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Chimer4

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Everything posted by Chimer4

  1. Has anyone been able to get the alternative Mk1 Cockpit and the aerobee engines to work? I've tried to give them configs but I've had no luck, and can't see where I'm going wrong. This is the config I've been trying to use to get the alternative Mk1 cockpit to work PART { name = Mark1Cockpit-Alt module = Part author = Ven MODEL { model = VenStockRevamp/Part Bin/NewParts/Mk1Cockpit-Alt/MK1Cockpit scale = 0.98,0.98,0.98 } rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.3, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 1.17, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = start entryCost = 6575 cost = 2400 category = Pods subcategory = 0 title = MK1 Cockpit Alt manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = WIP attachRules = 1,0,1,1,0 mass = 1.8 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.20 angularDrag = 4 crashTolerance = 18 maxTemp = 2000 // = 3400 vesselType = Ship CrewCapacity = 1 bulkheadProfiles = size1 tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque (ven (vsr MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } MODULE { name = ModuleReactionWheel PitchTorque = 7 YawTorque = 7 RollTorque = 7 RESOURCE { name = ElectricCharge rate = 0.9 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } INTERNAL { name = mk1CockpitInternal } RESOURCE { name = MonoPropellant amount = 15 maxAmount = 15 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleAnimateGeneric animationName = MK1Light defaultActionGroup = Light startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } }
  2. A patch was already made by someone some time ago. Not sure how it holds up with drag etc, but it seems to work from a quick test i just did http://forum.kerbalspaceprogram.com/index.php?/topic/83696-113-stock-part-revamp-update-195/&do=findComment&comment=2632341
  3. Ok here's a rough'n'ready .cfg that should get radiation belts working if you are running GPP and Kerbalism. I haven't really played around with the numbers at all, apart form some of the more prominent bodies, and there are a few radiation definitions for some bodies that i'm unsure of. GPP.cfg It's in google docs and I've left it so that people can comment on areas that they feel could be changed. So feel free to play around with it and make suggestions. Main points Thalia is about 3x more radioactive than Gael Gauss is highly radioactive (not sure about these numbers, input welcome) approach with caution and decent shielding (a Kerbal in a hitchhiker with no sheilding will last 10 minutes in the inner belt before taking a lethal dose) I gave Ceti some surface radiation, I wanted either it or Iota to have something different to deal with in the starting system No science definitions yet for the Geiger counter, I'll add those at a later date
  4. These are the resource definitions that Kerbalism uses, the only one that i think differs from CRP is ammonia (LqdAmmonia in CRP?) that is used in the greenhouse (presumably as a fertiliser)
  5. I've put Nero as slightly higher than Jool in stock. I've taken a few liberties as what I think the composition of the bodies might be, I've given Hephaestus a metallic style radiation belt (thin belt of slight radiation and slightly irregular magnetopause). Seeing as he's the god of blacksmithing etc. I thought it fitting that it may have a slight metallic core.
  6. Alrighty, thanks for the info. For Gauss I was thinking something along the lines of 300-400 rad/hr ballpark. For comparison Jool is 200 rad/hr and Kerbin is 10 rad/hr. I was going to give Thalia about 30-40 rad/hr, not too high, but enough to make you think twice about going there with inadequate shielding.
  7. Hi @Galileo and @JadeOfMaar. Love this pack, it's rekindled my want to play this game again! A couple of questions for you. Are you planning on supporting Kerbalism in your next release? If not, I am working on getting radiation definitions done for the bodies so I was hoping you could shine some light on some things for me. Aside from Gael, do you consider any of the other bodies to contain a core capable of creating a magnetic field? Or are there any that might be able to create a weak field. Are there any that should have horribly hostile radiation belts apart from Gauss? Thanks for your time
  8. another question for you @ShotgunNinja do I have to define a radiation model for every body in the pack? Should I define every rocky body that I don't put as metallic or irregular as surface or should I leave them blank?
  9. Hi @ShotgunNinja loving this! Quick question, how would I go about creating something to support radiation in Galileo's Planet Pack? I think I understand the format of the file. But what do you use to get the rad/hr for the belts? Is there something that you use to derive these values, or is it a matter of try and see what works?
