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Mecripp

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Everything posted by Mecripp

  1. Here is a craft file of 60 sats rescaled https://www.dropbox.com/s/xp15h4o7u4vo575/60 StarLinkSatellite v2.craft?dl=0 And a rescale patch that adds alot of shine if you have TextureReplacer installed and adds ModuleKerbNetAccess https://www.dropbox.com/s/knsbmo7fsbwtx1m/StarLinkSatellite_Shine.cfg?dl=0
  2. TextureReplacer made them shine https://www.dropbox.com/s/y0hh04hh0eyokrm/shine.png?dl=0
  3. Here is a patch that rescales this mod to fit https://www.dropbox.com/s/vslzy5idona38dh/StarLinkSatellite_TundraExploration_Patch.cfg?dl=0 Edit- Rescaled the starLinkBase to fit upstage tank add rescale lower node and added nodes for the fairing to starLinkBase EDIT- and change the base to category = pods EDIT- @Akino any chance of some specular textures of this mod ?
  4. This DDS format https://www.dropbox.com/s/7ms3iy2rh90c35l/DDS.png?dl=0 This PNG format https://www.dropbox.com/s/5uevj0tkox8xhzh/PNG.png?dl=0 Png looks like it use 103 more memory but the png is 296 less mono what is better ?
  5. Also the mod Trajectories its on the craft files they will throw error with out that mod and there a couple more errors https://www.dropbox.com/s/lyl5h48bj0a2y1d/screenshot1.png?dl=0
  6. Why you have MODULE { name = kOSProcessor diskSpace = 255000 } but you dont have the mod listed for install plus you could just make a MM for if they had the mod installed or not then it throwing a error because it cant find it ? /* <------------------------ this a type O ? MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = linkNode1 } MODULE { name = ejectionForce = 0 explosiveNodeID = linkNode2 } */ <---------------------------- here too never seen them used before
  7. There here fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout its using the old ModuleEngines you have to change it to ModuleEnginesFX MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 125 heatProduction = 175 fxOffset = 0, 0, 0.1 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.35 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 355 key = 1 150 key = 9 0.001 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow_tiny_Z transformName = thrustTransform emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 16 heatProduction = 150 fxOffset = 0, 0, 0.01 localPosition = 0, 0, 0.12 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.12 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 275 key = 7 0.001 } }
  8. Great Job there going to be some happy kerbals out there
  9. Not sure if its the problem but you are missing hsp = And also see that stock added a RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 7 drainForceISP = 5 drainFXDefinition = gasDraining } or RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } RESOURCE_DEFINITION { name = ElectricCharge displayName = #autoLOC_501004 //#autoLOC_501004 = Electric Charge abbreviation = #autoLOC_6002100 //#autoLOC_6002100 = EC density = 0 unitCost = 0 hsp = 0 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } }
  10. The blue notepad looking file are the cfg you can open them with notepad or you can download notepad++
  11. It comes with jsi mod AKA ( RPM ) or RasterPropMonitor you can put them on your craft and the bottom far left button will show you the view on the rpm screen but when you place them it numbers the camera and you can cycle through them but do note no 2 cameras can have the same number
  12. The cfg are the text files you can open them with notepad or you can get notepad ++
  13. I would say there might be something wrong with his plugin if you just need the parts to load but not really work like they did you could just edit there cfg and take out all his plugin stuff.
  14. Will try and write a patch up for a couple of engines and use the plugin PatchManager to see if that will work sounds like it will but will see Edit - will also look at
  15. worked just fine when i tested it EDIT- There is no staging them there just always on it didnt over heat and you could land on them EDIT2- Think IsFairing is just so you can toggle them on and off but thats just in VAB
  16. Can't see if there are any tags on it and tried to found some info about it but there old threads that got nuke in updates the ksp wiki dont say anything about a tag but you are right on the first part is just a modeled engine with a hollow cylinder around it looking at a stock engine in blender
  17. If you know how to write a Module manager patch or ( MM ) has most every one calls it you can make a copy of a engine and delete line like this on MODULE ModuleJettison MODULE { name = ModuleJettison //jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } just remember the the fair will always show now thats why i would just write a MM patch to copy a engine with the little edit
  18. Do you have ksp parts tools installed the shader setting should show KSP/******* ( what ever you are using )
  19. Can you upload the model and texture somewhere where people can take a look and see or try and fix ?
  20. Does the png format look normal it might be something in the program your using to make the dds format
  21. Any photo software that opens DDS format there is a dds plugin for Gimp or paint.net there free
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