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Taquarinha

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Everything posted by Taquarinha

  1. i'm having a problem with the atmospheric effects, it looks like this when zoomed in: But when i zoom out, the FX returns to normal behavior.
  2. Ive found the problem, the game doesn't handle well isp change on jet engines, by fixing the isp value the problem was solved.
  3. Hi i have a question and a problem: The question is: why resource mass isn't available inflight? And the problem is, i have an edited engine for which the engineer doesn't calculate dV: Here is the KER Log: Executing: KerbalEngineer - 1.1.3.0 Assembly: C:\Program Files\Kerbal Space Program\GameData\KerbalEngineer\KerbalEngineer.dll [Log 22:32:59.3938638]: images (UnityEngine.AssetBundle) [Log 22:37:26.7441111]: ActionMenu->Awake [Log 22:37:26.7501382]: Assembly: Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null Assembly: ModuleManager, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null Assembly: AmazingCurveEditor, Version=1.1.1.0, Culture=neutral, PublicKeyToken=null Assembly: B9PartSwitch, Version=1.10.0.0, Culture=neutral, PublicKeyToken=null Assembly: DeployableEngines, Version=2.2.0.0, Culture=neutral, PublicKeyToken=null Assembly: Firespitter, Version=7.3.6354.39102, Culture=neutral, PublicKeyToken=null Assembly: FP_DockingSndFX, Version=2.1.12.27690, Culture=neutral, PublicKeyToken=null Assembly: InterstellarFuelSwitch, Version=2.10.1.0, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: Scale_Redist, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Assembly: KerbalEngineer, Version=1.1.3.0, Culture=neutral, PublicKeyToken=null Assembly: KerbalEngineer.Unity, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: NavUtilLib, Version=0.7.1.0, Culture=neutral, PublicKeyToken=null Assembly: NavUtilRPM, Version=0.7.0.0, Culture=neutral, PublicKeyToken=null Assembly: DockingPortAlignmentIndicator, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Assembly: DPAI_RPM, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: ModuleDockingNodeNamed, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: pWings, Version=0.9.1.0, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: RetractableLiftingSurface, Version=0.1.5.0, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: KSPSteamCtrlr, Version=0.0.1.35, Culture=neutral, PublicKeyToken=null Assembly: Steamworks.NET, Version=9.0.0.0, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: SurfaceLights, Version=1.6.6484.37549, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: ModuleBounce, Version=1.0.0.2, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: ToadicusTools, Version=0.22.2.0, Culture=neutral, PublicKeyToken=null Assembly: Trajectories, Version=1.7.1.0, Culture=neutral, PublicKeyToken=null Assembly: KerbalAlarmClock, Version=3.8.5.0, Culture=neutral, PublicKeyToken=null Assembly: TransferWindowPlanner, Version=1.6.2.0, Culture=neutral, PublicKeyToken=null Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null Assembly: TweakableDeployablePanels, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null Assembly: TweakableDockingNode, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null Assembly: TweakableEVA, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null Assembly: TweakableFuelPumps, Version=0.1.16.1, Culture=neutral, PublicKeyToken=null Assembly: TweakableGimbals, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null Assembly: TweakableIntakes, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null Assembly: TweakableParachutes, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null Assembly: TweakableReactionWheels, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null Assembly: TweakableSAS, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null Assembly: KerbalActuators, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null [Log 22:37:26.7501382]: FlightEngineerCore->Awake [Log 22:37:29.2261104]: ActionMenu->Start [Log 22:37:29.2821097]: FlightEngineerCore->Start [Log 22:58:28.4179683]: FlightEngineerCore->OnDestroy [Log 22:58:28.4509259]: ActionMenu->OnDestroy [Log 23:01:04.2575355]: ActionMenu->Awake [Log 23:01:04.2585815]: FlightEngineerCore->Awake [Log 23:01:07.0207359]: ActionMenu->Start [Log 23:01:07.0277369]: FlightEngineerCore->Start [Log 23:01:54.2530614]: ActionMenu->OnDestroy [Log 23:01:54.3130180]: FlightEngineerCore->OnDestroy [Log 23:01:54.3880693]: ActionMenu->Awake [Log 23:01:54.3890237]: FlightEngineerCore->Awake [Log 23:01:56.6021485]: ActionMenu->Start [Log 23:01:56.6091932]: FlightEngineerCore->Start [Log 23:02:33.9067124]: ActionMenu->OnDestroy [Log 23:02:33.9147576]: FlightEngineerCore->OnDestroy [Log 23:04:40.3475034]: ActionMenu->Awake [Log 