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martianrock

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Everything posted by martianrock

  1. It may be a stupid question, but can landing pad be used for actual landing? W/o the game detecting a collision between two vessels (the lander and the pad itself) and producing fireworks on exit from rails?
  2. As I looked a bit deeper my bad part looks to be from the same mod! So I assume there should be some similarities, I am not familiar with KSP enough to figure out which ones are relevant: PART { name = SMX_PoddedDeployableWheelS module = Part author = SuicidalInsanity MODEL { model = MiningExpansion/Parts/DeployableWheel/DeployableGearInlineS texture = Mk1Structural, Squad/Parts/Structural/mk1Parts/Mk1Structural texture = LandingGear, Squad/Parts/Wheel/LandingGear/LandingGear texture = mk2CargoBay, Squad/Parts/Utility/mk2CargoBay/mk2CargoBay texture = ksp_r_medWheel_diff, Squad/Parts/Wheel/roverWheelTR-2L/ksp_r_medWheel_diff texture = ksp_r_medWheel_wheel_diff, Squad/Parts/Wheel/roverWheelTR-2L/ksp_r_medWheel_wheel_diff } scale = 1 rescaleFactor = 1.0 node_stack_top = 0.0, 0.0, 0.364, 0.0, 0.0, 1.0 node_stack_bottom = 0.0, 0.0, -0.364, 0.0, 0.0, -1.0 node_attach = 0.0, 0.312, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = fieldScience entryCost = 5200 cost = 550 category = Ground subcategory = 0 title = #LOC_SMX_InlineWheelS manufacturer = #LOC_SMX_manufacturer_title description = #LOC_SMX_InlineWheelS_desc attachRules = 1,1,1,1,0 mass = 0.15 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 //crashTolerance = 7 maxTemp = 2600 // = 3600 crashTolerance = 30 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf, size1 tags = #autoLOC_8310131 //#autoLOC_8310131 = )car drive ground roll rover wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.9 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.65 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.8 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.9 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.65 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.9 } } } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelTransformName = WheelPivot wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.235 center = 0,0,0 mass = 0.40 groundHeightOffset = 1 TooltipTitle = #autoLOC_502081 //#autoLOC_502081 = Rover Wheel TooltipPrimaryField = #autoLOC_6004045 //#autoLOC_6004045 = Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 50.0 suspensionDistance = 0.15 targetPosition = 0.0 springRatio = 12 damperRatio = 1.0 maximumLoad = 5.0 } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 1 steeringCurve { key = 0 20 key = 10 9 key = 30 3.0 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 wheelSpeedMax = 30//37 208 kph driveResponse = 2 torqueCurve { key = 0 20 0 0 key = 15 16 0 0//2.5 2.0 0 0 key = 27 1 0 0//36 0.5 0 0 key = 30 0 0 0//38 0 0 0 } RESOURCE { name = ElectricCharge rate = 2//7 } idleDrain = 0.0//0.1////0.5 } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 6 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 damagedTransformName = BustedWheel undamagedTransformName = Wheel stressTolerance = 450 impactTolerance = 150 deflectionMagnitude = 1.0 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = DeployableWheel animationStateName = InlineDeployWheel deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = False slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = FXModuleConstrainPosition // match rotation of the upper scissor link to the steered section matchRotation = true matchPosition = false CONSTRAINFX { targetName = SteeringPivot moversName = SteeringActuator } } MODULE { name = FXModuleLookAtConstraint // scissor links CONSTRAINLOOKFX { targetName = Anchor2 rotatorsName = Link1 } CONSTRAINLOOKFX { targetName = Anchor1 rotatorsName = Link2 } CONSTRAINLOOKFX { targetName = UpperExtender rotatorsName = LowerExtender } CONSTRAINLOOKFX { targetName = LowerExtender rotatorsName = UpperExtender } } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } }
  3. Good hint, thanks! For me it was M2-FR Multirole Deployable Wheel from one of the Near Future <something, don't remember which one> mods. TCA works when I replace them with stock rover wheels. My Laythe drone project is back in progress.
  4. It may be a stupid question, but how do I get TCA to show up after I launch my VTOL drone on the runway? My main TCA window does not show up in flight no matter what I try. In editor I see the window, I can configure profile with my engine group, I see balance percentages and such but as soon as I click launch I do not see any of TCA windows and toolbar button just shows the manual. Pressing Y does nothing. I can see TCA true on a probe core, I can click Activate TCA but nothing happens. And when I revent to SPH the TCA window is gone there as well. Toolbar just shows the manual. I am in 1.10.1 career save and my science tree is fully explored.
  5. I am also unable to open ship picker UI in 1.10. tested on a clean install (EL and only mods required by EL - KIS, MM etc)
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