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Everything posted by theonegalen
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
theonegalen replied to Whirligig Girl's topic in KSP1 Mod Development
Gorgeous! How does RSSS play with SigmaDimensions, or do you know?- 289 replies
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- stock planet revamp
- revamped stock kerbol system
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
theonegalen replied to blowfish's topic in KSP1 Mod Releases
There are a few WW1 era props, but mostly WW2 engines. Packard Merlin, DB 605, Griffon, Sakae 21, R-2800 (F4U version), V-1710 (both P-38 and P-41 versions), etc. Very well modeled, nicely stockalike. EDIT: actually, as I'm looking through the newest release of AJE, a lot of these engines were previously modeled with the Firespitter procedural engines. Perhaps those configs would work with the APP models? -
ASET Avionics Pack v 2.1 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
Hey @alexustas, I'm working on making some warbird-style cockpits, and I was wondering if you might be able to put together an old-style flight indicator, as circled in red in the below picture. I'd also love to put in the old-style directional gyro as circled in green, and maybe a tachometer-styled thrust indicator (blue circle)? Just as long as it says RPM x100, it can just show a throttle setting percentage. I understand you're probably busy and might not be able to or want to do those instruments, but I figure there's no harm in asking. Thanks for everything you've already done! I made my own with new textures. Thanks for making that available! -
Hey @MOARdV, I'm using some of the props included with FSR to build a (mostly) P-51 style cockpit for the Retro Mk1 Inline Cockpit from the SETI mod by @Yemo. I noticed that a lot of the props included with FSR are renamed and customized props, even the ASET props otherwise available. For example, MOARdV.ASET_VSI. Do you remember why these were renamed, and is there any trouble I'd be borrowing from the future by using some of the props included with FSR but not yet released in ASET Avionics?
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[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
theonegalen replied to fast_de_la_speed's topic in KSP1 Mod Releases
Looks great and I can't wait to use it! Are you still config bashing, or do you use the KSP part tools in Unity now? I just got them installed because I wanted to ASET-ify a bunch of mod cockpits, but I can't get things to load due to the dds textures. -
Thank you for your clear response. Unfortunately, I am no coder, so I won't be either.
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Hey @ShotgunNinja, is it possible to set up certain cockpits in such a way that they couldn't be used in space? That is, some way of simulating pressurized vs non-pressurized cockpits? Would it be a good idea to mess with the climate control settings of certain cockpits? I'm mostly thinking a change to mod cockpits like the Firespitter ones.
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@MOARdV, does RPM integrate with Throttle Controlled Avionics at all? Would it be possible to make a prop like the ASET Mechjeb control panel for craft?
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
theonegalen replied to Galileo's topic in KSP1 Mod Releases
Those detail textures! -
[WIP] Kerbals 1869 - New! Pre Release Trailer! 8-2-16
theonegalen replied to Fengist's topic in KSP1 Mod Development
I regret that I only have 25 likes to give for these great mods. -
[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
theonegalen replied to MrMeeb's topic in KSP1 Mod Development
Aw, I love your designs but don't want to install DIRECT. I suppose I'll just have to knuckle under? What assets does this use from DIRECT?- 282 replies
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Holy crap, @ShotgunNinja. Those magnetic fields are insanely attractive! /dad
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Last night, I made a replica of the P-80 Shooting Star using mostly stock parts, with a few pieces from SXT, AirplanePlus, and Firespitter. I got it to look almost exactly right, only to find that the stock small jet engine I was using was far too underpowered to match the P-80's real life performance. So I decided to make one out of MODEL nodes. I have the look I want, I have the performance I want, I even have the attach node at the right spot. But every time I save and load the craft, something weird happens: the engine jumps back about a meter! I thought it might be a problem with the attach rules, but I've tried it both ways and it does the same thing. Here it is when it attaches at the node: And here it is after a save/load: And here is the cfg file: PART { name = mediumTurbojet module = Part author = C. Jenkins, Porkjet, theoneGalen MODEL { model = Squad/Parts/Engine/miniJet/SmallJet position = 0, 0, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Aero/cones/NCS position = 0, 1.105, 0 scale = 1, 1, 1 rotation = 0, 0, 180 } rescaleFactor = 1 node_stack_top = 0.0, 1.85, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = aviation