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Everything posted by Rushligh
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Rushligh replied to PolecatEZ's topic in KSP1 Mod Development
Im mostly concerned about the propellers. sadly, i don't think i can update them. they all refer to textures and properties of a previous B9 pack with discontinued parts, and use fixes no longer relevant to 1.0+ If someone wants to update the cockpits though they should be able to. the rest is far-gone though. (also I'm to lazy to update cockpit part's ill never use) -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rushligh replied to K.Yeon's topic in KSP1 Mod Releases
worst case scenario: someone has to take the 1.7 parts and do their best to mimic the 1.8 properties. keep the wings and engines, but revert to the old k/j factors. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Rushligh replied to sirkut's topic in KSP1 Mod Releases
I've had similar problems without using scripts. as of recently i was using pistons attached to KF tracks to make a variable height platform (for launching submarines and boats) and noticed that as soon as i applied piston movement though action groups some of the pistons wouldn't respond at all. the other would jitter and shake, only moving half their supposed distance. I believe it may have to do with Kerbal Joint Reinforcement but im not certain. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Rushligh replied to PolecatEZ's topic in KSP1 Mod Development
I'll see what i can about about updating the engines. I never use B9 mk2 parts though (and i suggest you don't either. there are so many better expansions for classic mk2) -
I would do as you suggest an have a second install, in fact i do, but it takes forever to load. 32bit install are for some reason extremely slow and laggy on my system so i have a 64bit hack. also, the parts i'm trying to create rely on other mods...(KSPI, Karbonite etc) so it wouldn't load much faster anyway.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Rushligh replied to SuicidalInsanity's topic in KSP1 Mod Development
fair enough. I'll see what i can get the IR peoples to do. And as for OPT parts, i use them so heavily i almost forget they're not stock sometimes XD This parts pack works with them sooooooooo well.- 863 replies
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2 questions here: is there a mod that allows you to load a single .cfg file in game? The idea is so i can edit a cfg, load it into the game, trouble shoot, edit again, reload repeat. (booting KSP takes forever for me) second question is if there's a way to test the coding of a .cfg without booting kerbal, perhaps using an external program (like unity/monodev). I have quite a few idea about part's i'de liek to make, but the testing is so daunting if i have to reboot KSP every time. fyi, i am familiar with the alt f12 debug menu's option to reload all parts, but i find it doesn't load them correctly, and it still takes forever.
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What is the Best Mod for Clouds on Kerbin?
Rushligh replied to GraviTykillz's topic in KSP1 Mods Discussions
well, i found this. i haven't used it myself (my CPU power is used up by the insane amount of mods i already have). it seems to be the only one out there next to the astronomers visual pack. any other weather based mods are 0.90 or earlier :/ -
A must have for basic everything is: Kerbal Joint Reinforcement, Throttle controlled Avionics, KASA, Munar Industries, OPT (v1.7/1.8), (The MK2 Engine and intake mostly) KAX (Includes Firespitter), Toolbar Extensions, Quicksearch, TweakScale raster Prop Monitor (may mods will require this). Optional but suggested mods: Dynamic texture loader (requires more CPU, but helps use ram more efficiently in 32bit. will lower texture quality in hanger) USI Karbonice, Exploration, Fright transport... basically USI everything. KSP Interstellar Extended (best mod ever), MK IV expansion, MK2/3 parts expansion (The mk3 is in beta, but you can find it on this forum) MK2 KSPI integration. (a must have if you have the MK2 pack) Near Future Construction. (not the rest of NFT though, it conflicts with KSPI) Kerbodyne and Kerbodyne + kerbal Foundaries wild Blue Industries Kerbaloons My personal favourite mod of all time is the KSPI integration pack. i love the MK2/3 expansion as much as i love KSPI, and this expansion makes them BOTH better,
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if you're using 32 bit and are worried abour conserving RAM, and not so worried about texture quality, these mods are a good choice: These two work great in 32 bit to same memory; they do however use a lot more processing resources; make sure you have a good CPU. also, ATM conflicts the the IR expansion's and some of SpaceY's graphics.
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[REQUEST] Electric Fan Engines For large craft
Rushligh replied to Rushligh's topic in KSP1 Mods Discussions
I have Quiztech. i just want a separate part for just the rotor engine. also, tweak scaleable. basically, i want the rotor from quiz tech, powered by electricity, mountable to any wing. So far i've taken the mk4 pack small engine and modded it to run on electricity with the bypas fan intake on top. both these parts are connecting to a NFT octo truss inside the wing. it's the best i've been able to do. -
Correction:The Write Stuff has been updated for 1.0.4 and is in an update Beta. 0.9.0 is the mod version, not the KSP version. i would suggest it!
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Rushligh replied to SuicidalInsanity's topic in KSP1 Mod Development
Hey, i just had an idea that fits in with the MK2 parts... I've been looking for large IR joints (something 1.25 or MK2 that's really sturdy) and haven't found anything. thought maybe this might be cup of tea. Ideally they would be really stiff and have a lot of torque, something that no IR joint seems to have something you can mount WINGS and ENGINES to!- 863 replies
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well, in the cases where wobble would be worst, weight isn't an issue. and i could in theory offset the weight by giving the part useful modules like electricity storage or something. Im waiting for someone to come out with a 1.25m and MK2 sized joints for heavy loads and VTOIL.
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well, is there a way to modify the IR parts cfg's to make them tolerate heavy loads without wobble? like, stiffen all their connections?
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What is your highest patch count by moduleManager?
