Jump to content

Bellabong

Members
  • Posts

    80
  • Joined

  • Last visited

Everything posted by Bellabong

  1. Magpie mods applies its settings indiscriminantly, even to plumes and engine glows, the mod itself is a bit borked; I spent the same amount of time fixing it as I would have spent making model configs from scratch. The reason they're meh is because it took the list of every model the game loads and gave them a generic config, and there's no real consistency with what parts are metal and what parts aren't. On top of that they're pretty out of date
  2. Yeah, for Titan and Centaur you'd have to download the git version of the mod - the reason Titan and Centaur aren't included in the gif is because I'll be making changes that could potentially break crafts. The Atlas is fully integrated with the liveries from NIC and the configs of Agena/Titan integrate with the Delta Blue BDBNIC textures (if they're present, they incorporated into the TU texture switch menu, Atlas liveries don't require BDBNIC). The reason the Titan isn't in the zip yet is because I want to cut down its file size - all of its recolours could be represented by recolouring masks instead of having an entire set of metallic textures for each livery. Planning to have some fun with that and the Centaur this weekend
  3. Yeah! Just m,aking enough textures so things don't look too awkward. Once I've refined the Titan and the Centaur then a little pack of Atlas/Agena/Titan/Centaur will be posted on the forums. If you're impatient, In releases you'll find the Atlas and Agena whilst downloading the git will net you the Titan and Centaur as well - https://github.com/Bellabong/Bella_TU
  4. The difference between configs that mass config parts and actual proper textures is amazing. After getting frustrated with the effects just model config mod (transparent stuff wasn't transparent, too many mismatches in colours between parts and deviation from the original colours etc.) I decided to make my own textures. More Atlas stuff Titan IIIE/Centaur
  5. What do you mean it turned white? Was it working before and it has stopped working now? Centaur has joined the party: Planning to give it the same look as the Atlas - the base textures are very different to the Atlas one but it's just as shiny:
  6. It's in the description of the part... Or am I misunderstanding the "Engineers complain about weird angles" part?
  7. So the Atlas leads to a shiny Agena, a shiny GATV leads to a shiny GLV, which leads to a shiny Titan 3... Still need a lot more work though
  8. The configs are based on stock performance, which is overpowered for stock scale and more suited to 2.5x - 3.2x. Any planet pack in that range will do or just a simple rescale
  9. The Reliant and Swivel were reworked, they also still need Realplume and/or Waterfall configs which is what RF is dependant on for effects. Is this just with KWRocketry? Because on a 1.12 install with just the dependencies and KW rocketry the engines work. Going to need more information from your end such as a log file or the single part config
  10. It's one of the sunflares from but you'll have to dig around the end of the thread to get them working with current scatterer syntax
  11. One can just install the mod, load up the game without sigmadimensions, save those KK values*, so when you load up the 3.2x system, the groups aren't splayed out and you just have to move the group instance. If you're using a rescale multiplier for landscape that mimics the originals altitudes then you don't even need to adjust it. *What you can download here still has old KK values which get distorted by rescale, by loading in the game and saving those configs you're saving the values into a format that doesn't get affected by rescaling
  12. Ah I think you're touching on the root problem - The BDB in sub-configurations are unlocked by literally referencing the stock tech tree (basicRocketry, advancedRocketry etc.) node that unlocks the B9Partswitch variation of that engine, the RealFuels techlevels also refer to the standard tech tree (found in realsettings.cfg in the Realfuels folder). Looking through LRTR I can't find any config that patches realsettings.cfg's tech levels or something like https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/Tree/TREE-Engines.cfg which patches every engines sub configuration techlevel for RealismOverhaul. What's happening is that RF and RF_Stockalike are both referencing the stock tree nodes, which most tech tree mods preserve for compatibility but LRTR nukes the tech-tree à la RP-0 and adds the proper tech tree nodes to the individual parts which is what its support extends to. It doesn't seem to have a patch for Realfuels though. As for realsettings, that's fully on LRTR, as for the individual configs - I'm not sure whether supporting the full RSS tech-tree should fall under scope of RealFuels_StockEngines. I will probably do a real names patch for the BDB configs in line with its real names patch, and as a result the individual engine configs should get caught by the patch RP-0 uses that I linked earlier.
  13. The orbit itself is not perfect, but seems the Earth geopotential values work on a 3.2x scale Kerbin (with the reference radious adjusted ofc) Sun synch orbits on Kerbin are possible!
  14. I'be gotten the throttle response time to match the oomph of the F1 startup. Zoomed out it's even more impressive as it matches the launchpads smoke animation
  15. Thank you too! You've been quite the help on catching the Knes stuff and giving me enough clues to fix my mistakes ^.^ And have fun!
  16. No need, at least in the case of the Grivan, my latest update to add methane to the F1B had one too many closing brackets. That part did have like 6 brackets to keep part of as I had to dig deep into the B9Partswitch module.
  17. Ah you're re-installing, I was going to ask if you could find a BDB engine in your module manager config and show me how it looks. The only thing I can think of is that a mod may be modifying the ModuleEnginesRF back into ModuleEnginesFX (Real-plume-stock patches do this, which is why you should only have the base realplume installed, we use the realplume-stock configs for engines) or changing the ID of the engine (Waterfall patches can do this - half the Knes engines have an ID of Rutherford...). I tried to take care that all the engineID's referenced are correct for the mods waterfall patches. (This also future-proofs them for RocketSoundEnhancement, since it deals with engineID's) Similar request to the one above. Now are you referring to the techlevel upgrades as part of Realfuels (which ends up as a thrust boost in most cases) or the individual engine variants of the engine? or does the ability to get to these menu's not show up at all?
  18. You'll probably want to delete the duplicates using kerbal konstructs. Just reporting in to say that KSC extended has no issues I've found so far on a 3.2x scale Kerbin with .70 landscape height. It's the first release I didn't need to edit slightly. (previous KSC needed slight adjustments before)
  19. The power of RF, featuring a Methane F1B, MethaFLOX RL10's and a Hydroflourine AJ10-133. From being able to do a free return with standard fuels to being able to capture and escape the Mun! Tier 7 tech though >.>
  20. Yeah seems I only put pack in the multipliers for L220N and misread the running sound for the Ariana 1-4 first stages. The sound of these and the HM60 shouldn't have worked as I linked the running effect to running_closed (I only tested the loose Ariane engines) and not running however the rest of the engines in the mod do have sound for me. Do you have waterfall installed? I may have to patch for the sound of a realplume only installation (The BDB configs have it since they're from before Waterfall, I just had to make sure the right effects were linked.
  21. Cheers! The first and last one were due to some missing brackets, and the second one was a paste oversight. They're fixed now. Weird how the one for the lunar orbiter snuck in - I flew it a few moths ago! As for SRB's not shutting down, none can in RF. Literally doesn't compute. Unless you want them to be infinitely restartable, but that's undesirable behaviour from SRB's for a realism enhancing mod. I think I specifically enabled this ability though on SRB ullage motors that stay on stages needed for later burns - the engines presence can mess with Principia burn calculations.
×
×
  • Create New...