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Everything posted by Corona688
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Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
If you were listening to stock, you'd know. They all default to this incredibly irritating scrape-scrape-scrape loop. Thanks, diversity is what I was going for. I'll consider ways to pep up the ant. -
Well, it was an excessively literal and un-illuminating answer. We know we can do whatever we want. My question was really about what you and other players do with these things.
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Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
@DoctorDavinci you are quite right, this belongs in add-on development. You don't even need to install it, just a quick listen to the WAV files would help me a ton. Mixing them has been 95% of my work. Be as brutal in your criticism as you can - I'd much rather hear it now than after I've mixed thirty of them. -
I've done that, but never found a perfect arrangement. There's just so many controls to map. Analog stick for pitch/yaw plus gamepad for translation seems obvious, but what about back/forward? You can map them to the bumpers, but then, which bumper is "forward" and which is "back"? Not even three-axis joysticks seem built with it in mind. You get an intuitive 3d pitch/yaw/roll input, some 2d inputs, and a lot of buttons.
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You're the third person to take offense at that, so I'll have to explain: I use the term playfully. Not "ha ha only serious", but entirely joking. I thought that was obvious. Why would I call myself a cheater?
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Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
Thanks everyone, all this modding information is extremely helpful. But I hope people aren't going to wait for my mod to become perfect before trying it. I'm not even trying to compete with KSO, I've got my own limited vision. -
They used hypergolics for a reason - nasty, inefficient, and dangerous, but if there's only one thing they're trustworthy at, it is ignition. If the fuel's is there, it will burn. Whether you want it to or not..
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Fair enough. Landing it sounds fun to me but I guess it would lose its novelty.
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Possible to make an "Apollo" type lunar craft?
Corona688 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
There's more than one way to skin a cat. Instead of building up you can build sideways: On the one side, a droptank. On the other side, a droppable payload full of science instruments and a probe core. -
There was really no need. Alt-F12, set orbit to Eve, done.
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Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
Yes, I've known about that for years. As you say, plugins. -
Planetary mods which change Kerbin. Things like that. Things which work hard to make themselves incompatible with other things.
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Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
Yes. I do. Yup. Oh, I see. You don't need to tell me how to get custom sounds working with the mainsail - I've done that before, it wasn't hard. The problem is the particle effects. I attempted copying as suggested by @JadeOfMaar but something is wrong with that template. As you say, most use plugins. -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
Does not work because are EFFECTS are ignored by ModuleEngines. ModuleEngines gives you the 2011 default engine sounds and engine particle effects and nothing else. Also, these sound_* variables are hardcoded names, I can set a sound_Ant but ModuleEngines won't look for it. -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
It uses the top one. The EFFECTS section is nonfunctional. Someone already tried to modernize it and failed. You tell it to use the EFFECTS section by setting name = ModuleEnginesFX But having done so you have to translate all the particle things from old style to new. -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
The mainsail continues to resist all attempts to modernize it. @JadeOfMaar The mainsail continues to resist any attempts at modernization. @PART[liquidEngine1-2] { @MODULE[ModuleEngines] { @name = ModuleEnginesFX runningEffectName = running } !EFFECTS {} EFFECTS { running { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = fxPoint // oneShot = true transformName = fxPoint // oneShot = true } } } } Ignore the duplicated lines, the forum won't let me fix that. This should spit sparks. It does not spit sparks. Something connecting the two is missing -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
Very well. Done. -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
Engine Sound Mod 0.3, now less completely stupid. Requires ModuleManager support. http://burningsmell.org/ksp/ant-mod-v3-1.3.1.zip -
What problems? I see people using it every day in the massive old 'what did you do today' thread. If you mean 'why is imgur the only host which still works', imgur was actually created just for hosting images. Most other sites aren't actually image hosters, and see image hotlinking as parasitism.
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It was just the obvious thing to do. I remember that being the only way to do it, long ago. You're 5 minutes too late to lecture me on modulemanager, I just got introduced to it. I'll modularize it soon if I can.
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Why does KSP need to be extremely expensive
Corona688 replied to Hans Kerman's topic in KSP1 Discussion
Ah, fair enough. I agree that there's room for improvement in a lot of areas, but you mentioned graphics four or five times in one list of gripes, it looked like your main objection. -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
You can, but the plume disappears. That's where I got stuck. I might have enough info to translate from the old to the new plume syntax now, though. We'll see. -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
I actually started with that goal but hit roadblocks. The mainsail's config file uses an ancient syntax and can't be customized until you replace a large portion of it. The effect sections in it right now are actually nonfunctional. Your "module manager syntax" link has been very helpful though, that might be the rosetta stone I needed. I'll see what I can do tonight. -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
So it doesn't touch Squad's part config files at all? Maybe that really is better.