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Slapdat

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Everything posted by Slapdat

  1. Looking at your source it looks like ordnance is hard coded do you plan to make the ordnance into editable objects?
  2. The engines are different sizes so i use the node attach component added in 20.2 All i changed was name and attach nodes.
  3. Hello ksp Forums. I am having some trouble with my engine its config is based off the lv-909 engine and the fx is always on not just when the engine is on. Any suggestions. This is my config. PART { // Kerbal Space Program - Part Config // LV-T453 Liquid Fuel Engine // // --- general parameters --- name = liquidEngine32 module = Part author = Mrbrownce // --- asset parameters --- mesh = Model2.mu scale = 0.01 // --- FX definitions --- fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = survivability entryCost = 1600 cost = 750 category = Propulsion subcategory = 0 title = LV-91109 Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co. description = The 909 model was initially received with some skepticism by spacecraft engineers, as it defied the long-standing convention that "More Power!" is always better. Despite this, the 909 series has found its place in the spacecraft construction world, being particularly useful as a final stage and landing engine. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 NODE { name = top transform = top } MODULE { name = ModuleEngines thrustVectorTransformName = ThrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 50 heatProduction = 300 fxOffset = 0, 0, 0.21 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 390 key = 1 300 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.5 } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimatioEmissiveLiquidEngine3 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } } Thanks!
  4. I found a bug when ever i have this mod installed and i try to launch a ship on launch kerbin disappears and gets replaced with The blue ball? Any suggestions?
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