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Horizons Aerospace

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Everything posted by Horizons Aerospace

  1. In theory, it might be possible to do it using this mod: However, it would likely be difficult to properly integrate. I have no idea how it would be applied to a fuel level measuring plugin, or if it even can be. Alternatively, it could just be an inventory part.
  2. I'm having an issue in which the toolbar button does not show up, and the PAW for the transmitter box does not have any options beyond basic part+command module options. https://github.com/Kopernicus-Shadows2/player.log/blob/main/Player.log
  3. Didn't notice the new engine until yesterday! Waterfall configs have been updated. https://github.com/Kopernicus-Shadows2/KFS-Waterfall-Effects/releases/tag/1.3.0
  4. These seem very similar, if not identical to a problem I frequently have with Mechjeb ascent guidance. I have not been able to find a solution, but turning off limit AoA" allows the spacecraft to self correct shortly after launching. Manually fighting against the turn before the self correction kicks in also helps.
  5. I'm experiencing what seems to be a bug, but also seems incredibly unlikely to actually be a bug. When I generate a trajectory, the time listed in seconds for the maneuver seems to be wrong. Here it displays it as year 41, But after uploading the maneuver, it displays a year significantly later. Am I doing something wrong?
  6. First, you want to apply the waterfall module to the engine. All of these things should be put into a MM patch. @PART[//put the part name, found in the "name=" field at the top of part configs, in this case M2X_SCRamjet//]:NEEDS[Waterfall] { MODULE { name = ModuleWaterfallFX moduleID = //put a name that you think would describe the effect, ie HyperblastFx// } That will apply the waterfall module to the part, but you still need to remove the stock plume. You do that by removing the effects block of the engine config (generally found at the end) and replacing it with the same block but with the plume effects removed, leaving only the audio, and the non plume effects. Example: Now that you have the effects block (minus plume effects), it's time to remove the original one and replace it with the custom one. { !EFFECTS {}//this will remove the entire effects block// EFFECTS { running_thrust { AUDIO { channel = Ship clip = Mk2Expansion/Sounds/sound_jet_afterburn_heavy volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.4 pitch = 0.0 0.8 pitch = 1.0 0.8 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = ShockPoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, 90 } } shockDiamond { MODEL_MULTI_PARTICLE { modelName = Mk2Expansion/FX/Scram_Shock transformName = ShockPoint emission = 0.0 0.0 emission = 0.25 0.0 emission = 0.3 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 0.1 0.10 speed = 1.0 1.0 } } running_turbine { MODEL_MULTI_PARTICLE { modelName = Mk2Expansion/FX/Scram_plume transformName = Emissive emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 0.1 0.6 speed = 1.0 1.0 } } 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 = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } You can put this code into its own patch, or you can attach it to the first patch: P.S. @PART[//put the part name, found in the "name=" field at the top of part configs, in this case M2X_SCRamjet//]:NEEDS[Waterfall] { MODULE { name = ModuleWaterfallFX moduleID = //put a name that you think would describe the effect, ie HyperblastFx// //when you finish making the plume, paste it here// }
  7. You can find it on the Intercolor GitHub: https://github.com/Zarbon44/Intercolor
  8. It seems to be all the b2 parts with integrated ballast vents.
  9. I found some broken normal maps on the ballast vents of all the sub parts. They seem to be reversed for the ones on the top of the screen.
  10. Updated the waterfall effects for B2 compatibility: https://github.com/Kopernicus-Shadows2/KFS-Waterfall-Effects/releases/tag/1.2.0
  11. Every time I try to use ascent guidance, instead of launching into the desired orbit, it pitches over in a seemingly random direction extremely aggressively. Has anyone else experienced this, or know a workaround? KSP.log
  12. if you use restock and tweakscale it could be done, though it might not work with waterfall
  13. Isn't Pyrios already in the stock game? https://wiki.kerbalspaceprogram.com/wiki/LFB_KR-1x2_"Twin-Boar"_Liquid_Fuel_Engine
  14. The configs are done, but I can't seem to get multiple files in one PR. Is multiple PR's ok? EDIT: Never mind, got the pull request working
  15. If no one is currently working on OPM configs, I would be happy to make those.
  16. Are there any plans for OPM support for the spacedust configs?
  17. I am experiencing an issue in which the MS-L lighting panels become transparent whenever I load a craft that uses them. Is anyone else having this problem?
  18. I want to use the ascent guidance in such a way that it does not roll after launch, and instead goes to orbit without turning. However, when I set the hold roll values to anything that is not 90 and 90, the rocket tips over in a seemingly random direction, and flies directly into the ground/ocean. Has anyone else experienced this, or knows how to fix this?
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