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The Space Man

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Everything posted by The Space Man

  1. http://forum.kerbalspaceprogram.com/threads/91542-WIP-Hover-craft
  2. 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.
  3. 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
  4. 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
  5. Converted my Bengal carrier into a Helicarrier
  6. 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
  7. On the OP it says: So people using FAR 14.6 will encounter NRE errors as it's not the dev version?
  8. 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.
  9. 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?
  10. 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.
  11. Tip: This mod is great for beefing up the explosive power of BD Armoury bombs
  12. 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
  13. Can EVE's cloud texture mods work with silverfox's weather mod?
  14. 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
  15. Is there a working FAR patch for the EWBCL shuttle?
  16. Do these parts require a fixed Rework_TweakScale.cfg for the new release of tweakscale? Some of the parts that had small, medium and large scale sizes now only show 1.0 to 0.25, is anyone else getting this problem?
  17. 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 } }
  18. 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
  19. 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
  20. 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
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