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KSP2 Release Notes
Posts posted by ColdJ
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@sarbian. Thanks for the great mod, I especially like being able to put custom readouts on my screen. I play 1.9.1 and use your version 2.9.20 Mostly fine a few quirks like the drop down moving randomly. I have learnt how to fix that in the global cfg file. At some point the Aircraft auto pilot for setting a heading and speed, height etc just stopped working, yet the Aircraft Approach and Autoland works fine. I have a landing sites cfg for all of the Kerbinside bases and , Hafco. but I had to be selective because Mechjeb2 doesn't have terrain avoidance. So not needing you to fix a problem I have. Just wondering if you are able to work with the people who did the BD Armory autopliot to have Mechjeb fly higher and avoid hills and mountains? Thanks for your time and great work.
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Well, thanks to no decent five port thruster for the job it took 4 configs. And a whole lot of wasted time trying to use the Squad 4 way to no avail. I find it weird how a lot of meshes are easy to work with but some are impossible. Thankfully Kerbanov came to my rescue for a 4 port and a resized and configed Linear "put anywhere" connects nicely in the middle for side to side.
Anyhow, still a few refinements to make but here you go. Thanks to the Kerbal being able to buoyancy compensate. 1 functioning under water RCS system. If some nice person would like to create a mesh with all the bits in 1 balanced unit. Yes Please!
@Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JB182
Oh and you might have noticed I added a faster purge button in the UI. The regular is great for compensation, but sometimes you need to stop sinking more quickly.
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8 hours ago, ColdJ said:
When I woke up I had idea of how to make an underwater RCS pack. 3 total reconfig parts should do it. and 1 of those is for a micro docking node so it could be attached to your sub and have the Kerbal climb in and detach from the sub. If it works I am going with S.K.E.T.A Submersible Kerbal Electric Thruster Apparatus.
Spent way too long finding out the Squad 4 way RCS won't show up if you change anything about it. Thankfully Kerbonov came through. Little more tinkering and I should have it right.
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When I woke up I had idea of how to make an underwater RCS pack. 3 total reconfig parts should do it. and 1 of those is for a micro docking node so it could be attached to your sub and have the Kerbal climb in and detach from the sub. If it works I am going with S.K.E.T.A Submersible Kerbal Electric Thruster Apparatus.
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I Wonder if any of the seriously talented spaceship builders has ever built the Liberator from Blake7?
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I towed @Hotel26 's Nimbus Glider up to glide height using my Harrier Jumpjet. If anyone else in the world has ever done that I will be flabbergasted.
I balanced my Jet Doo to not dive or flip up into the air unless I wanted to, and got a working method to bring me down 9 times out of ten without breaking into lots of pieces. Or having to use the parachutes.
When I got it wrong Kerbal physics played a joke on me.
And finally I rebuilt the Ultralight with stock wings so I can put it on Kerbal X for those who don't use mods.
Goodnight or Goodmorning to you all.
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2 hours ago, rebel-1 said:
It's not about MJ. I removed all the mods in general, on a fully stock game, Jeb with 1 star has all the control functions available.
Created a new career game. The Jeb has all the stabilization functions at once.
If it is not about MJ, and if you have removed MJ, then it is not. Then why are you complaining about it here? It is a topic for the troubleshooting KSP forums.
https://forum.kerbalspaceprogram.com/index.php?/forum/69-technical-support-pc-unmodded-installs/
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1 hour ago, Dientus said:
Little off topic so forgive me, could you direct me to a good info source on creating a mod for KSP? Especially dealing with adding 3D models to create new parts. If not that's fine.
Apologies, I was just considering taking your modifications and creating a separate mod pack.
I'm afraid I don't have the software or experience for 3d modeling. I would love someone who could make things for me as I have so many ideas. Oh for custom tail planes for the f22 and f35. @Angel-125 on the otherhand is Wild Blue industries. Who has made so many wonderful mod packs and is currently working on his SCUBA gear and custom ballast system. His Buffalo mod already has some great underwater parts. And I love his bubble trails for the impellers. So if he is too busy to help you, then I am sure he could direct you to someone who could. He creates his own meshes and textures to go with his parts so he is very knowledgeable. If you are able to make mod packs I would love to be able to put some of the reconfigged parts out into the world, as long as I don't infringe on the copyright of the original mesh builders. Having cosmetic versions of parts like the Mk2 Expansion chines has been fantastic for creating better looking Jet Fighters.. Apart from my rambling, I hope this help.
