HgoDR
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Posts posted by HgoDR
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craft files please?
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Hello everyone i have a problenm with the solar panels in the 1.12.2 and i think that was because of how solar panels works now(with permanent deployed solar panels) before the lunch the solar panels allways apears deployed(but not really deployed on the configs) and i cant change that dont matters what i do, maybe i will missing something?
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7 hours ago, Clamp-o-Tron said:
@HgoDR that's pretty clearly a problem that can be fixed by turning on autostruts.
They are not a mod. To enable them in a stock game, go to settings (from the main menu or by pressing escape) and scroll down to Gameplay. Turn Advanced tweakables on, then go back to your save and the VAB. Find the parts you want to autostrut (probably the side boosters, the main tank structure, and the payload), and right click on them. There should be a button saying Autostruts: Disabled. Click on it to change the autostrut mode. I would recommend Heaviest Part for this purpose.
This solves the problem of the boosters bouncing and falling, but when the engines are started the boosters detach themselves from the side couplers as if they were nothing, and I used the Advanced tweakables in every single part
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Hello guys, I have been playing version 1.0.5 of the game for a while because of incompatibility of mods in the new versions and now I am looking to play a newer version and I will try to run if not all, at least most of them in version 1.9 and the first one I picked up to test is the SovietPack v1.1 original version from Bobcat with the MIR station, Soyuz TMA, N1L3 full, Progress etc and the mod worked mostly without any adjustment, but one part in particular is not being recognized by the game which is the reentry module(SoyuzTMA_Pod), I want to adjust the cfg file but I don't know where to start and I come here to ask for your help because I don't know why this specific module does not appear in the game. outside the parts folder there is a CustomShadersConfig.cfg file and I’ve never seen this file in any other mod, and I don’t know if this is the file that needs to be modified, in this mod there is another folder called shaders that I don’t remember seeing in other mods also
if this can help in some way this is the SoyuzTMA_Pod.cfgSpoilerPART
{
// --- general parameters ---
name = Soyuz_TMA_Descent_Module
module = Part
author = Bobcat, CrashnBurnMODEL
{
model = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/SoyuzTMA_Pod
scale = 1, 1, 1
}// --- asset parameters ---
scale = 1
rescaleFactor = 1// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 0.775, 0.0, 0.0, 1.0, 0.0, 1
node_stack_para = 0.0, 0.6, -0.57, 0.0, 1.0, 0.0, 0
node_stack_bottom = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0, 1
CoMOffset = 0, -0.5, 0
fx_exhaustFlame_yellow = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_yellow = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -4, 0.0, 0.0, 1.0, 0.0, running// --- editor parameters ---
TechRequired = basicRocketry
cost = 1800
category = Pods
subcategory = 0
title = Soyuz TMA Descent Module
manufacturer = Bobcat Ind
description = This is the only part that comes back in one piece, it needs to. Otherwise your crew will have to walk back… and its a LONG way down
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0// --- standard part parameters ---
mass = 1.2
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 45
breakingForce = 630
breakingTorque = 630
maxTemp = 3400vesselType = Ship
MODULE
{
name = ModuleReactionWheel
PitchTorque = 3
YawTorque = 3
RollTorque = 3
RESOURCE
{
name = ElectricCharge
rate = 0.03
}
}MODULE
{
name = ModuleSAS
}MODULE
{
name = RasterPropMonitorComputer
}MODULE
{
name = ModuleScienceExperiment
experimentID = crewReport
experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report
useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True
xmitDataScalar = 2.0
}MODULE
{
name = ModuleScienceContainerreviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 3.0
}// --- internal setup ---
CrewCapacity = 3MODULE
{
name = TankPriorityModule
Priority = 10
}MODULE
{
name = SoyuzDescendBurnoutModule
TemperatureThreshold = 200
BurnIntensity = 0.0001
}
INTERNAL
{
name = SoyuzPod
}
MODULE
{
name = ModuleCommand
minimumCrew = 1
}MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 30
heatProduction = 400
useEngineResponseTime = True
engineAccelerationSpeed = 2.0
allowShutdown = False
fxOffset = 0, 0, 0.35
staged = false
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 250
key = 1 230
}}
RESOURCE
{
name = SolidFuel
amount = 1.25
maxAmount = 1.25
}RESOURCE
{
name = ElectricCharge
amount = 250
maxAmount = 250
}RESOURCE
{
name = Oxygen
amount = 130
maxAmount = 130
}RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 130
}MODULE
{
name = ModuleJettison
jettisonName = VZOR
bottomNodeName = top
isFairing = False
jettisonedObjectMass = 0.001
jettisonForce = 0.5
jettisonDirection = 0 0 1
}MODULE
{
name = ActivateLandingEngineModule
IgnitionAltitude = 7
}MODULE
{
name = LifeSupportModule
