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qnistNAMEERF

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Everything posted by qnistNAMEERF

  1. Yes, they're all switched back to the firespitter animation modules. When sp+ was rolled into ksp i recommended we adopt the stock animation module since firespitter was looking more and more abandoned back then, so we did, but like i said it messed up the animations for some folk and people started complaining in the thread so we switched them back.
  2. The animations were all switched to stock at one point, but I guess it messed up the landing gear animations for some since they were exported for use with firespitter. They were switched back to firespitter in another update. Check the changelog.
  3. Well, as far as the patches go, helldiver did correspond with me a while ago about creating an option for the support patches in the installer. That was the whole point of my blogpost to get feedback on whether they should be included (I didn't received much, by the way) since I don't believe any one of the testers uses them. I'll be sure to include a tick box for those two specific patches (in the least) in the next version of the installer.
  4. I think I may shed some light on this. There is another two patches for DRE that are included with the KSOS. They were written by Nazari. I believe this is what starwaster is referring to. // WIP config for Deadly Reentry compatibility of Kerbin Shuttle Orbiter // contact: Nazari1382 on forum (ksp official) @PART[thrustmaxkso]:Final { @maxTemp = 2424 @MODULE[ModuleEnginesFX] { @heatProduction = 215 } } @PART[boosterkso]:Final { @maxTemp = 2520 @MODULE[ModuleEnginesFX] { @heatProduction = 250 } } @PART[omskso] { @maxTemp = 2220 @MODULE[ModuleEngines] { @heatProduction = 150 } } @PART[avionicskso] { @maxTemp = 1450 } @PART[tailrudderkso] { @maxTemp = 1450 } @PART[KSO_Cabin] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[cgholdkso] { @maxTemp = 1700 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[rearkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[leftwingkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[rightwingkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[noseconekso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.25 // 25% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[nosegearkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.25 // 25% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[rightgearkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.25 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[leftgearkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.25 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[rearplanekso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[leftelevkso] { @maxTemp = 1500 MODULE { name = ModuleHeatShield direction = 0, 0, 1 // underside of fuselage reflective = 0.32 // 25% of heat is ignored at correct angle } } @PART[rightelevkso] { @maxTemp = 1500 MODULE { name = ModuleHeatShield direction = 0, 0, 1 // underside of fuselage reflective = 0.32 // 25% of heat is ignored at correct angle } } // WIP config for Deadly Reentry compatibility of Kerbin Shuttle Orbiter // contact: Nazari1382 on forum (ksp official) @PART[super25enginekso]:Final { @maxTemp = 2424 @MODULE[ModuleEnginesFX] { @heatProduction = 215 } } @PART[super25boosterkso]:Final { @maxTemp = 2520 @MODULE[ModuleEnginesFX] { @heatProduction = 250 } } @PART[omskso] { @maxTemp = 2220 @MODULE[ModuleEngines] { @heatProduction = 150 } } @PART[super25rudderkso] { @maxTemp = 1450 } @PART[KSO25_Cabin] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[super25wingLkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[super25wingRkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[super25nosekso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.25 // 25% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[super25nosegearkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.25 // 25% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[super25maingearRkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.25 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[super25maingearLkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.25 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[super25tailkso] { @maxTemp = 1500 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, 0, 1 // bottom of pod reflective = 0.12 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[super25surfaceLkso] { @maxTemp = 1500 MODULE { name = ModuleHeatShield direction = 0, 0, 1 // underside of fuselage reflective = 0.32 // 25% of heat is ignored at correct angle } } @PART[super25surfaceRkso] { @maxTemp = 1500 MODULE { name = ModuleHeatShield direction = 0, 0, 1 // underside of fuselage reflective = 0.32 // 25% of heat is ignored at correct angle } } One of the main issues with these pathes is they do not check for whether DRE is installed, so they are applied regardless of whether folks are using DRE or not.