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54 minutes ago, rebel-1 said:
If there is a desire, then perhaps I will do it.
Tell me, why is the MJ control registered by default in all command modules? Pilots do not need training, all the functions of holding control from the start of their career are available.
If you have "MechJebNoCommandPod.cfg" in Mechjeb2/Parts. Rename the suffix to txt and then see how you go. If you want mechjeb in a craft you will just have to add the mechjeb part that looks like a walkie talkie.
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3 hours ago, ColdJ said:
It does, except for me because I'd already puzzled this out from other config files. You can config a new resource and call it what you like as long as it doesn't have the same name as another resource in your game. I will pop in the spoilers my resources config and thrusters config, and since I went with needing an intake for sub thrusters and Submarine engines, my intake config. I have also worked out how to have your kerbals have a buoyancy compensator built in, in games before they changed the system to be able to remove the backpack, I just have to write it up.
Resource config, either create a new config or drop it into the Squad Generic resource file.
RESOURCE_DEFINITION
{
name = IntakeWater
displayName = Intake Water
abbreviation = INWater
density = 0.005
unitCost = 0
hsp = 10
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = false
isVisible = false
RESOURCE_DRAIN_DEFINITION
{
isDrainable = false
showDrainFX = false
}Drop this in to Squad/Parts/Aero/airintakeRadialXM-G50/ I named the config file WaterIntakeRadialXM-G80, but you can name it what you like.
PART
{
name = airScoopSub2
module = Part
author = NovaSilisko, Porkjet, CJ
mesh = RadialIntake.mu
rescaleFactor = 1
node_attach = 0.0, 0.3370661, 0.0, 0.0, 1.0, 0.0
buoyancy = 0.1
TechRequired = aerodynamicSystems
entryCost = 2500
cost = 250
category = Aero
subcategory = 0
title = XM-G80 Radial Water Intake
manufacturer = Vac-Co Advanced Suction Systems in conjunction with CJ Marine
description = An intake duct version that can be mounted at the sides of a fuselage. Warranty does not cover engine flame-outs or any objects, inanimate or otherwise, sucked in by the intake. Optimized for submarine flight.
attachRules = 0,1,0,0,0
mass = 0.02
thermalMassModifier = 6.0
// heatConductivity = 0.06 // half default
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 10
breakingForce = 200
breakingTorque = 200
maxTemp = 2000
bulkheadProfiles = srf
tags = Submarine intake
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeWater
checkForOxygen = true
area = 0.0061
intakeSpeed = 15
intakeTransformName = Intake
machCurve
{
key = 1 1 0 0
}
atmosphereCurve
{
key = 0 100
key = 1 9000
key = 5 9000
}
}
RESOURCE
{
name = IntakeWater
amount = 4
maxAmount = 4
}
}And then thruster for large submarine. Drag under water is massive. So thrust needs to be big enough to compensate. An engine that will throw a large rocket into space above water, will barely move the same underwater, so your thrust has to be much greater. Note the Atmosphere Curve keys. If in a vacuum, key = 0 ,does not have a value greater than zero e.g, key = 0 0 .Then you thruster or engine won't work. At a minimum set, key = 0 100. Also For sea level and under give it something reasonable e.g key = 1 9000, key = 5 9000.