23:04:40.3495489]: FlightEngineerCore->Awake [Log 23:04:45.5368654]: ActionMenu->Start [Log 23:04:45.5438199]: FlightEngineerCore->Start [Log 23:41:43.7938170]: FlightEngineerCore->OnDestroy [Log 23:41:43.7998178]: ActionMenu->OnDestroy [Exception 23:43:27.8876536]: Object reference not set to an instance of an object []: at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0 [Exception 23:43:27.8876536]: Object reference not set to an instance of an object []: at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0 [Log 23:43:28.2227256]: BuildAdvanced->OnDestroy [Log 23:53:44.8329670]: ActionMenu->Awake [Log 23:53:44.8340127]: FlightEngineerCore->Awake [Log 23:53:50.3682754]: ActionMenu->Start [Log 23:53:50.3753229]: FlightEngineerCore->Start [Exception 00:04:19.8757110]: SimManager.StartSimulation() // Object reference not set to an instance of an object []: at KerbalEngineer.VesselSimulator.SimManager.StartSimulation () [0x00000] in <filename unknown>:0 [Log 00:04:20.6757553]: FlightEngineerCore->OnDestroy [Log 00:04:20.6868134]: ActionMenu->OnDestroy [Exception 00:05:01.3852263]: Object reference not set to an instance of an object []: at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0 [Exception 00:05:01.3852263]: Object reference not set to an instance of an object []: at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0 [Log 00:05:01.7182636]: BuildAdvanced->OnDestroy [Log 00:05:06.5595159]: ActionMenu->Awake [Log 00:05:06.5605171]: FlightEngineerCore->Awake [Log 00:05:12.6798598]: ActionMenu->Start [Log 00:05:12.6868599]: FlightEngineerCore->Start And the engine CFG: PART { name = NuclearSCRH module = Part author = TaquaraAero MODEL { model = VMV/Parts/NuclearSCRH/SmallJet } //MODEL //{ // model = Squad/Parts/Engine/jetEngines/turbineInside // //position = 0.0, 0.0, 0.0 // scale = 0.5, 0.5, 0.5 // //rotation = 0, 0, 0 //} rescaleFactor = 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 CoMOffset = 0.0, 0.3, 0.0 TechRequired = aerospaceTech entryCost = 1000000 cost = 48500 category = Engine subcategory = 0 title = N.T.S.C.R.T.H. manufacturer = Agraba Aerospace Technology description = This is what every science point ever spent is worth, this is the most advanced engine we'll ever produce. NTSCRH stands for Nuclear Thermal Supersonic Combustion Ramjet Turbojet Hybrid, it's an engine thats suitable for every part of a spaceplane launch, and can even do interplanetary travel. attachRules = 1,0,1,0,0 mass = 2.3 // heatConductivity = 0.06 // half default emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3000 // = 3600 bulkheadProfiles = size1 tags = nuclear airplane spaceplane size1 MODULE { name = MultiModeEngine primaryEngineID = Atmo primaryEngineModeDisplayName = Turbojet-SCRamjet secondaryEngineID = Space secondaryEngineModeDisplayName = NuclearThermalRocket } MODULE { name = ModuleEnginesFX engineID = Atmo thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 60 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.85 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 4 clampPropReceived = True PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 7 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 3000 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 3.0 velCurve { key = 0 1 -0.125804 0 key = 0.35 0.9 0 0 key = 1 1.1 1 1.3 key = 2 1.5 0.35 1 key = 3 2 1 2 key = 5 4.5 0 -0.32 key = 8 3 -0.9 -1.5 key = 10 0.2 -7 -2 } atmCurve { key = 0 0 0 2 key = 0.002 0.166 5 20 key = 0.05 0.7 0 3 key = 0.16 0.9 0.5779132 0.5779132 key = 0.5 0.8 0.4809403 0.4809403 key = 0.8 0.75 0 0 key = 1 1 0 0 } } MODULE { name = ModuleEnginesFX engineID = Space runningEffectName = run_nuc thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 120 heatProduction = 120 fxOffset = 0, 0, 0.9 EngineType = Nuclear exhaustDamageDistanceOffset = 0.05 PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 100 key = 3 0.000001 } } //MODULE //{ // name = ModuleAnimateHeat // ThermalAnim = HeatAnimationEmissiveJet //} MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 20 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 10 falloff = 2 thrustTransformName = thrustTransform } EFFECTS { running_thrust { AUDIO { channel = Ship clip = VMV/SFX/ScramJet volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 1 pitch = 0.0 1 pitch = 1.0 1 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 1 speed = 3.0 0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_shock transformName = thrustTransform emission = 0.0 0.0 emission = 0.45 0.0 emission = 0.6 0.8 emission = 1 1.15 speed = 0 0 speed = 1 0.5 speed = 1.8 1 speed = 3 1.5 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_flame transformName = thrustTransform emission = 0.0 0.0 emission = 0.16 0.0 emission = 0.3 0.5 emission = 0.5 1.0 emission = 1.0 1.0 speed = 0 0 speed = 0.8 0.3 speed = 1 0.7 speed = 3 1.2 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.2 pitch = 0.05 0.3 pitch = 1.0 0.8 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.8 pitch = 2.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.5 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } run_nuc { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 0.2 pitch = 1.0 0.6 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustLight_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 localRotation = 1, 0, 0, -90 } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 localRotation = 1, 0, 0, -90 } } } }
