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The Space Man
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Everything posted by The Space Man
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Show off your awesome KSP pictures!
The Space Man replied to NuclearWarfare's topic in KSP Fan Works
http://forum.kerbalspaceprogram.com/threads/91542-WIP-Hover-craft -
Show off your awesome KSP pictures!
The Space Man replied to NuclearWarfare's topic in KSP Fan Works
Kerbal Effect -
[1.9-1.10] Throttle Controlled Avionics
The Space Man replied to allista's topic in KSP1 Mod Releases
It uses scaled up B9 L2 Atlas engines i made for it, they're twice as powerful as B9's HX-HPD engines And to get it to Laythe i had to send several refueling frigates. -
The Avengers S.H.I.E.L.D. Helicarrier in KSP
The Space Man replied to Roninpawn's topic in KSP Fan Works
1) No Every time i've tried to land it in water it sinks, B9's HX parts don't seem to float easily. I'll need to try ferrams Better Buoyancy mod. 2) It can land anywhere with just three engines using Throttle Controlled Avionics -
[1.9-1.10] Throttle Controlled Avionics
The Space Man replied to allista's topic in KSP1 Mod Releases
allista, is there anyway you could keep crafts hovering when you switch to another craft that's within physics range? Vertical velocity and mechjebs translatron can do this, but those require your craft to be completely balanced. Reason i ask is because i'd love to be able to land on this thing while it's in the air -
Show off your awesome KSP pictures!
The Space Man replied to NuclearWarfare's topic in KSP Fan Works
Converted my Bengal carrier into a Helicarrier -
The Avengers S.H.I.E.L.D. Helicarrier in KSP
The Space Man replied to Roninpawn's topic in KSP Fan Works
Awesome video Roninpawn! Seeing your carrier gave me the right design ideas to convert my bengal carrier into a S.H.I.E.L.D. Helicarrier -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
The Space Man replied to bac9's topic in KSP1 Mod Development
On the OP it says: So people using FAR 14.6 will encounter NRE errors as it's not the dev version? -
[0.90] Kerbin Shuttle Orbiter System v4.13
The Space Man replied to helldiver's topic in KSP1 Mod Releases
I'm also still hoping someone will make a working FAR patch. Is it just me or does the kerbalstar also need a FAR patch? When i try using it with FAR it controls very badly. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
The Space Man replied to sirkut's topic in KSP1 Mod Releases
Would it be possible to make IR parts support PhysicsSignificance = 1? Parts work in the editor but don't move once you have launched. I add this to a lot of parts to remove all wobble from them, wouldn't this also work for IR as well and solve the wobbly issue? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
The Space Man replied to BahamutoD's topic in KSP1 Mod Development
Here's how i get around this: Download and install this awesome little mod http://forum.kerbalspaceprogram.com/threads/98080-Part-0-90-KerTex-Explosives-%28K-Tex%29-v1-2 Use this MM cfg MMBDArmouryKerTexEnhanced.cfg Problem Solved! An additional explosive effect will now instantly detonate parts within the set distance when the missiles/bombs strike a target. -
[Part][0.90] KerTex Explosives (K-Tex) v1.2
The Space Man replied to gesture68's topic in KSP1 Mod Development
Tip: This mod is great for beefing up the explosive power of BD Armoury bombs -
1856 to be exact.
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[Showcase] Replica Craft thread!
The Space Man replied to Mr. Pseudonym's topic in KSP1 The Spacecraft Exchange
Made an F-22 with bac9's PWings. Tried to be as close as i could to the real thing. If only b9 had a MK2 bomb bay -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
The Space Man replied to rbray89's topic in KSP1 Mod Releases
Can EVE's cloud texture mods work with silverfox's weather mod? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
The Space Man replied to ferram4's topic in KSP1 Mod Releases
Does FAR also increase part connection strength of wings? After switching to NEAR, i'm noticing that the b9 pwings seem to flex and wobble more than they did with FAR -
Show off your awesome KSP pictures!
