeSimplex
{
deformity = 1
frequency = 4
octaves = 12
persistance = 0.7
seed = 0
}
LandClasses
{
Class
{
name = AbyPl
baseColor = 0.5292938,0.7164179,0.6425532,1
colorNoise = 0.4923145,0.7761194,0.6640912,1
colorNoiseAmount = 0.200000002980232
fractalEnd = 0.00100000004749745
fractalStart = 0
lerpToNext = True
fractalDelta = 0.00100000004749745
endHeight = 0
startHeight = 0
delete = False
SimplexNoiseMap
{
deformity = 1
frequency = 4
octaves = 4
persistance = 0.600000023841858
seed = 0
}
}
Class
{
name = Beach
baseColor = 0.6255291,0.7761194,0.7192531,1
colorNoise = 0.3324237,0.3507463,0.3330643,1
colorNoiseAmount = 0.200000002980232
fractalEnd = 0.449999988079071
fractalStart = 0.00100000004749745
lerpToNext = True
fractalDelta = 0.448999988031574
endHeight = 0
startHeight = 0
delete = False
SimplexNoiseMap
{
deformity = 1
frequency = 4
octaves = 4
persistance = 0.600000023841858
seed = 0
}
}
Class
{
name = Grass
baseColor = 0.7109044,0.8283582,0.7150112,1
colorNoise = 0.5,0.5,0.4253731,1
colorNoiseAmount = 0.300000011920929
fractalEnd = 0.899999976158142
fractalStart = 0.449999988079071
lerpToNext = True
fractalDelta = 0.449999988079071
endHeight = 0
startHeight = 0
delete = False
SimplexNoiseMap
{
deformity = 1
frequency = 3
octaves = 4
persistance = 0.600000023841858
seed = 0
}
}
Class
{
name = Snow
baseColor = 0.2506126,0.3358209,0.2786182,1
colorNoise = 0.4302156,0.4328358,0.3391624,1
colorNoiseAmount = 0.400000005960464
fractalEnd = 2
fractalStart = 0.899999976158142
lerpToNext = False
fractalDelta = 1.10000002384186
endHeight = 0
startHeight = 0
delete = False
SimplexNoiseMap
{
deformity = 1
frequency = 2
octaves = 4
persistance = 0.600000023841858
seed = 0
}
}
}
}
LandControl
{
altitudeBlend = 0
altitudeFrequency = 1
altitudeOctaves = 1
altitudePersistance = 1
altitudeSeed = 1
createColors = False
createScatter = True
latitudeBlend = 0
latitudeFrequency = 1
latitudeOctaves = 1
latitudePersistance = 1
latitudeSeed = 1
longitudeBlend = 0
longitudeFrequency = 1
longitudeOctaves = 1
longitudePersistance = 1
longitudeSeed = 1
useHeightMap = False
vHeightMax = 10000
order = 999999
enabled = True
altitudeSimplex
{
frequency = 1
octaves = 1
persistence = 1
}
latitudeSimplex
{
frequency = 1
octaves = 1
persistence = 1
}
longitudeSimplex
{
frequency = 1
octaves = 1
persistence = 1
}
landClasses
{
Class
{
alterApparentHeight = 0
alterRealHeight = 0
color = 0,0,0,0
coverageBlend = 0
coverageFrequency = 1
coverageOctaves = 1
coveragePersistance = 1
coverageSeed = 1
name = Base
latDelta = 1
latitudeDouble = False
lonDelta = 1
minimumRealHeight = 0
noiseBlend = 0
noiseColor = 0,0,0,0
noiseFrequency = 1
noiseOctaves = 1
noisePersistance = 1
noiseSeed = 1
delete = False
altitudeRange
{
endEnd = 1
endStart = 1
startEnd = 0
startStart = 0
}
coverageSimplex
{
frequency = 1
octaves = 1
persistence = 1
}
latitudeDoubleRange
{
endEnd = 1
endStart = 1
startEnd = 0
startStart = 0
}
latitudeRange
{
endEnd = 1
endStart = 1
startEnd = 0
startStart = 0
}
longitudeRange
{
endEnd = 2
endStart = 2
startEnd = -1
startStart = -1
}
noiseSimplex
{
frequency = 1
octaves = 1
persistence = 1
}
scatters
{
Scatter
{
density = 1
scatterName = Rock00
}
}
}
}
scatters
{
Scatter
{
materialType = DiffuseWrapped
mesh = BUILTIN/boulder
castShadows = False
densityFactor = 1
maxCache = 512
maxCacheDelta = 32
maxLevelOffset = 0
maxScale = 3
maxScatter = 20
maxSpeed = 1000
minScale = 0.5
recieveShadows = False
name = Rock00
seed = 231123
verticalOffset = 0
delete = False
collide = False
science = False
Material
{
mainTex = BUILTIN/rock00
mainTexScale = 1,1
mainTexOffset = 0,0
color = 1,1,1,0.6862745
diff = 0.6
}
}
}
}
}