entryCost = 3500 cost = 1200 category = Propulsion subcategory = 0 title = J-33 "Shooting Star" Turbojet Engine manufacturer = description = A medium turbojet engine. More powerful and with a larger housing than the J-20, not as powerful as the J-47 or JT8. attachRules = 1,0,1,1,1 mass = 0.825 // 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 = 2000 // = 3600 bulkheadProfiles = size1 tags = aircraft (star plane propuls turb shooting RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0.02 } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 75 heatProduction = 30 useEngineResponseTime = True engineAccelerationSpeed = 0.12 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 = 30 PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 22 } atmosphereCurve { key = 0 6400 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True machLimit = 0.80 machHeatMult = 7 velCurve { key = 0 1 0 0 key = 0.44 0.897 0 0 key = 1 1 0.1988732 0.1988732 key = 1.3 1.03 0 0 key = 2 0.68 -1.065708 -1.065708 key = 2.4 0 0 0 } atmCurve { key = 0 0 0 0.7448742 key = 0.072 0.13 2.075459 2.075459 key = 0.16 0.28 1.464173 1.464173 key = 0.42 0.578 0.93687 0.93687 key = 1 1 0.5529748 0 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 2 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 situationMask = 8 } CONSTRAINT { type = SPEED test = GT value = 50 situationMask = 8 } CONSTRAINT { type = DENSITY test = GT value = 0.3 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 10 falloff = 2 thrustTransformName = thrustTransform } }
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
theonegalen replied to blowfish's topic in KSP1 Mod Releases
Any plan to make AJE configs for the Airplane Plus mod? I really like the mod, but it doesn't work so well with FAR. -
Hey, an update to my MM techtree cfg (this assumes you are using my suggested changes from the above post). This also corrects the mass values of the engines to more accurate ones, which allows for more accurate looking crafts. //AirplanePlus mod by blackheart612 //theonegalen techtree config //Props //---9J "Baron" Rotary Engine and 8A "Spud" Engine @PART[fokkerprop|spadprop]:NEEDS[AirplanePlus] { @TechRequired = propEngines @mass = 0.20 } //---KB 601 "Tornado" Engine @PART[109Prop]:NEEDS[AirplanePlus] { @TechRequired = impPropEngines } //---K-14 "Divine Wind" Radial Engine @PART[zeroprop]:NEEDS[AirplanePlus] { @TechRequired = advPropEngines @mass = 0.58 } //---Klimov VK-105PF-2 (Yakovlev Yak-3) @PART[yakprop]:NEEDS[AirplanePlus] { @TechRequired = advPropEngines @mass = 0.58 } //---RR Marlin Engine @PART[merlin]:NEEDS[AirplanePlus] { @TechRequired = impPropEngines } //---K-25V "Cyclone" Radial Engine @PART[chaikaprop]:NEEDS[AirplanePlus] { @TechRequired = impPropEngines @mass = 0.56 @cost = 1100 @entryCost = 2200 } //---K1710 "Whirlwind" Engine @PART[fighterProp]:NEEDS[AirplanePlus] { @TechRequired = advPropEngines @cost = 1800 @entryCost = 3600 } //---RR "Kraken" Engine and K-2800 "Bumblebee" Radial Engine @PART[spitfiremerlin|corsairprop]:NEEDS[AirplanePlus] { @TechRequired = finalPropEngines } @PART[spitfiremerlin]:NEEDS[AirplanePlus] { @cost = 1700 @entryCost = 4400 } //---Structure and Fuel @PART[JuniorFuselage|shortboom|shortboomb]:NEEDS[AirplanePlus] { @TechRequired = stability } //Modifications to techtree for AirplanePlus @TechTree:NEEDS[AirplanePlus] { RDNode { id = propEngines nodeName = tog_propEngines title = Basic Propeller Engines description = We're starting to get the hang of this "internal combustion" thing. We've harnessed the "tiny explosions principle" to great effect! cost = 3 pos = -2250,1102.3,-1 icon = RDicon_propulsion-nuclear anyToUnlock = False hideEmpty = True hideIfNoBranchParts = False scale = 0.6 Parent { parentID = engineering101 lineFrom = RIGHT lineTo = LEFT } } RDNode { id = impPropEngines nodeName = tog_impPropEngines title = Improved Propeller Engines description = More explosions, more power, more speed! cost = 6 pos = -2170,1102.3,-1 icon = RDicon_propulsion-nuclear anyToUnlock = False hideEmpty = True hideIfNoBranchParts = False scale = 0.6 Parent { parentID = propEngines lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advPropEngines nodeName = tog_advPropEngines title = Advanced Propeller Engines description = Our most powerful combustion engines yet! cost = 9 pos = -2090,1102.3,-1 icon = RDicon_propulsion-nuclear anyToUnlock = False hideEmpty = True hideIfNoBranchParts = False scale = 0.6 Parent { parentID = impPropEngines lineFrom = RIGHT lineTo = LEFT } } RDNode { id = finalPropEngines nodeName = tog_finalPropEngines title = Mature Propeller Engines description = A final upgrade to our internal combustion/fan engines! And a brand new invention: the Turbojet! Some of the guys in R&D are starting to wonder what happens if we put fans on the jets now, though... cost = 12 pos = -2016,1102.3,-1 icon = RDicon_propulsion-nuclear anyToUnlock = False hideEmpty = True hideIfNoBranchParts = False scale = 0.6 Parent { parentID = advPropEngines lineFrom = RIGHT lineTo = LEFT } } }
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@fast_de_la_speed just announced he was working on one.
