Jump to content

Eskandare

Members
  • Posts

    1,442
  • Joined

  • Last visited

Everything posted by Eskandare

  1. If you need some help let me know. Also the are endless resources in the modding threads that help if your in a bind.
  2. I am also working on a modular hull mod for frigate shaped hulls to use with BD Armory. It doesn't have to be used with BD Armory, you can build salvage and exploration ships with the mod too. I have plans to support KAS and KIS. I did a buoyancy test last week using a single solid mesh of my project. Sadly I have to report there is a bug involving the convex collider when unpacking the craft file and the collider for the water. Thos happens with stock parts too. Nonetheless, I'm continuing the mod in hopes that the bug is resolved in 1.1. Also I'm republishing my aircraft carrier used in Kerbin Side as a multi part hull. I've partially built the IVAs for this project.
  3. We may have to wait till 1.1. I sent the info on the bug to Claw. Hopefully they'll look into this. From what the debug is telling me is that there is an issue with the convex collider and the collider for the water. The issue stems from when the colliders are clipping and on vessel unpack the game wants to treat the water collider like it is a ground collider.
  4. Oh cool! That may become useful later on. Anyway KMGimbal did exactly what I wanted it to do.
  5. I was avoiding KM gimbal, I really thought there was something in stock. Oh well, using KM gimbal. Then what does this do? MODULE { name = FXModuleConstrainPosition matchRotation = false matchPosition = true CONSTRAINFX { targetName = NozzlePoint moversName = Nozzle } }
  6. Yes I have that in my config already, but how do I move my nozzle parts only on the X axis? Referring to the afterburning jet engine as an example. This is the only thing that still baffles me. My thrustTransform is on Gimbal, but I only want to move the nozzle parts on the X not on the Y
  7. Using FXModuleConstrainPosition, how do I set up vectoring nozzles for a jet engine?
  8. That's a good perception to have. Personally I'm bullet proof. I made my mod for myself, but chose to share the project with the community because I thought it was cool. If something happens where the game gets changed or the community doesn't like it, too bad, I did something for myself. This is also how I ignore demands with my mod, ie: I demand you do this or make this part. My take on it is, sorry I made this the way I want it, you want to pay me a hefty salary instead so I can make the changes you want, I go ahead, I'll do it then. In reality, no. My point is that we modders do this for our own personal satisfaction, and we are master to no one.
  9. I have a full size carrier in development but KSP's bbuoyancy physics keep bouncing it 20km in the air. Edit: I recently discovered it is a collider logic issue.
  10. I'm testing my buoyancy set up. I heard other mods have had issues with parts flying up into the air after craft unpack. I tested my part and sure enough the part goes flying up into the air as my plane gets close enough for the part to unpack. Hilariously my hull part comes crashing down on top of my plane. Does anyone know why this happens?
  11. Proteus, how did you get the FX to display? For some reason I am still having trouble with nuclear rocket mode. I made new exhaust FX, it looks nice so far. Edit: Never mind, I figured what went wrong.
  12. EDIT: I figured out the problem, but when I switch modes the FX doesn't display. I followed the tutorial and this keeps happening. Also the engine is not on... What did I do wrong? PART { name = EHI_NODACHI module = Part author = Eskandare mesh = nodachi.mu scale = 1.0 rescaleFactor = 1.0 node_stack_top = 0.0,1.0,0.0 , 0.0, 1.0, 0.0 // node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, -1.0, 0.0 CoMOffset = 0.0, 3.2, 0.0 mass = 6.0 // heatConductivity = 0.06 // half default emissiveConstant = 0.89 // engine nozzles are good at radiating. skinInternalConductionMult = 4.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 2000 // = 3000 TechRequired = nuclearPropulsion entryCost = 82500 cost = 9000 category = Engine subcategory = 0 title = MX-02X N.O.D.A.C.H.I. manufacturer = E.H.I. Atomic Energy Division description = TO DO attachRules = 1,0,0,0,1 bulkheadProfiles = size2 // --- Engine Setup --- EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint 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, 1 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = Eskandare_Heavy_Industries/Thermal_Nuclear/FX/FX_rocket2 transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.98 speed = 1.0 1.22 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } } power_open { MODEL_MULTI_PARTICLE { name = flamejet modelName = Eskandare_Heavy_Industries/Thermal_Nuclear/FX/FX_jet2 transformName = thrustTransform emission = 0.0 0.0 emission = 0.93 0.0 emission = 0.95 1.1 emission = 1.0 1.2 speed = 0.0 1.0 speed = 1.0 1.0 } //MODEL_MULTI_PARTICLE //{ // name = flamejet2 // modelName = Eskandare_Heavy_Industries/Thermal_Nuclear/effects/engineFX2 // transformName = thrustTransform // emission = 0.0 0.0 // emission = 0.93 0.0 // emission = 0.95 1.1 // emission = 1.0 1.2 // speed = 0.0 1.0 // speed = 1.0 1.0 //} AUDIO { channel = Ship clip = Eskandare_Heavy_Industries/Thermal_Nuclear/sounds/afterburner volume = 0.0 0.0 volume = 0.25 0.0 