I called this config file LinearImpeller, Drop it in Squad/Parts/Utility/linearvernorRCS/
PART
{
name = linearRcsSub
module = Part
author = Pablo
MODEL
{
model = Squad/Parts/Utility/linearVernorRCS/Assets/linearRCS
}
rescale = 4
scale = 1
node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0
TechRequired = advFlightControl
entryCost = 800
cost = 25
category = Control
subcategory = 0
title = Place-Anywhere Sub impeller
manufacturer = #autoLOC_501639 //#autoLOC_501639 = Reaction Systems Ltd
description = #autoLOC_500895 //#autoLOC_500895 = For every space that really needs an RCS thruster, Reaction Systems Ltd has you covered with its new Place-Anywhere 7 Linear RCS Port!
attachRules = 0,1,0,1,1
mass = 0.02
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 0.1
crashTolerance = 15
breakingForce = 50
breakingTorque = 50
maxTemp = 2600 // = 3400
fuelCrossFeed = True
PhysicsSignificance = 1
bulkheadProfiles = srf
tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate
EFFECTS
{
running
{
AUDIO
{
channel = Ship
clip = sound_rocket_mini
volume = 0.0 0.0
volume = 0.02 0.2
volume = 0.5 0.2
volume = 1.0 0.2
pitch = 0.0 0.75
pitch = 1.0 1.5
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/Monoprop_small
transformName = RCSthruster
emission = 0.0 0.0
emission = 0.1 0.0
emission = 1.0 1.0
speed = 0.0 0.8
speed = 1.0 1.0
localRotation = -90, 0, 0
}
}
}
MODULE
{
name = ModuleRCSFX
stagingEnabled = False
thrusterTransformName = RCSthruster
thrusterPower = 300
resourceName = ElectricCharge
resourceFlowMode = STAGE_PRIORITY_FLOW
runningEffectName = running
PROPELLANT
{
name = ElectricCharge
ratio = 2
DrawGauge = True
resourceFlowMode = STAGE_PRIORITY_FLOW
}
PROPELLANT
{
name = IntakeWater
ratio = 1
resourceFlowMode = STAGE_PRIORITY_FLOW
}atmosphereCurve
{
key = 0 240
key = 1 9000
key = 5 9000
}
}
MODULE
{
name = FXModuleAnimateRCS
animationName = linearRCSGlow
responseSpeed = 0.01
thrustForceMult = 2
}
}This is the vanilla version. I use Ion Engine sound and WildBlues Buffalo mod Impeller bubbles in my EFFECTS section. Hope this helps.
Sorry I realised I gave you thrusters and not an engine. this turns a Wheesley into a large Submarine engine. If it is too big or too powerful for a smaller sub just change the rescale and or thrust max figures.
SpoilerPART
{
name = JetEngineBWater
module = Part
author = Porkjet
//mesh = turboFanSize1.mu
MODEL
{
model = Squad/Parts/Engine/jetEngines/turboFanSize1
}
//MODEL
//{
// model = Squad/Parts/Engine/jetEngines/turbineInside
// position = 0.0, 0.972875, 0.0
// scale = 0.8, 0.6, 0.8
// //rotation = 0, 0, 0
//}
rescaleFactor = 4
node_stack_top = 0.0, 0.972875, 0.0, 0.0, 1.0, 0.0
CoMOffset = 0.0, 2.3, 0.0
TechRequired = aerodynamicSystems
entryCost = 4000
cost = 1400
category = Engine
subcategory = 0
title = Advanced Submarine impeller.
manufacturer = C7 Marine Division
description = Submarine propellor with reverseable thrust.
