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Mecripp

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Everything posted by Mecripp

  1. Would be something like @PART[radialLiquidEngine1-2] { %MODULE { name = MultiModeEngineFX primaryEngineID = Liquid_Burner secondaryEngineID = Mono_Burner } @MODULE[ModuleEngines] { name = ModuleEnginesFX engineID = Liquid_Burner @ignitionThreshold = 0.33 } MODULE { name = ModuleEnginesFX engineID = Mono_Burner thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 90 heatProduction = 350 fxOffset = 0, 0, 0.1 PROPELLANT { name = MonoPropellant ratio = 0.4 DrawGauge = True } atmosphereCurve { key = 0 360 key = 1 320 } } But you would have to set action groups for each toggle engine and, I missed a line where the FX show up on the Mono_burner not sure how to do the FX there.
  2. The license is GPL version 2 so you should be fine and look at all the branches of RT now. The source code for RemoteTech is licensed under GPL version 2. The part models are not licensed to the general public and may not be redistributed without permission from their original creators. EDIT- And it would be like any mod they just add a patch file for RT.
  3. You might try Monkey Business http://forum.kerbalspaceprogram.com/threads/111669-0-90-Monkey-Business-Inc or maybe Tundra Exploration http://forum.kerbalspaceprogram.com/threads/83039-WIP-0-90-Tundra-Exploration-v0-1-1-Stockalike-Dragon-V2
  4. Give me a engine name that you want to work like that ?
  5. If you mirrored it you can click on one of the others but like a docking port well time to start over or know the undo key.
  6. Should be it would look like rapierEngine cfg MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle } MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 190 heatProduction = 400 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 15 } atmosphereCurve { key = 0 1200 key = 0.3 2500 key = 1 800 } velocityCurve { key = 0 0.5 0 0 key = 1000 1 0 0 key = 2000 0.5 0 0 key = 2200 0 0 0 } } MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 175 heatProduction = 650 fxOffset = 0, 0, 0.25 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 360 key = 1 320 } }
  7. Thats up to you but IMO there are alot of docking port mods and with the docking port node they could use what ever docking port but either way someone is going to say something lol but would add a patch file for vens so they could get the stock docking port.
  8. Can your plugin change the sounds of decoupler and launch clamps ?
  9. The original config but should it be running before ven's now ? well all in all the adding the docking node you can add more docking ports and use stocks new offset tool to make it look good.
  10. I petty much ended up using the last one name = Rodan module = Part author = Tygoo7 MODEL { model = TundraExploration/Capsule/model scale = 15.5, 15.5, 15.5 } rescaleFactor = 1 node_stack_docking = 0.0, 1.8, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.8, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = metaMaterials entryCost = 36000 cost = 4800 category = Pods subcategory = 0 title = Rodan Capsule manufacturer = Tundra Exploration description = The Rodan Capsule is equipped with 4 Super-Kerbo engines that give it the ability to land and take off. The built in docking shroud and landing legs give it the advantage of landing "softly" and docking with other ships in orbit. attachRules = 1,0,1,1,1 mass = 3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 vesselType = Ship CrewCapacity = 6 INTERNAL { name = Placeholder } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 15 RESOURCE { name = ElectricCharge rate = 1.2 } } RESOURCE { name = MonoPropellant amount = 1500 maxAmount = 1500 } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 } MODULE { name = ModuleAnimateGeneric animationName = Shroud startEventGUIName = Open Shroud endEventGUIName = Close Shroud } MODULE { name = ModuleAnimateGeneric animationName = LandingGear startEventGUIName = Deploy Legs endEventGUIName = Retract Legs } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 7.0 } MODULE { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding { key = 650 0 0 0 key = 1000 64 0 0 key = 3000 80 0 0 } dissipation { key = 300 0 0 0 key = 500 180 0 0 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_spurts 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/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } } MODULE { name = ModuleEnginesFX runningEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = false ignitionThreshold = 0.1 minThrust = 0 maxThrust = 120 heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = MonoPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 320 key = 1 290 } } RESOURCE { name = AblativeShielding amount = 950 maxAmount = 950 } }PART{ and, I copyed the stock docking port to your folder and renamed it as seen here { name = dockingPortTE module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 6400 cost = 280 category = Utility subcategory = 0 title = TE Clamp-O-Tron Docking Port description = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the TE Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. attachRules = 1,1,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 3400 MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 } }PART But will recheck the MM copy to see if it's copyed the old or if ven got it to. EDIT- Love this thing 2 TAC LS re-supplies parts in the trunk with alittle room to spare EDIT- Yep you can run the MM patch for copying the docking port but you still need to add the extra node setup for the pod EDIT- Is there away to tell this to run before ven's
  11. Have you tried Probe Control Room http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-beta8a-IVA-All-the-things!-new-3D-RPM-17
  12. Have any of you looked at Babcats Soyuz it has a BurnoutModule it looks like it can do what you want ? or maybe it the CustomPartShader file he's using or both.
  13. Which 1 lol here is the copy part +PART[dockingPort2]:FIRST { @name = TEdockingport @title = Tundra Exploration Docking Port @description = Tundra Exploration Docking Port Clamping you to all kinds of things } This one here is where, I copyed the docking port to your folder MODEL { model = TundraExploration/dockingport/model scale = 1, 1, 1 position = 0, 1.8, 0 // tweak this to the correct position relative to the Rodan command pod model } And here is my new one MODEL { model = TundraExploration/Capsule/model scale = 15.5, 15.5, 15.5 } rescaleFactor = 1 node_stack_docking = 0.0, 1.8, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.8, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 and update PIC WOOHOO !!
  14. Yes No docking port shows when, I try to copy the docking port and change the path to it.
  15. Help lol tried to write a MM to copy the part and rename the path and that didn't work so copy the docking port folder to your fold and now remembered, I didn't rename the part back to testing. EDIT-
  16. This is great and did you fix it where it won't lift it self and the trunk ? and VenStockRevamp don't play nice with the docking port
  17. That one is NearFuture think has the one your looking for. EDIT- EDIT- There was RLA MMRTG but can't find a good page for them anymore. EDIT- You might try RLA
  18. You might look at CCTV WiFi camera http://forum.kerbalspaceprogram.com/threads/107397-Kerbal-CCTV-1-1-now-with-WiFi-camera or Hullcam VDS http://forum.kerbalspaceprogram.com/threads/46365-0-23-Hullcam-VDS-Added-new-cameras-by-Rubber-Ducky-Updated-30-Dec maybe ProbeControlRoom http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-beta8a-IVA-All-the-things!-new-3D-RPM-17
  19. You could add a on and off and not sure if there is if it's full to shut off will have to look around and thats why the intake might be better for that. EDIT- Could make one intake PART { name = ECRAM module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.3370661, 0.0, 0.0, 1.0, 0.0 TechRequired = aerodynamicSystems entryCost = 4500 cost = 1000 category = Aero subcategory = 0 title = ECRAM Radial Air Intake manufacturer = Vac-Co Advanced Suction Systems description = A must-have for air breathing engines, this intake duct will pull in outside air to run turbine engines on, as long as there is any outside air to begin with, of course. Warranty does not cover engine flame-outs or any objects, inanimate or otherwise, sucked in by the intake. attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 5000 MODULE { name = ModuleResourceIntake resourceName = IntakeEC checkForOxygen = true area = 0.008 intakeSpeed = 15 intakeTransformName = Intake } RESOURCE { name = IntakeEC amount = 50 maxAmount = 50 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.006 intakeSpeed = 10 intakeTransformName = Intake } RESOURCE { name = IntakeAir amount = 0.5 maxAmount = 1.0 } }
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