Rushligh replied to ezequielandrush's topic in KSP1 Mods Discussions
7836 patches applied. Running 64 bit modded versions of KJR, FAR, IR, Mechjep, pretty much every space plane parts pack out there. NearFuture, KSPI, DBA, B9, Kerbodyne, KASA, the entire USI release. A few miscalanous things, lots of control/script plugins, some parts I made myself, and a bunch of space station and science expansions. i've since removed far and the station parts due to performance and texture issues. (my cpu overheating and ram maxing out mostly) -
Im using the rework parts, and they're MORE flimsy. With or without KJR
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I know i've been posting all over here, but I have so many requests/questions. anyway, so, i've never had a need for infernal robotics until recently, and i've noticed a problem; the joints don't hold any weight. They bob and wobble under 1 tonne or more, even the most sturdy rotatrons flex under the weight of a single mk2 fuselage. This sucks for me because i'm trying to make cargo loading mechanisms (cranes/moving platforms) for my airships/spaceplanes. is there a way to edit IR parts to make their joints significantly more sturdy? fyi, im using Kerbal Joint Reinforcement modded for 64 bit.
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[REQUEST] Electric Fan Engines For large craft
Rushligh replied to Rushligh's topic in KSP1 Mods Discussions
Yea, the exploration pack's parts are perfect for the mean time. I'll still keep working on this though. Ideally I want one part on top, one below the wing of a craft (giving the illusion there's a hole with a fan inside) once I get enough skill and time that is. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Rushligh replied to SuicidalInsanity's topic in KSP1 Mod Development
Im drooling over the Mk2/3 tricoupler. using it with OPT mk2 engines.- 863 replies
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So, I've had this problem since i got into ksp. ( since 0.25) and it's finially gotten to me. Often, when using OPT parts, but sometimes not, my ship (SPH) spins to the right and looses complete control. Using f12 to check my aero forces there is nothing out of wack. the ship is completely symmetrical, engines are thrusting equally and not off center, RCS is on and operational, all control mods are off, SAS is on. Just to test it i strapped on a tonne more RCS units (Electric thrust thanks to Starlion and KSPI) and got it into space. with no aero interfierence, no rcs or engine thrust, no reaction wheels, it begins to spin and accelerate till the camera wobbles and blurs then the ship explodes from GForce. I've dissembled the entire thing in SPH and re-assembled it to make sure there's no asymmetry or duplicate parts (2 identical parts inside each other caused when using symmetry wrong), and it STILL SPINS. Halp ;_;
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Rushligh replied to SuicidalInsanity's topic in KSP1 Mod Development
oh boy do i love these parts. I just hope some say i might see some J/K parts expansions from you.- 863 replies
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[REQUEST] Making Inline Atmospheric Processors for KSPI
Rushligh replied to Rushligh's topic in KSP1 Mods Discussions
i understand what you're saying here, but you're missing a major thing. using the "resource converter" module allows you to set the rate to whatever you want. i want one that varies the output depending on he atmosphere's composition; realistically. i also want one that does it with interstellar gasses. making LfOx out of nothing is paramount to cheating. anybody can do that. borrowing from Karbonite's code, this is what i've got so far... MODULE { name = ModuleResourceHarvester HarvesterType = 2 Efficiency = 20 ResourceName = //i need a way to be able to toggle between interstellar gasses. ConverterName = Atmospheric Processor StartActionName = Begin Processing StopActionName = Halt processing INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 300 } INPUT_RESOURCE { ResourceName = IntakeAtm //KSPI's alternate name of air intake they interact the same, however they use a separate variable to allow the mod to correct he composition and density of atmospheres Ratio = 20 } } This part would be places in a mk 1 hull with tweakscale, a mk2 Hull, MK3 Hull, And a J-factor Hull (the done core part) Using the "Resource harvester" should work as i assume KSPI tells the game how much of each gas should be present at a given time.- 8 replies
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[REQUEST] Electric Fan Engines For large craft
Rushligh replied to Rushligh's topic in KSP1 Mods Discussions
memory constraints are no issues. i use 64 bit. and ironically i was actually trying to cut/spics code from some of those engines. i understand you can't have a pure electric engine. i was thinking it having a separate resource intake value like "airin" and using electric charge and "airin" as propellants. for the intake: MODULE { name = ModuleResourceIntake resourceName = Atmosphere checkForOxygen = false area = 0.1 intakeSpeed = 15 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } RESOURCE { name = Atmosphere amount = 2 maxAmount = 2 } For the Engine: (stolen from a stock jet engine) rescaleFactor = 1 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 =MagLev Lifting Prop-Engine manufacturer = That pawn shop across the street. description = A large turbofan engine using magnetic levitation technology meant to lift your heaviest airships off the ground. attachRules = 1,0,1,0,0 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 = 1 crashTolerance = 30 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEnginesFX engineID = Verticle_Lift thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 600 heatProduction = 20 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.74 spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 0 PROPELLANT { name = ElectricCharge ratio = 10 DrawGauge = True } PROPELLANT { name = Atmosphere ignoreForIsp = True ratio = 127 DrawGauge = True } atmosphereCurve { key = 0 10500 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flameoutBar = 0.02 flowCapMult = 1.0 machLimit = 0.85 machHeatMult = 25 velCurve { key = 0 1 0 0 key = 0.53 0.834 0 0 key = 1.3 0.96 0 0 key = 1.674 0.843 -0.876726 -0.876726 key = 2 0.1 0 0 } atmCurve { key = 0 0 0 1.186726 key = 0.072 0.092 1.339822 1.339822 key = 0.337 0.4 0.8976688 0.8976688 key = 1 1 0.9127604 0 } } MODULE { name = ModuleAnimateGeneric animationName = TF1ThrustReverser startEventGUIName = Reverse Thrust endEventGUIName = Forward Thrust actionGUIName = Toggle Thrust Reverser } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = thrustTransform }