attachRules = 1,1,1,0,0
mass = 1.5
heatConductivity = 0.06 // half default
skinInternalConductionMult = 4.0
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 2000
breakingForce = 20000breakingTorque = 20000
maxTemp = 2000 // = 3600
bulkheadProfiles = size1, srf
tags = Submarine Impeller
MODULE
{
name = ModuleEnginesFX
engineID = Cruise
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 3000
heatProduction = 40
useEngineResponseTime = True
engineAccelerationSpeed = 0.12
engineDecelerationSpeed = 0.5
fxOffset = 0, 0, 0.74
flameoutEffectName = flameout
powerEffectName = running_thrust
engageEffectName = engage
disengageEffectName = disengage
spoolEffectName = running_turbine
engineSpoolIdle = 0.05
engineSpoolTime = 2.0
EngineType = Turbine
exhaustDamageMultiplier = 1
clampPropReceived = True
PROPELLANT
{
name = IntakeWater
ignoreForIsp = True
ratio = 1
}
PROPELLANT
{
name = ElectricCharge
resourceFlowMode = STAGE_STACK_FLOW_BALANCE
ratio = 2
DrawGauge = True
}
atmosphereCurve
{
key = 0 10500 0 0
}
// Jet params
atmChangeFlow = True
useVelCurve = False
useAtmCurve = False
flameoutBar = 0.02
flowCapMult = 1.0
machLimit = 0.85
machHeatMult = 25}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = TF1Heat
}
MODULE
{
name = ModuleAnimateGeneric
animationName = TF1ThrustReverser
startEventGUIName = #autoLOC_502015 //#autoLOC_502015 = Reverse Thrust
endEventGUIName = #autoLOC_502016 //#autoLOC_502016 = Forward Thrust
actionGUIName = #autoLOC_502017 //#autoLOC_502017 = Toggle Thrust Reverser
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 1
}
}
MODULE
{
name = ModuleTestSubject
useStaging = True
useEvent = True
situationMask = 15
CONSTRAINT
{
type = OXYGEN
value = True
}
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.5
maxDistance = 20
falloff = 2
thrustTransformName = thrustTransform
}
EFFECTS
{
running_thrust
{
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 0.05 0.4
volume = 1.0 1.5
pitch = 0.0 0.3
pitch = 1.0 0.5
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/Monoprop_small
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.1
emission = 0.5 0.25
emission = 1.0 1.0
speed = 0.0 0.0
speed = 0.25 0.0
speed = 1.0 1.0
}
}
running_turbine
{
AUDIO
{
channel = Ship
clip = sound_IonEngine
volume = 0.0 0.0
volume = 0.05 0.2
volume = 1.0 0.45
pitch = 0.0 0.3
pitch = 0.05 0.5
pitch = 1.0 0.65
loop = true
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thrustTransformFX
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
} -
6 minutes ago, Weak Player said:
@ColdJ what are you trying to do i don't understand, is it a custom mod or custoumised parts or sth, then drop its directly in gamedata not squad
Squad folder IN the Gamedata folder, Sorry. Most people I interact with already know that everything is done in the Gamedata folder structure. I shouldn't have assumed. It is ,I suppose if you want to put it this way, a mod or amendment to the stock set up that allows for a kerbal to walk around under water and buoyancy compensate so that you can sink or rise to a chosen height. Balance the up force of buoyancy with the down force of mass and then float at that height and swim around. Basically combined with the ballast tanks people have created to sink and balance craft for the same function. You can explore, build or practice Space walking and docking underwater. I can't make a Kerbal use an RCS pack underwater as I have no idea where that is configed but we have created thrusters for submerged craft and engines so that once you make a craft neutrally buoyant you can do the things you would do in orbit and practice them without having to heave them into orbit on a rocket first. Just like NASA trains their Astronaughts in large water tanks to do space walks before they go up.
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I clicked on the knob in the lower right hand corner of the Mk1 inline cockpit from Squad and this happened. Had no clue it was possible.
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Whoops!
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46 minutes ago, rebel-1 said:
Author, remove the Russian localization of the mod. This is a fail. It is impossible to play with it, so I had to delete it and use the English version.
I am not affiliated but, Go in and rewrite the translations in the localisation file for Russian and then submit your translation file. For them to use in their releases. Helps you both. Remember that Russian is probably not their first language and they get/need someone else to write it up.
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Ok. Not as elegantly as I would have liked, because Squad has a constriction somewhere other than in the KerbalEVA file. That means EVA Propellant is the only thing that can be displayed in the Kerbal UI. This is for game versions before they changed the system to be able to remove RCS and Parachutes from the Kerbal. But for any game before, that has the Generator Module (input this, output that.), You can now have a Kerbal that can buoyancy compensate without having to pick something up. No need for anything but Stock KSP.
It involves amending 2 files for pure vanilla. If you choose just 1 gender to have the ability. Or add 1 for pure, 2 for Breaking Ground, and as I don't have making history I assume 4, assuming they have another Spacesuit outfit.
