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Rakete

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Everything posted by Rakete

  1. Thanks, this works well! And what about core? do I need this too? TEMPLATE { templateName = stock-nuclear-core overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0,0
  2. Don't have restock. This is the Nerva-Config of SWE 0.5.2: What have I to change in your KARE-Waterfall config? If it is just changing one ore two words in your KARE-waterfall-config, maybe you can tell me, which words to exchange at which places @PART[nuclearEngine]:NEEDS[Waterfall]:FOR[StockWaterfallEffects] { !fx_exhaustFlame_blue = DELETE !fx_exhaustLight_blue = DELETE !fx_smokeTrail_light = DELETE !sound_vent_medium = DELETE !sound_rocket_hard = DELETE !sound_vent_soft = DELETE !sound_explosion_low = DELETE // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq7 volume = 0.6 pitch = 0.7 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 0.7 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.7 loop = false } } fx-nerv-running { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.01 0.1 volume = 0.5 0.35 volume = 1.0 0.7 pitch = 0.0 0.5 pitch = 1.0 0.7 loop = true } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = fx-nerv-running } MODULE { name = ModuleWaterfallFX moduleID = nukeFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = random1 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 8 seed = 15 } CONTROLLER { name = random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 15 } TEMPLATE { templateName = stock-nuclear-upper-1 overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0,0 } TEMPLATE { templateName = stock-nuclear-core overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0,0 } } }
  3. @DocNappers @SuicidalInsanity Bugreport: Type: visual - Severity: minor - medium Afterburnerplume of this engine does not fit. A waterfall plume like the one for the saturn engine would be wonderful. No Tweakscale involved (not installed). Just the engine out of the box:
  4. Bugreport: Type Visual - Severity: Minor - medium Afterburnerplume of this engine isn't fitting
  5. Under certain points of view the textures flicker and show stange beige color: See here: Inner area of the intake: KSP 1.12.3
  6. I think it would also be an overly complicated task. And a box is plausible... everything is stored in boxes even wine bottles...
  7. @JadeOfMaar Little Bugreport: If you have an older version (in my case 0.5.2) of stock waterfall effects installed (because I like those plumes more, than the actual ones) the two multimodal engines generate Nulrefspam when in closed cycle mode and show no plume. So maybe you want to announce a minimum SWE-Version or change something in the config. For me, I will stick to 0.5.2 of the SWE configs, because i like them best - and will deactivate the KARE-waterfall-config as a compromise. And the non-waterfall-plumes are mostly alright too... But they look strange at higher speeds, because the particles leaving the engine are as slow as when the plane has lower speed. Optimum would be: Check for matching waterfall template for the open-cycle mode: If there, use it, else use old particle system... and check for template for closed cycle mode - if there use it, or switch to particle plume. So I could have a waterfall plume for open cycle (which i have a template for) and the particle plume for closed cycle mode (which I seemingly have no template for (Nullref-Spam) with my SWE 0.5.2 )
  8. Okay... so no engines for AI-pilots... I guess I may live with that. I guess the AI-pilots should stay away from modded engines.
  9. Ah, so no hard incompatibility - just a confusion for AI-piloting, as I understand, right? So not much of a deal, I guess,.. right? yeah i don't use that much except for my smaller target vessels. I guess, they will have to take off manually, if fitted with KARE-engines. Or don't get those engines... we'll see No dependencies except Module Manager?
  10. Ah okay... it calculates a box around it. Okay... then it makes sense, that the volume of a elipsoid body like the rbs missile from bda+ is way off. Alright. Love sandcastle as it is. I mean, it's also kinda good, to have a reason to still need to construct stuff on kerbin.
  11. Meaning incompatible to BDA? I have this mod and would like to know, i I could use your KARE-Mod or if it will be incompatible? What kind of problems will it cause?
  12. How about the fission reactors from Near Future Electrical and the fusion reactors from far future tech by Nertea? Will they also supply the needed power for those bad boys!? Is it already integrated? Can I akready use it, because I don't have KSPI-E. The mentioned LqH2-RCS from Near future propulsion are rather weak. They are weaker than the stock RCS blocks... for balancing purposes.
  13. Not sure if I understand it right? So these thrusters only work, if the ship has an active nuclear reactor? Or does it only check for presence of the respective mods, so that the thrusters could also be abused for non-atomic driven vessels? So they are more powerful brothers of the NF-electrical LqH-driven electrical thrusters... (not physically, but gameplaywise)? I like the design shown in the pictures.