The Space Man replied to NuclearWarfare's topic in KSP Fan Works
My constellation and orion mcpv -
[0.90] Kerbin Shuttle Orbiter System v4.13
The Space Man replied to helldiver's topic in KSP1 Mod Releases
Is there a working FAR patch for the EWBCL shuttle? -
HotRockets! Particle FX Replacement + Tutorial
The Space Man replied to Nazari1382's topic in KSP1 Mod Development
Booster is here This is my edited cfg. Everything works fine, i just can't get the fx to the correct angle. Adding localRotation isn't doing anything either, is that for smokescreen only? PART { name = SLS block 1 boosterS module = Part author = Maccollo mesh = SpiceLaunchSystem\parts\5segmentBooster\AKT_5-segmentBooster.mu scale = 1 rescaleFactor = 0.5 node_stack_bottom = 0.0, -23.8, 0.0, 0.0, 1.0, 0.0, 3 node_stack_top = 0.0, 23.6, 0.0, 0.0, 1.0, 0.0, 3 node_attach = -1.85, 0.0, 0.0, -1.0, 0.0, 0.0, 3 TechRequired = start entryCost = 525 cost = 525 category = Propulsion subcategory = 0 title = 5 segment AKT booster S manufacturer = AKT. description = five segmented version of the STS solid rocket. orginally flown on the cancelled Ares 1 rocket it is now a stop-gap booster to be used with the SLS. attachRules = 1,1,1,1,0 MODULE { name = TweakScale type = stack defaultScale = 1.875 } EFFECTS { powerflame { AUDIO { channel = Ship clip = SpiceLaunchSystem/sound/boosterLoop 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_exhaustFlame_yellow 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 0.5 speed = 1.0 1.2 localRotation = 0, 0, 90 } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = KSO/FX/srbkso transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.0 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.097 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 3.0 // Rescale the particles to +0% size = 1.0 3.0 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } energy // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 2.55 mach = 0.8 1.75 // mach .8 mach = 1.0 0.99 //density = 1.0 1.0 //density = 0.4 1.0 // .4 atmo //density = 0.3 1.0 //density = 0.002 1.0 //density = 0.001 0.0 // under .001 } grow // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 0.11 mach = 0.8 0.07 // mach .8 mach = 1.0 0.0 //density = 1.0 1.0 //density = 0.4 1.0 // .4 atmo //density = 0.3 1.0 //density = 0.002 1.0 //density = 0.001 0.0 // under .001 } } } engage { AUDIO { channel = Ship clip = SpiceLaunchSystem/sound/boosterStart volume = 1.0 pitch = 1.0 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 = false } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } mass = 17.795 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 10 maxTemp = 3400 stagingIcon = SOLID_BOOSTER MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 3050.6 heatProduction = 100 fxOffset = 0, 0, 0.0 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 267 key = 1 237 } } RESOURCE { name = SolidFuel amount = 10525 maxAmount = 10525 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.5 } } -
HotRockets! Particle FX Replacement + Tutorial
The Space Man replied to Nazari1382's topic in KSP1 Mod Development
Can someone tell me if there's a way to change the angle of PREFAB_PARTICLE? PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow 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 0.5 speed = 1.0 1.2 } I'm trying to add the RT-10 fx to an sls booster but this happens -
I'm having an issue where mechjeb is throwing a lot of NRE's. It happens as soon as i take control of a craft that has been launched from an EPL launchpad. output_log.txt MechJeb module MechJebModuleDebugArrows threw an exception in OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleDebugArrows.OnUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Update () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) MechJeb module MechJebModuleDebugArrows threw an exception in OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleDebugArrows.OnUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Update () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) MechJeb module MechJebModuleDebugArrows threw an exception in OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleDebugArrows.OnUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Update () [0x00000] in <filename unknown>:0
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
The Space Man replied to ferram4's topic in KSP1 Mod Releases
Anyone know why i'm getting this error when i blow up debris? output_log.txt KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[Vessel,System.Int32].get_Item (.Vessel key) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KJRManager.FixedUpdate () [0x00000] in <filename unknown>:0- 2,647 replies
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- kerbal joint reinforcement
- kjr
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