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KeaKaka

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Everything posted by KeaKaka

  1. Hippopotomonstrosesquippedaliophobia is the fear of long words. Ironic, isint it.
  2. 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
  3. What version of KSP do you have because that is a known issue in pre-1.11 versions.
  4. Amazing work on the ATM! Any chance that with the Skylab revamp we'll see the USAF D-21 Inflatable airlock? More info: https://www.researchgate.net/publication/327674091_Development_of_an_Inflatable_Airlock_for_Deep_Space_Exploration
  5. As soon as this comes out I'm gonna slap one of those on the back of a shuttle external tank! >here<
  6. The thing that always comes to mind for me whenever someone mentions a super heavy lift vehicle like this is "what on earth are you going to use it to launch?".
  7. 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 } } }
  8. 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.
  9. Not sure if this is intentional or not, but the TOS and IUS avionics and control packages only provide a source of RCS power and are not unmanned pods. It isn't much but it prevents from re-enacting a proper IUS flight with the correct maneuvers.
  10. 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.
  11. Pressed Esc at exactly the right time.
  12. Quick little bug or missing feature, The nozzle extension on the XLR-129 cannot be automated, so when it is switched to automatic switching in the right-click menu it doesn't switch automatically, it's still manual.
  13. ISINGLASS! Launched from the underbelly of a Stearwing A300. Apologies for the lack of visual mods.
  14. One ISINGLASS replica coming right up!* *Not that anyone knows what it looks like, I think I saw something referring to it as looking like a mini shuttle orbiter.
  15. 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.
  16. No it doesn't conflict. Same deal as RealPlume, it removes the stock/plumeparty plume and replaces it with the fancy waterfall one.
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