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Mekan1k

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Everything posted by Mekan1k

  1. Anyone else running into an issue in 0.8 where the command pods that are modded by this pack are unable to be selected if they are not the first part?
  2. Anyone able to write a config file that preserves the original part shapes in addition to the ven-modded parts? I really liked the advanced canard shape and color from http://forum.kerbalspaceprogram.com/threads/118228-1-0-2-SPPCC-v0-06-Spaceplane-Color-Corrections-Flush-SLS-stripes-ablative-panels-on-flaps
  3. Congratulations! Your engines can destroy stars!
  4. Tried that- the githhub says it was last updated on January 18th....
  5. Anyone know how to modify the cfg's so that they fit the new node rules? Possibly with a modulemanager CFG? I want to fix them, but have no idea how to do so...
  6. Ah, but the blue emissives used by ion engines in the hotrockets configs look SO COOL!
  7. Looks cool. Needs... A hotrockets emissive!
  8. The resource Airflow is unessesary- you can use the stock IntakeAir instead of Airflow. Altered CFG: PART { // --- general parameters --- name = lil_buzzer module = Part author = Dr. Jet mesh = model.mu scale = 1 node_attach = 0.0, 0.0, -0.16, 0.0, 0.0, 1.0, 0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- editor parameters --- TechRequired = electrics entryCost = 1200 Cost = 400 category = Propulsion subcategory = 0 title = Li'l Buzzer manufacturer = Dr. Jet's Chop Shop description = Tiny electric impeller, salvaged from RC model plane. Closely imitates the real jet sound. (Part is unbalanced!) // --- standard part parameters --- mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 1 crashTolerance = 7 maxTemp = 1200 MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5 heatProduction = 0.1 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.8 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine PROPELLANT { name = ElectricCharge ratio = 5 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 1 } atmosphereCurve { key = 0 220 0 0 key = 1 200 -55 -55 key = 5 100 0 0 } // Jet params atmChangeFlow = False useVelCurve = False useAtmCurve = True machLimit = 0.75 machHeatMult = 3.5 velCurve { key = 0 1 0 0 key = 0.5 0.8 -0.9460317 -0.9460317 key = 0.8 0.3523809 -1.626984 -1.626984 key = 1 0 -1.761905 -1.761905 } atmCurve { key = 0 0 0 0 key = 0.3 0.18 0.6 0.6 key = 1 0.5 0.4 0.4 key = 5 1 0 0 } } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.04 0.3 volume = 0.7 0.7 pitch = 0.3 0.9 pitch = 1.0 1.0 loop = true } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.04 0.3 volume = 0.7 0.7 pitch = 0.3 0.7 pitch = 0.35 0.8 pitch = 1.3 1.3 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.7 pitch = 2.3 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.7 pitch = 2.3 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.7 pitch = 2.3 loop = false } } } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = false area = 0.0005 intakeSpeed = 0.05 intakeTransformName = Intake } RESOURCE { name = IntakeAir amount = 0.3 maxAmount = 0.5 } } Yes, it works.
  9. I just looked through the release info: it isn't going to be relevent. I hope, however, that your mod requires minimal editing to fit into 1.0.
  10. I really want this version. It looks so.... Sleek. Also, awesome.
  11. ... I was kinda hoping the Mun and Minnimus would still be orbiting Kerbin- maybe closer though...
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