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Orphican

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Everything posted by Orphican

  1. @Honeybadga - It's pretty simple. Time comsuming especially so if you have a LOT of mods but still simple. AFAIU any part in the new "GameData" folder must have "part wrappers" for the game to recognize and load it. Just add "PART{ ... }" around the existing cfg text. PART { // --- general parameters --- name = TTOmni module = Part author = C. Jenkins // --- asset parameters --- mesh = model.mu scale = 1.0 //MODULE //{ // name = ModuleLight // lightName = LandingLight // useAutoDim = true //} } I did not post the whole cfg so dont copy/paste Some parts have a scale problem when loaded in 0.20 . (Apparently not a problem with this mod) The fix for this, afaik, is to add "scale = 1.0" under // --- asset parameters --- Some parts also appear to have a shader problem causing them to be darker than normal. Again afaik this has something to do with .dae files. I think Touhou fixed the one part that had that problem in this pack. It's purely a cosmetic problem though. Parts with only that problem should work fine.
  2. I had already done all the cfg edits necessary to have the parts under the new file structure and working (except for the DR parts) when I saw Touhou had finished his update. Of course any updates the mod creator has done must trump my cfg edits. So I deleted my edited files and put in the "updated" files . . . That is the kind of misunderstanding the phrase "Fully compatible" can cause guys. I love the mod and im grateful to Touhou for all the work but im still going to have to do those edits again.
  3. I just meant they are hard to find sometimes, especially for new players. Case and point above. @SOFGrylls Check page 36 or search the Spaceport.
  4. The Mark 1 The Mark 2 "Pretorian" The Mark 3 EX The Mark 4 "Rat". The Mark 5 "Ant" Anyone of those will lead you to the others. Although the ever popular Mark 4 "Rat" is authored on spaceport by BlazingAngel665. I know what you mean though. Everyone at Bobcat Industries and, of course, Bobcat himself make some of the best mods but sometimes it just feels like they are completely focused on the next project.
  5. Make sure the cfg's are edited like so and the files are in "GameData". It does not matter where in the "GameData" folder they are located but for ease of use I created a "Nucleonics NTR" folder in gamedata to put them under. ALL PARTS IN GAME DATA MUST HAVE PART WRAPPERS or the game will not recognize them. Parts located in the legacy folders do not require "PART{ ...}" wrappers afaiu. PART { name = 1mNTR1 module = Part author = Kommit mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.950000, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.425000, 0.0, 0.0, 1.0, 0.0 fx_exhaustFlame_blue_small = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, 0.0, 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 = 2000 category = Propulsion subcategory = 0 title = FTmN 40 NTR manufacturer = Nucleonics Ltd. description = The miteyest of the FTmN series. Useful for smaller craft where the weight savings can make a large difference. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 4000 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 40 fxOffset = 0, 0, 0.1 heatProduction = 600 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0.0 740 0 0 key = 0.1 380 0 0 key = 1.0 240 0 0 } } MODULE { name = ModuleGimbal gimbalTransformName = reactorgimbal gimbalRange = 0.8 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = -1 0 0 } MODULE { name = ModuleAnimateHeat ThermalAnim = smallNuke }}
  6. Works with 0.20! Just add "PART{ ... } around the existing cfg.
  7. Guys just add "PART{ . . . }" around the existing cfg and its good to go.
  8. Thanks because I just cant play without these parts. I think those are their nicknames for their kerbals. Nova's name is not really Nova. C7's name is Chad etc. Absolutely none of the stock parts have any of Squads real life names on them. Come to think of it has anyone seen Claira or any of the new members kerbalized?
  9. Yea saw the bugs coming and avoided to pack until it had an update or 2. Plenty of people's pics to drool over/pass the time so I never had any of those bugs. Im not really a big Spaceplane designer usually. I've usually used capsules to get crew to or from orbit of worlds with atmospheres and my cargoes have yet to exceed my heavy lift designs. I've only ever used a super heavy rocket design once. That said I've found my "stock wing" version of this same craft even harder to balance. Here's hoping I can finish it in .20 now.
  10. Its from the Deep Space Mission pack.
  11. 140. We on purpose destroy things!! 0.3c. WE put kerbals into Space. In vehicles we designed, built, and launched. Ourselves. ∞. We had a SPACE KRAKEN PROBLEM HERE! 299,792,458. Lol we no longer have a space kraken problem. Mostly.
  12. Lol Its back on page 115. If you ALT-TAB out of KSP while it is loading parts this happens. Stop KSP. Delete MJ2 PluginData folder. Restart KSP. WATCH ALL YOUR PARTS LOAD or pick at your navel - I dunno play and dream of 0.20's improved part loading system.
  13. Well if thats what you need you could try B9 Aerospace. Lol no offense to Touhou but the only reason im using the Mk4 parts is because my Bobcat Ind. DEMV2's wont fit in B9's cargobays. I needed a BIG BIRD! to lift those things. That was 3 weeks ago. It's still in development. Yea im no "TheWinterOwl".
  14. Lol I think you guys are seeing the heavy post processing on the image and thinking they are parts. There's a big band of static near the bottom and on the sides. Other than that all I see is a F-16'ish cockpit with something behind it and to its starboard. Hint: We'd be able to solve this if we could play with the part. End Hint
  15. Would it be possible to get this engine in any form other than a one piece radial attachment?
  16. This needs to be in the final game. In the "campaign mode" you should be able to balance between safe, cost effective, and dull designs that lose public interest versus . . . well a "Kerbal" design that nearly fails every other second. That said if you using KSP's stock aerodynamics model its a choice really. But if you using say Ferram Aerospace Research and Deadly Reentry . . .
  17. 368) I think I've figured out a way to have N-body simulation in KSP!!!
  18. When you knock over your drink of choice by accident and the first thing that runs through your sleep deprived brain as it starts to tip is " SAS ON!! - MECHJEB to -RAD - THROTTLE UP - Do I need to abor " oh hell.
  19. No sign of what your describing on the spaceport under plugins as of yet. I've been on a mod trawl lately and it definitely is not on the forum under completed plugins. But I just watched the last episode and loved it. Very nice job saving those kerbal's lives! I had put together something similar to your Kethane station a few months ago. I'm naming my ORES (Orbital Resource Extraction Stations) after elements on the periodic table. That DSM reactor is ridiculously heavy so congratulations doing what you did to save the bird. Orbital Resource Extraction Station ORES "Cobalt" 50km Mun orbit I think im going to switch to a smaller lighter reactor design for the future. On another note you are right about launch profiles using FAR versus stock atmospheric model. I think your the only KSP youtuber using FAR and Deadly Reentry, your also insane for doing so , AND doing an amazing shuttle program. Great series, cant wait for the next one.
  20. This should be in development ... unless he's gonna release very soon. And yep that looks like an F-16. Lol how did nobody get that?
  21. Maybe not all the features of the Mk3 expansion but I sure could use a laterally opened Mk4 cargo bay. Like Devogen's WT-51 bay. Or a Mk4 bomb bay.
  22. @BossSquirrelz Yes. Very cheaty (as much as I dislike that word). @Wait, Was That Important? Strongly seconded!
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