So first it is necessary to amend the weight of Eva Proppellant in the Squad ResourcesGeneric.cfg
SpoilerChange density to density = 0.0075
Then you need to amend and add to the gender or genders you want to be able to buoyancy compensate.
SpoilerGo in to Squad/Parts/Prebuilt. I am assuming anybody who attempts this is smart enough to copy a backup of any cfg files they are planning to amend before they do and will put the copies outside of the KerbalSpaceProgram folder structure.
Open up the kerbalEVA cfg of your choice (I went with kerbalEVAfemale) and amend the EVA Propellant amount from 5 to 10 (If you want to leave it at 5 you will have to double the density you set in the resources cfg.) This way is more practical for fine buoyancy control.
RESOURCE
{
name = EVA Propellant
amount = 10
maxAmount = 10
isTweakable = False
}You will then need to add this to the bottom of the cfg file. Obviously before the ending bracket. and just after the Inventory slots end bracket.
MODULE
{
name = ModuleGenerator
requiresAllInputs = false
activateGUIName = Fill Start
shutdownGUIName = Fill StopOUTPUT_RESOURCE
{
name = EVA Propellant
rate = 0.01
}
}
MODULE
{
name = ModuleGenerator
requiresAllInputs = true
activateGUIName = Empty Start
shutdownGUIName = Empty Stop
INPUT_RESOURCE
{
name = EVA Propellant
rate = 0.01
}
}If you have Breaking Ground you must in this case amend the "kerbalEVAfemaleFuture.cfg" found in the Squad/Serenity/Parts/Prebuilt/ folder as well. If you don't it won't work. Identical amendments. Obviously the same if you do the males. I assume that Making History probably has it's own EVA cfg's to amend.
So there you go. If you follow the instuctions correctly it will work. If you don't then remember to copy the copies back in.
You should get something like this.
I know it is hard to tell from a pic, but she is floating neutrally buoyant in the second pic. Swimming around is fun. And a full tank provides just enough ballast to run and jump a good height and jump and swim. Very fun. Enjoy. And for purists. In real life compressed reaction mass has MASS so it fair and won't ruin space walks. You would only cheat in space if you use the generator to refill your RCS propellant while space walking, that is your moral choice to make.
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On 4/18/2021 at 4:41 PM, ColdJ said:
Obvious question is how did the Kerbal get the Big ballast tank out into the middle of the ocean?
Also A kerbal with a jet pack and parachute on only needs 90kg extra mass to sink gracefully.
If you have breaking ground simply make this and put in your inventory.
. If you have Breaking ground then in Gamedata/SquadExpansion/Serenity/Parts/DeployedScience. Create a new text document saved as WeightBelt.cfg
Copy and paste the following in it and save.
PART
{
name = WeightBelt
module = Part
author = Squad
MODEL
{
model=SquadExpansion/Serenity/Parts/DeployedScience/Assets/GoExOb
}
rescaleFactor = 0.4
//node_attach = 0.0, 0.0, -0.15, 0.0, 0.0, -1.0
TechRequired = miniaturization
entryCost = 3500
cost = 1000
category = Cargo
subcategory = 0
title = Weight Beltmanufacturer = #autoLOC_501665 //#autoLOC_501665 = FLOOYD Dynamics Research Labs
description = Weight Belt for underwater exploration.
attachRules = 0,0,0,0,0
mass = 0.09
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 10
maxTemp = 1200 // = 1200
tags = #autoLOC_6012006 //#autoLOC_6012006 = experiment research science cargo deployMODULE { name = ModuleCargoPart stackableQuantity = 5 packedVolume = 1.0 }
}
This is raw without a mesh change so it will still look like the mystery goo machine.
Play Ksp. Make a craft with a Deployed science cabinet known in game as the Cargo catagory. Load with the machine named Weight Belt. Take your craft to water. EVA and have the Kerbal load the Weight Belt into their inventory slot. Happily sink. If you did this somewhere deep. Click on the inventory slot so the Weight Belt is on your pointer but don't put it anywhere. as long as you don't left click the mouse to drop it somewhere then the Kerbal will float back up and swim etc. If you click it back in the inventory slot the Kerbal will go back to sinking. Enjoy,
Also your kerbal seems to be plummeting at over 17 m/s. That must have hurt when you hit bottom.
