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KSP2 Release Notes
Everything posted by KeaKaka
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So if correct, this should be the last post on page 403.
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Hippopotomonstrosesquippedaliophobia is the fear of long words. Ironic, isint it.
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There's a fix below, though I do recommend getting rid of it if you do decide to update, it can cause problems on 1.11+ Works like a charm on 1.10.X
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What version of KSP do you have because that is a known issue in pre-1.11 versions.
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[WIP] Nert's Dev Thread - Current: various updates
KeaKaka replied to Nertea's topic in KSP1 Mod Development
As soon as this comes out I'm gonna slap one of those on the back of a shuttle external tank! >here< -
I hope it fixes enough bugs to persuade me to update from 1.10.1.
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I'm new to config files and this is probably a dumb question, but the only sounds that play are the start-up and shutdown sounds and I'm unsure what I'm doing wrong. Config: @PART[DIRECT_SSME_B]:AFTER[ReStock]:NEEDS[Waterfall] { // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running_engine { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_Medium_High_2 volume = 0.0 0.0 volume = 0.1 0.3 volume = 1.0 1.0 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq6 volume = 1.0 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true //localOffset = 0,0,1.8 } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = SSMEfx // This links the effects to a given ModuleEngines engineID = BDBJ2sl // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle responseRateUp = 0.005 responseRateDown = 0.1 } CONTROLLER { name = random linkedTo = random range = 0,1 } // ----------------------------------------------------- // Past here should be generated with the ingame editor! // ------ TEMPLATE { // This is the name of the template to use templateName = waterfall-hydrolox-lower-4 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform // scale the templated effect position = 0,0,-0.02 rotation = 0, 0, 0 scale = 0.775, 0.775, 0.775 } } }
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Uhh, turns out I live right on the possible re-entry path of that long march 5 core stage that's in orbit at the moment.
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Hey @Invaderchaos or @Drakenex, I get this B9 part switch warning whenever I boot the game, it seems to be related to a paint switch on the Gemini retro and service modules, the B9 option still exists ingame but does nothing. latest version of B9 and latest Dev version of BDBNIC.
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Made a YouTube video:
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Pressed Esc at exactly the right time.
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Why does everyone complain about the naming scheme of the Delta rockets? It's very simple. It just goes A, B, C, D, E, G, J, L, M, N, 1000, 2000, 3000, 4000, 5000, II, III, IV.
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