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[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
theonegalen replied to Divico's topic in KSP1 Mod Releases
No, the KSC is not supposed to change. -
@blackheart612, tried your hotfix. There was an error in the Spud config that prevented your changes from taking effect. The hotfix version: atmosphereCurve { key = 0 2500 0 0 atmChangeFlow = True useVelCurveIsp = False useVelCurve = True useAtmCurveIsp = False useAtmCurve = True } Corrected version: atmosphereCurve { key = 0 2500 0 0 } atmChangeFlow = True useVelCurveIsp = False useVelCurve = True useAtmCurveIsp = False useAtmCurve = True EDIT: Suggested atmCurve for Spud and Baron engines, otherwise you can fly insanely high (this puts the ceiling around 6000m, depending on your design) atmCurve { key = 0 0 key = 0.2 0 key = 0.45 0.6 key = 0.525 1.025 key = 0.9 0.9 key = 1 0.5 } Suggested velCurve for the Kraken - despite supposedly being amazing, it suffers in comparison with almost all other V-12 props. Based on the Rolls Royce Griffon from the Spitfire XIV. velCurve { key = .7 0 key = .6 .1 key = .5 .5 key = .4 .6 key = .3 .7 key = .2 .8 key = .1 .9 key = .05 1 key = .01 1 } Finally, it seems the Cyclone actually does better with my test craft when it's maxThrust is set to 20.
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Haha. I was able to get to 8km altitude with the Baron, 1 m/s at a time, then the dive... The spitfiremerlin and 109prop engines have "ignore for ISP = true" flagged for IntakeAir while the other ones do not, which means those two props burn through fuel about fifteen times faster than the rest. All the rest of the engines are very close to real-life data now, which is great. There are a few discrepancies, but it's all pretty close. Some of the engines that are supposed to be better, however, are slower than the ones which are supposed to be worse. For example, in the same airframe, the Kraken and the Marlin are slower than the Tornado and the Silver Crow.
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@Tanner Rawlings, @blackheart612 The engines look great, but I can break 270 m/s with the Spud. Therefore, I take some issue with your config. Also, up to 25km altitude at mach 3? I assume this isn't intended behavior. EDIT: I've also just discovered that the Baron engine will kill you with insane acceleration if you dive from high altitude, because it gets up to 0.7Ma, which gives you ridiculous power due to the Over 9000 joke in the cfg.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
theonegalen replied to Papa_Joe's topic in KSP1 Mod Releases
I'm getting the "not in the same space" bug with some mod parts I'm cfg-ing. As far as I can tell, this CC config should make them all the same space, correct? It's based on the config that came with CLS. Am I missing something? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
Hey @nightingale, the new update is amazing! Unfortunately, it appears to break @AlphaAsh's KerKonConCon.dll included with Kerbin-Side Jobs, which breaks both that contract pack and Kerbin-Side GAP. Since AA has bid farewell to KSP modding, is there any way we might be able to get support for Kerbal Konstructs' opened/closed bases on the Contract Configurator side, or is that beyond your purview here?- 5,225 replies
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I rebalanced the previous release for my own pleasure, and created several custom tech tree nodes deriving from Engineering 101. @Pappystein Here's the techtree code: To use it, make sure you have the updated version of ModuleManager, copy and paste the above code into a new text file somewhere in your KSP_win/GameData folder, and rename the file something like "AirplanePlusTech.cfg." Voila! Props before jets!
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