Make that, only needs "0.0735" or 73.5kg in laymans terms.
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8 hours ago, Caerfinon said:
The otter sub from USI Exploration Pack has an RSC module built into the command pod part. Does that help any?
MODULE { name = ModuleRCS thrusterTransformName = RCSThruster thrusterPower = 1 fxPrefabName = fx_exhaustFlame_white_tiny PROPELLANT { name = ElectricCharge ratio = 1 } PROPELLANT { name = IntakeLqd ratio = 1 } atmosphereCurve { key = 0 337.5 key = 1 450 } }
It does, except for me because I'd already puzzled this out from other config files. You can config a new resource and call it what you like as long as it doesn't have the same name as another resource in your game. I will pop in the spoilers my resources config and thrusters config, and since I went with needing an intake for sub thrusters and Submarine engines, my intake config. I have also worked out how to have your kerbals have a buoyancy compensator built in, in games before they changed the system to be able to remove the backpack, I just have to write it up.
Resource config, either create a new config or drop it into the Squad Generic resource file.
SpoilerRESOURCE_DEFINITION
{
name = IntakeWater
displayName = Intake Water
abbreviation = INWater
density = 0.005
unitCost = 0
hsp = 10
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = false
isVisible = false
RESOURCE_DRAIN_DEFINITION
{
isDrainable = false
showDrainFX = false
}Drop this in to Squad/Parts/Aero/airintakeRadialXM-G50/ I named the config file WaterIntakeRadialXM-G80, but you can name it what you like.
SpoilerPART
{
name = airScoopSub2
module = Part
author = NovaSilisko, Porkjet, CJ
mesh = RadialIntake.mu
rescaleFactor = 1
node_attach = 0.0, 0.3370661, 0.0, 0.0, 1.0, 0.0
buoyancy = 0.1
TechRequired = aerodynamicSystems
entryCost = 2500
cost = 250
category = Aero
subcategory = 0
title = XM-G80 Radial Water Intake
manufacturer = Vac-Co Advanced Suction Systems in conjunction with CJ Marine
description = An intake duct version that can be mounted at the sides of a fuselage. Warranty does not cover engine flame-outs or any objects, inanimate or otherwise, sucked in by the intake. Optimized for submarine flight.
attachRules = 0,1,0,0,0
mass = 0.02
thermalMassModifier = 6.0
// heatConductivity = 0.06 // half default
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 10
breakingForce = 200
breakingTorque = 200
maxTemp = 2000
bulkheadProfiles = srf
tags = Submarine intake
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeWater
checkForOxygen = true
area = 0.0061
intakeSpeed = 15
intakeTransformName = Intake
machCurve
{
key = 1 1 0 0
}
atmosphereCurve
{
key = 0 100
key = 1 9000
key = 5 9000
}
}
RESOURCE
{
name = IntakeWater
amount = 4
maxAmount = 4
}
}And then thruster for large submarine. Drag under water is massive. So thrust needs to be big enough to compensate. An engine that will throw a large rocket into space above water, will barely move the same underwater, so your thrust has to be much greater. Note the Atmosphere Curve keys. If in a vacuum, key = 0 ,does not have a value greater than zero e.g, key = 0 0 .Then you thruster or engine won't work. At a minimum set, key = 0 100. Also For sea level and under give it something reasonable e.g key = 1 9000, key = 5 9000.
