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Orphican

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Everything posted by Orphican

  1. I was thinking the other night of trying the LightSwitch Interface mod specifically for that problem.
  2. Actually I dont really use the "ejection part" a lot. I usually add the module to manned pods cfg files. Sorry but im apparently blind tonight - where in the config file can I edit the number of ejects? I think we'll be ok with the old version for a while so enjoy your vacation.
  3. Ok after finally taking a look at Deadly Reentry I see what Khaos is talking about. Its not about how convenient Module Manager is for those who use it. For those of us who are well versed in editing cfg's and prefer the freedom of managing our files ourselves - Deadly Reentry is completely unusable. It's too bad as I was planning to add that mod to my game. There is no way I can see to edit the files yourself. Please do not setup this mod that way! Using Module Manager should be optional not mandatory.
  4. Hey Kreuzung is there a way to make the ejection module eject more than 3 crew members? Im trying to add this to a capsule with seven crew. It performs as advertised but only for 3 crew members. This really is a great module by the way.
  5. Beautiful! Good finally have an IVA for this.
  6. I dont think these are simple "OP cfg edits" at all. Tone is so hard to convey online. I was joking that others might consider this mod as such and that new models would help it stand out. Although I am glad I got you explain the way you did for all to see. If your trying to model the hypothetical effect of Alcubierre drive then how about something toroidal for the model:
  7. Would you mind posting a pic of the difference that makes?
  8. Both great tips! Thanks. B9 parts are just too good looking to spoil and with an editor as difficult as KSP's every tip and trick counts.
  9. Can I ask how did you manage to do that. Im pretty well versed in editor tricks but I dont think im familiar with this one.
  10. I've already done this. Changes in red. I think those are all the changes I made but I cannot check as I've deleted my copy of R3. I'll take this down if CardBoardBoxProcessor doesn't like it here. PART { // --- general parameters --- name = cBBp_Dragon module = CommandPod author = cBBp // --- asset parameters --- mesh = model.mu // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.8362352, 0.0, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 1.4769561, 0.0, 0.0, 1.0, 0.0, 0 node_stack_ASAS = 0.0, 1.3005309, 0.0, 0.0, 1.0, 0.0, 0 //-0.6316727m node_stack_trunk = 0.0, -0.6316727, 0.0, 0.0, 1.0, 0.0, 0 fx_exhaustFlame_yellow = 0.0, -5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_yellow = 0.0, -5, 0.0, 0.0, 0.0, 1.0, running //fx_smokeTrail_small = 0.0, -5, 0.0, 0.0, 1.0, 0.0, running // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- cost = 1600 category = Pods subcategory = 0 title = Dragon Rider Capsule manufacturer = cBBp Space Development Co. description = The Dragon Capsule is basically the minivan of space transportation with it's ability to hold Seven crew members and it's spacious interior. It comes fully equipped with built in a docking and propulsion to allow it to shuttle its crew and cargo about in orbit. The Dragons array of Lights, landing gear and engines enable it to be the perfect drop pod to make landings on any celestial body. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 2.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 vesselType = Ship // --- pod/rcs parameters --- rotPower = 3 linPower = 1.1 Kp = 1 Kd = 1 // --- tweakables (coming soon...) --- // --- internal setup --- CrewCapacity = 7 INTERNAL { name = DragonGuts } MODULE { name = ModuleCommand minimumCrew = 0 //remove this to make it not use power RESOURCE { name = ElectricCharge rate = 0.01 } //end power removal } MODULE { name = MechJebCore } MODULE { name = LazorSystemDockingCamera } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 0 isJustForShow = true resourceName = MonoPropellant fxOffset = 0, -39.3, 0 atmosphereCurve { key = 0 [B][COLOR="#FF0000"]260[/COLOR][/B] key = 1 [B][COLOR="#FF0000"]100[/COLOR][/B] } } MODULE { name = ModuleRCS thrusterTransformName = Special_RCS thrusterPower = 1 resourceName = MonoPropellant fxOffset = 1e5, 1e5, 1e5 atmosphereCurve { key = 0 260 key = 1 100 } } RESOURCE { name = MonoPropellant amount = [B][COLOR="#FF0000"]2000[/COLOR][/B] maxAmount = [B][COLOR="#FF0000"]2000[/COLOR][/B] } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = [COLOR="#FF0000"][B]400[/B][/COLOR] heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = MonoPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 290 key = 1 250 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.5 //useGimbalResponseSpeed = true //GimbalResponseSpeed = 0.5 } MODULE { name = ModuleAnimateHeat ThermalAnim = overheat } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimateGeneric animationName = Ladder startEventGUIName = Extend Ladder endEventGUIName = Retract Ladder } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 //controlTransformName = dockingNode } MODULE { name = ModuleAnimateGeneric animationName = RendezvousLight startEventGUIName = Rendezvous Light On endEventGUIName = Rendezvous Light Off } MODULE { name = ModuleAnimateGeneric animationName = LandingLights startEventGUIName = Landing Lights On endEventGUIName = Landing Lights Off } MODULE { name = ModuleAnimateGeneric animationName = FloodLights startEventGUIName = Area Flood Lights On endEventGUIName = Area Flood Lights Off } MODULE { name = ModuleAnimateGeneric animationName = Extend_Gear startEventGUIName = Extend Landing Struts endEventGUIName = Retract Landing Struts } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom } //MODULE //{ // name = ModuleLight // lightName = LandingLight003 // useAnimationDim = true // lightBrightenSpeed = 4 // lightDimSpeed = 4 // resourceAmount = 0.1/ // animationName = LandingLight // useResources = true //} // ----- DO NOT EDIT BELOW THIS POINT ------ }
  11. I'd have to say the number one thing you need are new models. lol We dont take kindly to "OP cfg edits" round these parts friend. The second thing you need is another star or star system.
  12. Just last night I tried adding the latest release of Novapunch to my game (one of many many mods). The result - KSP would ctd (crash to desktop) the instant it finished loading. After an hour or so of frustration I tried lowering my graphics settings and bingo KSP loaded just fine. Try it. Your mileage may vary.
  13. I doubt that was Khaos's intention and I doubt he was trying to tell anyone to do anything. Merely sharing his process and opinion. You are misinterpreting his post I think.
  14. One suggestion. Change the name. Something like "Center of Mass Balancer" or something similar. The current "Fuel Balancer for RCS" makes it seem like it only moves monopropellant around. Ironic as this is the holy grail of Balance - there's a name! - that a lot of other mods have been reaching for. The only thing this mod is missing is the ability to specify a new center of mass position in flight.
  15. I've been hunting this bug since sunday. I can confirm it is not a kethane issue it appears to be MechJeb 2.0.9. dev build #72
  16. In general I agree with this but otherwise this is what I was referring to. Realism . I guess before you balance anything CardBoardBoxProcessor would have to decide - Is this a copy of the real world Dragon spacecraft. Or something extremely similar that works for KSP?
  17. You wouldn't happen to be thinking of using KerbTown for that would you Khaos?
  18. Seriously!?! I have no real objection but that's a bit hard to believe is all
  19. Ok. I understand that. And the reason why it was removed. Which has now changed apparently. Now if it wont upset you too terribly I'd like to continue trying to see if we can find a way to add it back in.
  20. From the AIES Aerospace thread. Although im not sure about the numbers I intended to use this as a guide for my own update.
  21. Well the thing about mod makers is that they do whatever they feel like. If Bobcat wants to update then he will. If not then complaining about it will probably not help. Others have posted pretty much exactly what you have said about the 20.2 release and this 21.1 release. Use the knowledge in the thread and sit tight. Bobcat said updates are coming soonâ„¢ .
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