  4. Hi, i'm trying to create a jet engine with a very large velocity span, 120kn stationary thrust and up to 500-600ish kn thrust maximum, i've been using Amazing curve editor for the float curves, but somehow the game is multipliyng by about 10 the power, probably i did something wrong in the float curves, here is the code: MODULE { name = ModuleEnginesFX engineID = Atmo thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 100 heatProduction = 60 useEngineResponseTime = True engineAccelerationSpeed = 0.1 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.74 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 4 clampPropReceived = True PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 10 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 800 0 0.02 key = 0.05 1500 20000 50000 key = 0.3 9200 0 800 key = 1 10200 0.1 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 3.0 velCurve { key = 0 1 -0.125804 0 key = 0.35 0.86 0 0 key = 1 1 1 1.3 key = 2 1.3 0.35 1 key = 3 2 1 2 key = 5 5 0 -0.32 key = 8 2.5 -0.9 -1.5 key = 10 0.2 -7 -2 } atmCurve { key = 0 0 0 2 key = 0.0002 0.166 5 20 key = 0.05 0.7 0 3 key = 0.16 0.9 0.5779132 0.5779132 key = 0.5 0.8 0.4809403 0.4809403 key = 0.8 0.75 0 0 key = 1 1 0 0 } }
  5. Is there any plan to integrate RPM on this mod? that would be amazing.
  6. Hi Nertea, here is a list of parts that i think you can and should do for us: -aforementioned MK-IV C5 style cockpit -MK-III C5 style cockpit -MK-III Tail entrance (Like yours) -MK-III to MK-IV fuel adapter and hollow adapter (to put some cargo on) Thanks for your beatifull work!
  7. I think that a very usefull addition would be basic asteroid info.
  8. But without monitors, just functional buttons and indicattors.
  9. My thoughs about the mod: 1° The medium sized fuel tank look a little odd, i think that would be good to make the grey area a little ligther 2° Like RuBisCo said, add a little more window area on Radish Pod. 3° change the position of the RPM monitors on Radish pod, now they are very hard to look at. 4° i think the fuel tanks and engines needs a liiittle tweak on dry mass for balance purposes. 5° the 1.25-1.875 adapter looks a little odd because its so more rustier than the other parts And my congrats for your work, you filled a great gap in the game with the 1.875 parts and the Spud cockpit looks great! (i only use Radish and Spud) (ps.: don't mind my bad english.)
  10. I was thinking that i wouldn't need this anymore, until i barely touched the brake and my rover fliped over.
  11. I Think you could make a version that doesn't have the monitors but have all the other RPM stuff, so we can have an interactive IVA with historical accuracy.
  12. I think someone have allready made it, but you can add raster prop monitor to Gemini, but don't get me wrong, i'm saying to use it without the monitors to use just the functional buttons and indicators. So we have both historical accuracy and IVA interactivity.
  13. The Chinese have the Long March, we have the Tiny Walk...
  14. I've been getting good results starting to turn at 5km.
  15. I used the KW Rocketry 5m parts to launch my interplanetary transfer vehicle of 110tons and that doesn't appeared insane to me.
  16. Because we can launch 200 ton payloads into LKO with 2.5m parts. BUT LOOKS RIDICULOUS AND MAKES NO SENSE. What we want is the ability to build rockets that do their job and we can show screenshots of them to our friends that doesn't play KSP and they will say it's awesome to.
  17. Did you considered putting your works up on Kerbal Stuff?

  18. There is no loophole in physics, the only thing is that SAS modules in KSP are Ridiculously powerfull for their mass.
  19. Procedural Fayrings are not unrealistic since fayrings can be designed mission especific.
  20. Cara to afim de dar umas mexidas em CFG por aqui. A minha duvida é como eu crio um nó novo na Tech Tree de forma fácil, pois percebi que KW Rocketry por exemplo usa um nó que não está presente no jogo original e não tem nada de especial como uma dll que pareça estar lá pra isso. Se alguém poder me dar uma luz?
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