I called this config file LinearImpeller, Drop it in Squad/Parts/Utility/linearvernorRCS/
SpoilerPART
{
name = linearRcsSub
module = Part
author = Pablo
MODEL
{
model = Squad/Parts/Utility/linearVernorRCS/Assets/linearRCS
}
rescale = 4
scale = 1
node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0
TechRequired = advFlightControl
entryCost = 800
cost = 25
category = Control
subcategory = 0
title = Place-Anywhere Sub impeller
manufacturer = #autoLOC_501639 //#autoLOC_501639 = Reaction Systems Ltd
description = #autoLOC_500895 //#autoLOC_500895 = For every space that really needs an RCS thruster, Reaction Systems Ltd has you covered with its new Place-Anywhere 7 Linear RCS Port!
attachRules = 0,1,0,1,1
mass = 0.02
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 0.1
crashTolerance = 15
breakingForce = 50
breakingTorque = 50
maxTemp = 2600 // = 3400
fuelCrossFeed = True
PhysicsSignificance = 1
bulkheadProfiles = srf
tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate
EFFECTS
{
running
{
AUDIO
{
channel = Ship
clip = sound_rocket_mini
volume = 0.0 0.0
volume = 0.02 0.2
volume = 0.5 0.2
volume = 1.0 0.2
pitch = 0.0 0.75
pitch = 1.0 1.5
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/Monoprop_small
transformName = RCSthruster
emission = 0.0 0.0
emission = 0.1 0.0
emission = 1.0 1.0
speed = 0.0 0.8
speed = 1.0 1.0
localRotation = -90, 0, 0
}
}
}
MODULE
{
name = ModuleRCSFX
stagingEnabled = False
thrusterTransformName = RCSthruster
thrusterPower = 300
resourceName = ElectricCharge
resourceFlowMode = STAGE_PRIORITY_FLOW
runningEffectName = running
PROPELLANT
{
name = ElectricCharge
ratio = 2
DrawGauge = True
resourceFlowMode = STAGE_PRIORITY_FLOW
}
PROPELLANT
{
name = IntakeWater
ratio = 1
resourceFlowMode = STAGE_PRIORITY_FLOW
}atmosphereCurve
{
key = 0 240
key = 1 9000
key = 5 9000
}
}
MODULE
{
name = FXModuleAnimateRCS
animationName = linearRCSGlow
responseSpeed = 0.01
thrustForceMult = 2
}
}This is the vanilla version. I use Ion Engine sound and WildBlues Buffalo mod Impeller bubbles in my EFFECTS section. Hope this helps.
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11 hours ago, John007qwe said:
Hi, I'm getting some errors for part textures missing. I'm guessing a KSP update has deprecated some legacy textures, which this was relying on? Should I just delete the legacy folders from Mk2 Expansion?
Example:
[LOG 22:53:46.159] PartLoader: Compiling Part 'Mk2Expansion/Parts/Aero/Chines/Legacy/RLong/M2X_RootChineLong' [ERR 22:53:46.160] PartCompiler: Cannot replace texture 'Wings' as cannot find texture 'Squad/Parts/Aero/wings/Legacy/Wings' to replace with
Have you still got the folder/ file structure from your previous MK2 Expansion? I found refrence to the missing chines in the example craft when I first loaded Mk2 Expansion. So I went and simply repaired all the where to find and texture links in the config files. It's because the Author went from fixed shape to configurable ones. As for Wings texture. simply copy the current "Wings.dds" or "Wings.png", whatever you have ,into the folder that the pathway states it is looking for it. If the Legacy folder doesn't exist for you just create the folder in Squad/Parts/Aero/Wings. The program will only look where it is told for something. It won't go looking in other folders for it. Hope this helps.
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Hadn't realised how different in size the f22 raptor was to the F35 Lightning 2 till I built them.
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18 minutes ago, swjr-swis said:
The result of a few nights of insomnia.
Seems to always work that way for me.
What parts did you use for the parasail?
Though they claim to be C7 mk0b wings, they are in reality SXT. Thought I had gone in and updated all the manufacturer info in the SXT folder but I must have missed this 1.
You might like this too,
@Caerfinon You might like too.
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I dusted off and uploaded to Kerbal X 2 more craft.
https://kerbalx.com/ColdJ/craft
Auto Gyro
Ultralite Paraglider.
And did cool things with bubbles.
While finding out all the ways you can't config a Kerbal
Working Underwater.
in KSP1 Discussion
Posted
The best games are always the ones that give you a great big open sandbox and then let you come up with creative ways to use them. KSP and Minecraft being the most obvious.