volume = 0.26 0.5 volume = 0.93 0.55 volume = 0.935 1 volume = 1.0 1 pitch = 0.0 0.7 pitch = 0.93 0.8 pitch = 0.95 1.0 pitch = 1.0 1.0 loop = true } } running_open { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = smokePoint 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, 1 } AUDIO { channel = Ship clip = Eskandare_Heavy_Industries/Thermal_Nuclear/sounds/jet volume = 0.0 0.0 volume = 0.05 0.3 volume = 1.0 0.4 pitch = 0.0 0.0 pitch = 0.1 0.4 pitch = 0.93 1.2 pitch = 0.95 1.5 pitch = 1.0 1.52 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 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 } } } MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle } MODULE { name = ModuleEnginesFX engineID = AirBreathing flameoutEffectName = flameout spoolEffectName = power_open powerEffectName = running_open engageEffectName = engage disengageEffectName = disengage //powerEffectName = power_open //runningEffectName = running_open thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 155 heatProduction = 180 useEngineResponseTime = True engineAccelerationSpeed = 0.27 engineDecelerationSpeed = 0.35 useVelocityCurve = False //spoolEffectName = running_open engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Nuclear PROPELLANT { name = IntakeAtm ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 6400 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True // no mach limit velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 } } MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 110 heatProduction = 200 fxOffset = 0, 0, 0.25 EngineType = Nuclear PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleAnimateHeat ThermalAnim = engine_heat } MODULE { name = AnimatedThrust ThrustAnimationName = animateThrust disableGimbalToggle = true } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 10 } //MODULE //{ // name = FSplanePropellerSpinner // propellerName = Turbine_spin // rotationSpeed = -400 // //windmillRPM = 0.01 // spinUpTime = 2.1 //15.0 // useRotorDiscSwap = 0 // //rotorDiscFadeInStart = 0.55 // //rotorDiscFadeInEnd = .95 // //rotorDiscSpeed = 30 //} //MODULE //{ // name = ModuleTestSubject // environments = 15 // useStaging = True // useEvent = True //} //MODULE //{ // name = FSengineSounds // engage = Eskandare_Heavy_Industries/Thermal_Nuclear/sounds/turbine_start // disengage = Eskandare_Heavy_Industries/Thermal_Nuclear/sounds/turbine_off // flameout = Eskandare_Heavy_Industries/Thermal_Nuclear/sounds/turbine_off // power = Eskandare_Heavy_Industries/Thermal_Nuclear/sounds/jet // powerPitchBase = 0.9 // thrustAddedToPitch = 0.20 // powerFadeInSpeed = 0.003 // powerFadeInDelay = 25.0 // powerLowerThreshold = 0.0 // powerVolume = 0.4 // engageVolume = 0.3 // disengageVolume = 0.4 // //warningSoundThreshold = 0.8 // //warningCooldownTime = 2.0 // randomStartDelay = 1.0 //for playing engines slightly out of sync //} //MODULE //{ // name = ModuleSurfaceFX // thrustProviderModuleIndex = 1 // fxMax = 0.5 // maxDistance = 20 // falloff = 2 // thrustTransformName = thrustTransform //} //MODULE //{ // name = ModuleSurfaceFX // thrustProviderModuleIndex = 2 // fxMax = 0.6 // maxDistance = 30 // falloff = 1.6 // thrustTransformName = thrustTransform //} //MODULE //{ // name = ModuleResourceIntake // resourceName = IntakeAir // checkForOxygen = false // area = 0.01 // intakeSpeed = 10 // intakeTransformName = Intake //} // RESOURCE //{ // name = IntakeAir // amount = 0 // maxAmount = 1 //} }
  13. I'd prefer to keep it in my development. Although you are more then welcome to add a link to your thread. In recent development. TRY THIS TIN BIRD ON FOR SIZE!
  14. Just to reiterate my comment on the other thread, I apologize for my criticism, but I feel the page layout is a but cluttered and mildly confusing, although not to the point of not being able to find the download button. May I suggest looking into using system psychology to improve the human interface of the layout, I feel it would behoove the team to revisit how a person looks at the screen and rationalizes where the features are. Mind you, this is my observation. What is your thoughts on the layout?
  15. Thank you, for the insight into Curse and CurseForge. I apologize for my criticism, but I feel the page layout is a but cluttered and mildly confusing, although not to the point of not being able to find the download button. May I suggest looking into using system psychology to improve the human interface of the layout, I feel it would behoove the team to revisit how a person looks at the screen and rationalizes where the features are. Mind you, this is my observation.
  16. Well Said KasperVld, and Squad as a whole.
  17. This thread has gotten boring fast. A new Kerbal Stuff is in the works by what I've read, and I've got a new R9 390 to install. Good night everyone, and Moderators thanks for all the fun.
  18. Yes, I meant bets. One of those large ash tray things fell on a friend once; he was covered in butts.
  19. Well Kerbal is an IP issue. Pirate Bay was an actual pirating issue.
  20. Ouch! That's a community killer right there.
  21. ? you mean http://spacedock.info/ because that's down now.
  22. I'm going have to move my mod over to CuseForge then, my choices are limited.
  23. Apart from some political philosophy, B787_300 is correct that Squad has nothing to do with the shutdown of Kerbal Stuff.
×
×
  • Create New...