  10. Has anyone here tried this http://forum.kerbalspaceprogram.com/index.php?/topic/83696-113-stock-part-revamp-update-195/&do=findComment&comment=2632341 patch to see if it helps with the drag at all? It switches the engines to use b9 part switch to change between the nodes so it may be of help
  11. Do you have tweakable everything by any chance? If you do then remove the docking port plugin Also can I just say @Ven thank you for all of the hard work you have put into this mod, the quality is fantastic and I love the new detailing on the engines and glad to see them part of the pack now. I was never a huge fan of the old think remodel, but the new one is great. And the new inflatables are brilliant. Just a small request that the tent is made a bit bigger maybe. But thank you again
  12. Of the top of my head, no. I can't remember what the exception was in the log and I'm not at my computer atm
  13. @peachoftree I've made an adjustment to the reflection cfg that removes the reflections from pods, docking ports and lights but leaves them for solar panels and tanks seeing as they still have working reflections. I don't think I've missed anything or messed up my commenting, but it's late so you may want to check through //pods //@PART[Mark1-2Pod]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Shine // } //} //@PART[mk2LanderCabin]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Shine // } //} //@PART[mk1pod]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Shine // } //} //@PART[crewCabin]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Reflect2 Reflect1 // } //} //@PART[Large_Crewed_Lab]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Shine // } //} //@PART[landerCabinSmall]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Shine // } //} //@PART[cupola]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = CoupShine // } //} @PART[HECS2_ProbeCore]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Cylinder_000 } } //fuel tanks @PART[radialRCSTank]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[rcsTankRadialLong]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[RadialLF]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[RadialLFLong]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[RadialLFO]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[RadialLFOLong]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[RadialMonoMini]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[xenonTankRadial]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[xenonTank]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[xenonTankLarge]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } @PART[toroidalFuelTank]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Tank } } //solar panels @PART[solarPanels1]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Cube_003 Cube_002 Cube_004 } } @PART[solarPanels2]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Panel1_001 Panel1_002 Panel1_003 Panel1_004 Panel1_005 } } @PART[solarPanels3]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Panel1_002 Panel1_001 Panel1_000 } } @PART[solarPanels4]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Panel1_002 Panel1_001 Panel1_004 Panel1_003 PanelReflect4_001 } } @PART[solarPanels5]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 } } @PART[1x3WPanels]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Panel1_002 Panel1_001 Panel1_004 } } @PART[1x3SPanels]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Panel1_002 Panel1_001 Panel1_004 } } @PART[largeSolarPanel]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Radiators SolarCells } } @PART[LgRadialSolarPanel]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Shine } } //lights //@PART[spotLight1]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Glass // } //} //@PART[spotLight2]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Glass // } //} //@PART[SmallSpotLight]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.3 0.3 0.3 // interval = 2 // meshes = Glass // } //} //Science @PART[sensorThermometer]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = glass } } @PART[InfraredTelescope]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Cylinder_001 } } //Engines @PART[liquidEngine3]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.3 0.3 0.3 interval = 2 meshes = Torus_001 } } @PART[LargeOMS]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Nozzle } } //Utility @PART[commDish]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.1 0.1 0.1 interval = 2 meshes = Dish_mesh } } @PART[ISRU]:NEEDS[TextureReplacer]:FINAL { !MODULE[TRReflection],* {} %MODULE[TRReflection] { colour = 0.2 0.2 0.2 interval = 2 meshes = Pipes } } //@PART[landingLeg1-2]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = piston clamp-1 clamp-2 // } //} //@PART[landingLeg1]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = Piston // } //} //@PART[miniLandingLeg]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = piston leg_obj // } //} //@PART[dockingPort2]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = Shine // } //} //@PART[dockingPort3]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = Shine // } //} //@PART[dockingPort1]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = Shine // } //} //@PART[dockingPortLarge]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = Shine // } //} //@PART[dockingPortLateral]:NEEDS[TextureReplacer]:FINAL { // !MODULE[TRReflection],* {} // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = Shine // } //} //@PART[ParaDockingPort]:NEEDS[TextureReplacer]:FINAL { // %MODULE[TRReflection] // { // colour = 0.2 0.2 0.2 // interval = 2 // meshes = Shine // } //} //internals