  14. Yeah, just tested it. Printed a charge for self destruct if needed and printed a radial attachment point from SSPRx and a dockingport. Worked well. And yes, unfortunately B9PS-Variants of parts are not available for choosing in the printer menue. It is okay for now, but... if @Angel-125 wants to do one last feature increment, this would be a nice proposal. But I don't want to ask for it - he has already done so many great things - i like sandcastle as it is. Installed it today for the first time and like it. Funfact: I can even print BD-Armory-parts, and equip a space station after launch with a radar guided Killvehicle launcher to shoot down satellites and debris from 30km distance... and print a new Killvehicle for the launcher in the printer. Thats fun. Why delete debris, if you can shoot it down and make little nasty particles (increasing the danger for spacsstations... but... who cares )out of it. P.S.: I love the simplicity, that it needs only normal ore. My heavy modded gameplay already got super complex. Thats kinda complex enough As for EL : gonna look for a recent video explaining it. Maaaaybe I'll give that mod also a try... oh my dear... I got so many many mods installed side by side. KSP2 can't be as feature rich as my mod collection, thanks to devs like Angel or Nertea or RTB etc. But I wonder how @linuxgurugamer's partvolumes determine the volume of a part. When I compare the volumes of BD armorys HE-KV1 and the RBS missile: both look relatively similar in size but have a huge deviation an ocupied litres in storage space... Mh... but that's another topic.
  15. That's alright. My question aimed to possible incompatibilities to B9PS (I've read here somewhere about it in this thread), as many mods, I have in use, use it. As long as it works alright. I don't want to place big station parts on EVA. Just want to be sure, the mods don't interfere with each other, having them installed side by side. But I can print small parts like TAC Self destruct packages and things like that, right?
  16. Really? A manual for EL made in LaTex? Scientificly looking? Best KSP-manual ever !!! Just remembering my years at university.
  17. Does sandcastle also print mod-parts (like nerteas Parts: SSPXr, Near/Far Future .... or the BDA+ parts?) when prepared via KSP_Partvolumes? All of those mods use B9PS - will it work? Currently planing to use it without EL. For now...
  18. Works fine. But the dockingports do not come with rotational capabilities.... Nothing to worry about.
  19. Is it also compatible with BDA+ (1.5.5.1 or higher) ? Do the turrets alsp work in space and hit the targets?
  20. Sounds like a typical stock-ksp-bug. I have this on my sstos with rapiers and nervas.... i shut them all down via actiongroups before I dock to a space station. If I leave the scene and come back either the nervas, or the rapiers or both types are back turned on, while docked. Drives me crazy sometimes. Maybe the same issue. In my case it didn't hurt because they used no fuel with throttle = 0. If it is not the same thing, maybe @Angel-125 could have a look at it? So yes, i also switch back and forth to ensure the reactor is offline and doesn't burn graviolium. Hotfix possible? If it is a global KSP-issue, maybe it's a topic for @Gotmachine or @NathanKell from the KSPCF-Team.
  21. New to the BDA-world, I stumbled over this mod. Does it work wirh KSP 1.12.x and BDA+ (1.5.5.1 and later)? Additional question: what does the plugin do, that comes with this pack?
  22. THIS sounds fun... therefore I would have to tune the yield down an the fluence up, right?
  23. Thats what I meant. I does not change range upon assigned keyboard button presses like the others radars do. On the IRST-Pod neither the range+/- assigned keyboard buttons work (for radars) nor the zoom +/- assigned keyboard buttons (for targetting devices). The clickbuttons in the window work, but not the keyboard assignments. Since the IRST-pod displays also heat signatures I guess it's a separate softwaremodule within the plugin than the "normal" radar display and might have not been integrated perfectly i/o-wise. Just a guess Aaah. I copy-pasted the nuke-config from the air2 and just increased the yield because I didn''t know what fluence does. So i will reconfigure my reconfigurement of the RBS-Cruisemissile to a reasonable blast/frying effects... it is just for fun, not for balanced gameplay. Somehow it's movie-like to drop a nuke-cruisemissile like in Independence day.... Are the gps-tracking functions for terminal guidance still active in the code for cruise missiles? The wiki is kinda outdated and seemingly not reflecting all deprecations of old code/interfaces. Because I am not a programmer I struggle with interpreting the code on github. Somethings get clear to me, others don't. So can I give one of the cruise missiles a radar-lock-on-after-launch and terminal guidance e.g. to hit a ship in the target area? Because all of heat and blast damage calculations consider the atmospheric pressure there is no way of nuking a... lets say asteroid or space station.... I guess therefore the hekv1 will do... maybe with a heavier more explosive variant... we'll see.... (won't redistribute it, as the assets are yours.)
  24. The power of actionsgroups would be nice. I love to automize things.
  25. Maybe you want to shut them down to reduce the overwhelming power of your vessel (made for interstellar flight) to be able to cruise smoothly through the destination star system.... i think, thats the reason - to give you all the flexibility you might need.
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