}
}And this the CustomShadersConfig.cfg
SpoilerCustomPartShader
{
partName = Soyuz_TMA_Descent_ModuleapplyShaderToAllMeshes = True
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader
Textures
{
_MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
_BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
_MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
_BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
}
}CustomPartShader
{
partName = Soyuz_TMA_Main_ParachuteapplyShaderToAllMeshes = False
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader
Mesh
{
meshName = cap
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shaderTextures
{
_MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
_BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
_MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
_BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
}
}
}CustomPartShader
{
partName = Soyuz_HeatshieldapplyShaderToAllMeshes = True
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader
Textures
{
_MainTex = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn
_BumpMap = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_burn_bump
_MainTex2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA
_BumpMap2 = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module/Soyuz_descentTMA_bump
}
}CustomPartShader
{
partName = Kliper_wingapplyShaderToAllMeshes = False
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader
Mesh
{
meshName = Kliper_wing
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shaderTextures
{
_MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
_BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
_MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
_BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
}
}}
CustomPartShader
{
partName = Kliper_podapplyShaderToAllMeshes = True
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader
Textures
{
_MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
_BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
_MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
_BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
}
}CustomPartShader
{
partName = Kliper_RCSconeapplyShaderToAllMeshes = True
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shader
Textures
{
_MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_burn
_BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
_MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper
_BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipper_bump
}
}CustomPartShader
{
partName = Kliper_LwingapplyShaderToAllMeshes = False
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shaderMesh
{
meshName = wing
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shaderTextures
{
_MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_burn
_BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
_MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing
_BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
}
}}
CustomPartShader
{
partName = Kliper_Rwing
applyShaderToAllMeshes = False
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shaderMesh
{
meshName = wing
shaderFileName = GameData/SovietPack/Shaders/TwoTexturesBlend.shaderTextures
{
_MainTex = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_burn
_BumpMap = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
_MainTex2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing
_BumpMap2 = SovietPack/Parts/Kliper/Soyuz_Kliper_wing/Klipperwing_bump
}
}
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On 5/31/2020 at 6:23 PM, Clamp-o-Tron said:
It's a simple parts pack. It should work.
I'll need to know how exactly it disintegrates. If it kind of implodes or wobbles so much it comes apart, try Kerbal Joint Reinforcement or just autostruts (turn on advanced tweakables in settings). If it's an explosion, I dunno why.
EDIT: though of it literally 5 seconds after posting:
maybe world stabilizer? Unlikely, but possibly a fix.
EDIT again: maybe a mod incompatibility, not with this but with something else?
When I launch and the physics starts, the whole rocket starts to shake and the boosters break off the main rocket, fall and explode. So I thought the problem could be the outdated KerbalJointReinforcement, but I updated it and it didn't solve it
EDIT: So autostruts and world stabilizer is mods? it is not a mod incompatibility beacuse i have tested this mod without anything
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1.9.x PLEASE
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On 5/25/2020 at 6:15 PM, Clamp-o-Tron said:
Didn't know this existed, will DL. Screenshots make it look great! (Probably is)
it's but saddly not working in 1.9
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I have a problem with the ENERGY rocket in 1.9, the rocket just disintegrates on the launch pad, does anyone know how I fix it or if it has a solution?
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On 7/27/2019 at 6:49 AM, MarrouxIsBack said:
Aloha,
thank you so much.
It works very well with KJR
I just have a message for the lack of kopernicussolarpanel
Where is this element?where did you find this?
Energia project v1.5A / MIR v4
in KSP1 Mod Releases
Posted
MIR Full craft files please?