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Supernovy

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Everything posted by Supernovy

  1. I put ladder deployment on the gear action group. If your rover flips when it brakes, you can take some wheels out of the 'brake' action group.
  2. The structural pylon is an odd one, it still uses the old decoupler part, instead of the part module. It also has one hundred and eleven times greater impact tolerance than normal. The collider is only at the very end of the model, and only half of its staging list icons actually show up.
  3. You need to have a thrust transform for each engine, and if I remember correctly, give them all the same name. Use that name in the engine module and then the fx should show for each engine.
  4. Ernest3.14, despite being dangerously close to the 10 character limit, is right. Fuel level adjustment will undoubtedly be part of Tweakables, whenever that comes around. Until then, you can check out the mods in Captain Sierra's post, or do it manually with mainsails attached to launch clamps. Either way, Tweakables are on the Planned Features List, which means thread locked. Have a nice day.
  5. Change 'active' to 'running'. 'active' is old magic, 'running', 'engage', and 'disengage' are the new fx parameters. AFAIK, you can't change the stock fx, but I haven't thoroughly checked.
  6. I believe this will be part of 'Tweakables' which are on the planned features list. It might not arrive soon, so until then I guess you'll just have to do a lot of testing on the launchpad. There is a mod that can play animations in the VAB, I can't remember what it's called, though. It might be in the B9 aerospace pack. I also don't know if that works with the landing leg module. EDIT: It's in the Firespitter pack as well, I think. But since this is a planned feature, thread locked. Have a nice day.
  7. Unfortunately, Robotics/Mechanics are on the what not to suggest list. It would indeed be nice to have in the game, though, especially for those blasted satellite dishes. Anyway, thread locked. Have a nice day.
  8. Really neat. The only thing I'd change is make a taller tail - I usually put a structural wing on top of a tail fin to make the shuttle vertical stabiliser look. Maybe add a docking port that's rotated the correct 15 degrees, so that you can 'control from here' for your burns? Still, this is replica-tacular.
  9. I've decided to post my first couple 0.21 designs: The Snatlas 2. It can SSLV small payloads, like the pictured capsule. Otherwise, the payload has to make orbit by itself. The Prokon-C (although I think I'm up to Prokon-D now). The result of me trying to replicate the russian Proton HLV, but I'm not trying that again. Russian spacecraft have way too many stages.
  10. FX types: fx_exhaustFlame_blue fx_exhaustFlame_blue_small fx_exhaustFlame_white_tiny fx_exhaustFlame_yellow fx_exhaustFlame_yellow_small fx_exhaustFlame_yellow_tiny fx_exhaustLight_blue fx_exhaustLight_yellow fx_exhaustSparks_flameout fx_exhaustSparks_yellow fx_exhaustFlame_white_tiny fx_gasBurst_white fx_gasJet_tiny fx_gasJet_white fx_smokeTrail_light fx_smokeTrail_medium fx_splashdown fx_waterSurface Now, currently the position of the FX is determined solely by the thrust transform and the fxoffset defined in the engine module, the co-ords you put in with the fx definition are ignored. You type something like "fx_exhaustFlame_yellow_tiny = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running", the last parameter being when the FX play, this can be (AFAIK) engage, disengage, running, flameout. There may be some others, for example I think that old ones like activate and active still work. But that's all I know about effects.
  11. Moved to Gameplay Questions and Tutorials. Here's an album of delta-v maps. Note that return delta-v will be (approximately) the same as transfer delta-v.
  12. Flight planning is actually on the Planned Features list. Hopefully it'll come sooner rather than later with the development of career mode. Since this is a planned feature, thread locked. Have a nice day.
  13. You haven't actually put a texture on it. You have to export the model with a texture because (IIRC) the model.mu file has the references to the texture files inside it. At least, that's what it looks like is happening.
  14. You're in luck, I just whipped one up a few minutes ago. PART { name = TinySolidBooster module = Part MODEL { model = Squad/Parts/Engine/solidBooster/model scale = 0.4, 0.4, 0.4 } scale = 0.1 node_stack_bottom = 0.0, -6.25635, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 5.12735, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -2.5, 0.0, 0.0, 1.0, 1 fx_exhaustFlame_yellow = 0.0, -5.63365, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_yellow = 0.0, -5.63365, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -5.63365, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout cost = 200 category = Propulsion subcategory = 0 title = RT-05 Solid Fuel Booster manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co. description = The RT-10's little brother. attachRules = 1,1,1,1,0 mass = 0.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 100 heatProduction = 550 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False fxOffset = 0, 0, 0.12 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 240 key = 1 225 } } MODULE { name = ModuleAnimateHeat ThermalAnim = heatAnimation } RESOURCE { name = SolidFuel amount = 55 maxAmount = 55 } } Put that in a .cfg file somewhere inside gamedata, the location and name of the file shouldn't matter. You could even append this to the bottom of a stock part's config. Unfortunately, it looks exactly the same in the VAB parts list as the regular SRB.
  15. A couple of versions ago, I config edited up a half size version of the RT-10 SRB for use in escape towers and such. It worked out pretty well.
  16. The game used to do this, the only problem being it wasn't so good at it. In 0.18 I believe they changed it to the current system of all vessel flow. What would be nice is being able to disable fuel flow with action groups.
  17. Yes, very curious. I do remember the devs mentioning something to do with activating things simultaneously in stages a couple of patches ago, I'll see if I can dig anything up. EDIT: It may have been eaten by the Forum Kraken.
  18. The fire-while-stage-is-decoupling behaviour is (or at least was) determined by the "ActivatesEvenIfDisconnected" config parameter. This is present in the sepratron, but not in the parachutes. It doesn't appear to be in the solid rocket booster or liquid engine configs either.
  19. You put the decoupler on upside down! When rocket exhaust is blocked by a part, it produces no thrust. The red arrows on the side of them point towards the place they detach from, for most purposes this means they should point toward the command pod.
  20. Random failures are on the what not to suggest list. Psycix: There was a scenario a few version ago that implemented random part failures, but I believe it was eaten by the Forum Kraken. Thread locked. Have a nice day.
  21. All they do is drive the facial expressions in the little windows in the corner of the screen. On topic, I personally prefer "stupidity" but agree that one would expect both bars to follow "higher is better". Perhaps have lower be better and change courage to cowardice?
  22. The game saves whenever you quit from the space centre.
  23. This has been suggested before. I agreed with it then and I agree with it now. Time warp in the space centre would be neat too.
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