-
Posts
1,054 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Bottle Rocketeer 500
-
-
@linuxgurugamer This is my config, which doesn't work, it now uses the name of the original texture file, as I found @Porkjet once suggest on the forums.
Spoiler+PART[MassiveBooster]:FOR[KerbobulusSpaceProgram]
{
@name = AdvancedBoosterKLS
@title = ADVB-KR2 "Helios" Advanced SRB
@manufacturer = Kerbobulus Corp.
@description = A more advanced SRB
@mass = 2.5
@entryCost = 20000
@cost = 5000
@TechRequired = experimentalRocketry@MODEL
{
texture = solid_booster_cm, nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm
}
@MODULE
{
@name = ModuleEnginesFX
@maxThrust = 1005
}
@RESOURCE
{
@name = SolidFuel
@amount = 2080
@maxAmount = 2080
}!MODULE[FStextureSwitch2] {}
}
Everything but the texture switch works.
-
Ok, but plan the DSG first, (carefully) as you will send it to the Mun first and then assemble the ship launching from it with SLS launches.
-
@PLAD So, what would the escape dV be (per vector) at that window? Also, I want to use it for Eeloo.
-
-
@herbal space program Can you please tell me the time (in kerbin time) you launched, as I haven't yet found any such windows for K-E-K-K-J transfers.
-
What you can do is change the game version of the craft file.
Step 1: Open the craft file in a text editor and locate the "version" line
It should say:
version = 1.3.0
Then, change it to your game version. For example, if you use 1.2.2, you change the "version" line to say:
version = 1.2.2
Voila, you have a craft file for another game version!
Yours should say:
version = 1.2.9
So, your version number would be "number,decimal point,number,decimal point,number" or something like "1.2.9", not like "1.2.9.1800".
-
I'll try making an LF only Duna SSTO!
-
15 minutes ago, HebaruSan said:
Looks like that mod replaced the stock texture files rather than using ModuleManager patches.
No, it used MM patches and accomplished my goal using some sort of sorcery.
-
2 hours ago, linuxgurugamer said:
But you need to say what is being replaced in the .mu file
Oh, ok, but @nothke's SLS repaint mod does it without, and also, I couldn't find the Kurricane mod anywhere.
9 minutes ago, kerbinorbiter said:its acctualy @part not +part if its a MM
Actually, +PART in an MM config duplicates a specified part.
-
@HebaruSan Still new texture not being used
-
@HebaruSan Everything but the new texture works now.
-
@HebaruSan And replace it with what? -
@harrisjosh2711 Congrats on getting so far with your mod, and can you consider a more stockalike appearance, link to Stevie_D's stockalike texturing tutorial here.
-
@HebaruSan What you showed doesn't work, I still have the same problems.
-
@HebaruSan This is my config for the FStextureSwitch2 Module, which works (very well).
Spoiler@PART[MassiveBooster]:NEEDS[Firespitter] { MODULE { name = FStextureSwitch2 moduleID = 4 objectNames = MassiveSRB textureNames = Squad/Parts/Engine/MassiveSRB/solid_booster_cm;nothke-2015_SLS_CDR_textures/Engine/MassiveSRB/solid_booster_cm textureDisplayNames = Pre-2015;Post-2015; nextButtonText = Next Colour prevButtonText = Previous Colour statusText = Current Colour showPreviousButton = true updateSymmetry = true showInfo = false debugMode = false showListButton = false } }
-
@HebaruSanThe config for what?
-
My favorite is Derus Kerman, always have one Derus in a save that I use that isn't for mod testing and isn't career mode.
-
@HebaruSan What happened is fs texture switch wasn't deleted nor did the texture change
-
What I want it to do is to make a copy of the Kickback, replace the texture, change some stats, and delete the firespitter module that I added to the stock one with a config.
-
Hello, everyone and I made this config, which doesn't work:
Spoiler+PART[MassiveBooster]:FOR[KerbobulusSpaceProgram] { @name = AdvancedBoosterKLS @title = ADVB-KR2 "Helios" Advanced SRB @manufacturer = Kerbobulus Corp. @description = A more advanced SRB @mass = 2.5 @entryCost = 20000 @cost = 5000 @TechRequired = experimentalRocketry @MODEL { texture = nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm } @MODULE { @name = ModuleEnginesFX @maxThrust = 1005 } @RESOURCE { @name = SolidFuel @amount = 2080 @maxAmount = 2080 } !MODULE[ModuleFStextureSwitch2]:AFTER[KerbobulusSpaceProgram] {} }
-
@YANFRET The Orion chute (direct attach) doesn't deploy properly as three chutes, parts used separately from the main pack.
-
@MeCripp I found the answer yesterday: it was an uncompressed dds
-
Maybe the flags could be procedurally-generated to avoid taking up too much memory.
-
IDK how to do this, but if you can make it "split" like the fairings do when you hover the mouse over them, it'd be much easier to take stuff out.
Doing It Orion Style
in KSP1 Challenges & Mission ideas
Posted
@sevenperforce DSG Phase 1 is up!(completely)