  14. You know, it's really great when a community comes together to make a fantastic pack such as this one compatible many thanks to @peachoftree for putting this all together Also I suggest you replace the relevant section in utility.cfg with this, the foldable radiators cause NRE spam so its best to remove them //@PART[foldingRadSmall] { // !mesh = DELETE // !MODEL {} // MODEL { // model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/Smallradiator // } // %rescaleFactor = 1 // @MODULE[ModuleDeployableRadiator] { // @animationName = RadiatorDeploy // @raycastTransformName = panel2 // } // MODULE { // name = ModuleAnimateHeat // ThermalAnim = RadiatorHeat // } //} //@PART[foldingRadMed] { // !mesh = DELETE // !MODEL {} // MODEL { // model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/MediumRadiator // } // %rescaleFactor = 1 // @MODULE[ModuleDeployableRadiator] { // @animationName = RadiatorDeploy // @raycastTransformName = panel2 // } // MODULE { // name = ModuleAnimateHeat // ThermalAnim = RadiatorHeat // } //} //@PART[foldingRadLarge] { // !mesh = DELETE // !MODEL {} // MODEL { // model = VenStockRevamp/Squad/Parts/Electrical/FuelCells/LargeRadiator // } // %rescaleFactor = 1 // @MODULE[ModuleDeployableRadiator] { // @animationName = RadiatorDeploy // @raycastTransformName = panel2 // } // MODULE { // name = ModuleAnimateHeat // ThermalAnim = RadiatorHeat // } //} Also I managed to pinpoint the issue with docking ports missing their upper attachment node down to tweakable everything. I'm not sure why it happens, but it does, so if you are running into that problem then tweakable everything is the culprit
  15. The issue that I have noticed with docking ports is that they have no upper attachment node and also sometimes can't use the lower one if it's set as root part. Also the deployable radiators cause NRE spam in the log.
  16. This pack won't be compatible with 1.1 until Ven updates it. The gimbals (as far as I'm aware) are unable to be changed by anyone apart from Ven. Gimbals are tied to an object in the unity editor, so until the pack is updated and the gimbals realigned please take this pack as incompatible. Also there is the issue with docking ports not having an upper attachment node and various other issuses. Just remember, this is a big pack and 1.1 was a big change so it's best to just wait it out, and when it's ready it's ready. I'm sure Ven won't disappoint
  17. That's what I thought would be the case. I remember seeing a cryovolcano in one of the many planet packs there are (Kerbol plus I think) but I don't think it affected vessels. One thing though, geysers have been brought up in kopernicus expansion so it may be something to keep an eye on for potential updates down the road
  18. OK that's fair reasoning. Also loving that new minmus, it always irked me that the lakes were so pristine with no craters. Also how will the procedural volcanoes on laythe work? Will they actually affect the vessel or just be for show (ie just spewing stuff out)
  19. Just threw this into my install and I'm loving what you've done with this. One request I have though, would it be possible to change the colour of Kerbol to a more orangey reddish colour to better reflect its size. I think its currently more akin to a class G star, but should be more like a class M red dwarf (don't quote me on that, I'm not too hot on my stellar classification )
  20. Ah ok, thanks for the clarification
  21. Hi @Sigma88, I was having a look at the changelog for 0.4.3 and it mentions Kerbal Konstructs compatability. I've just started a new save with KK and Kerbinside but the parts are still spread out. Is SD not completely compatible yet, or is there something missing/ I've done something wrong on my end?
  22. Hi @blackrack How would I go about resizing the sunflare for a 6.4x system? I know it has been brought up before, but I can't for the life of me find the relevant post, so sorry to bring it up again.
  23. @blackrackI don't remember ever seeing it before, although on further testing, it seems related to the field of view (alt+scroll) of the camera. I first noticed when flying a plane in IVA and I zoomed out to get a better view and all of a sudden I saw the ocean moving when I moved the camera. It seems that any FOV other than the default FOV seems to cause this effect. I take a quite a few screenshots whilst playing at diffenet FOVs and have no recollection of seeing it before.
  24. Hey @blackrack, loving the new update. Those reflections are amazing work One small bug I have noticed however that I have not noticed in previous versions is that the ocean appears to move in the opposite direction to where the camera is moved. If I look up the ocean moves down, and if I look down the ocean moves up. Now I did simultaneously update to build 1215 and the latest version of scatterer so that might have changed things.
  25. That would explain what I'm seeing them. I assume that this is something that will have to be changed in unity on vens end of things.
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