  5. Yeah, I would incorporate this patch into the installer version (and I also included it for the tug) but no matter what I submit to helldiver and nazari it never seems to make it over into the manual install packs. This is correct. Once everything is ironed out an installer will be compiled again for everyone. Sorry for the wait.
  6. You guys need to chill with the textures. KSP is quite bad at managing memory and video memory, which is no fault of helldiver's. You really want something done about it? Then bug squad about it. We have no control over KSP's memory management. ATM, force-opengl, running 64bit linux... these are all workarounds the community has come up with for the shortcomings of squad's game. The real killer is interiors, as far as I understand. The KSOS has many interiors and, from what I understand, it's not possible to have interiors share resources which bloats memory requirements. So if that's still the case, then head on over to one of squad's threads and share your opinion about it instead of making it helldiver's problem.
  7. It's really no surprise. I don't know why anybody is surprised by this anymore. But thank you for letting us know anyway. I won't be able to do any testing until the weekend.
  8. And to add to that: please don't come here day one (when KSP 1.0 is released) and request an update or spam the thread with "please update" or "it broken." We know already.
  9. Nobody's going to know until we get the new aero model and get a chance to react to it. Mods are reactive, not proactive.
  10. Could possibly also be failing RAM. That can cause a lot of unpredictable behavior. It might be worth your time to use memtest on your system, Mods_o_joy, if you would like to rule that out as a possibility. If you have a linux live disk, just about all those come bundled with memtest. I believe windows has their own version of a RAM diagnostic software on their rescue disk as well. There are also HDD testing software out there as well if you believe that to be the issue, such as crystaldiskinfo and hdtune.
  11. If you would like any help with that a KSP crash log would help. Otherwise, we're just guessing. If I had to guess though, I'd say it's RAM related since your system crashed.
  12. Check out this post: http://forum.kerbalspaceprogram.com/threads/68429-0-90-Kerbin-Shuttle-Orbiter-System-v4-13?p=1441398&highlight=rover#post1441398 The wheels/tires for rovers/trucks/sedans of this mod have to be clocked properly to work. The index reference is on the inside edge of each wheel.
  13. It's not on CKAN. I recommend you try out the installer if you don't want to install KSOS manually. It's just like installing any other program.
  14. You need to give us some more information otherwise we're all just guessing or you'll be ignored. If I tell you my car won't start, can you tell me why with just that much information? What version of KSP are you using? Did you install ATM? What does "still not working" mean? Does the game crash or fail to start? Help us help you. Check out this post.i
  15. You need to install the firespitter folder that comes with the mod.
  16. From the picture you posted of your gamedata directory, you should have only needed to move the two folders "Gamedata" and "Ships" from within the ".\Kerbal Space Program\Gamedata\" directory to the ".\Kerbal Space Program\" folder, or up one directory, and merge both those folders with the existing ones there (as Avalon said to do here). That appears to have been your mistake. Inside the GameData folder of this mod's zip file is a handful of folders (KSO, JSI, Klockheed_Martian_Gimbal, etc, etc) and all those need to be in the GameData folder of your KSP installation. Same thing with the Ships folder (which contains VAB and SPH folders) and those need to be within the Ships folder of your KSP installation. To be honest, I'm not sure anymore if you're trolling or if this is really escaping you. I apologize if it truly is. I know we all have our off days. I get them all the time. But, you appear to know how to install mods already judging from your gamedata folder. So what exactly are we being unclear about? EDIT: This source might help you understand add-on folder structure.
  17. I sent you a PM. If you have further questions on getting a screenshot reply to my PM. Thanks, DarthGav. Paste your screenshot here in the thread when you get it uploaded.
  18. DarthGav, can you provide us with a screenshot of the contents of your GameData folder, please?
  19. Ah OK. So does that mean the FAR patches I have listed in my blog will work for NEAR? I'm afraid I don't use either so I am definitely no authority on it. I just made the blog post so they're all in one spot and everyone can give feedback there if need be.
  20. Well, unless someone's posted a NEAR config since I made that blog post back in October, I'm not aware of any NEAR configs for KSOS. If you find any for KSOS, post them in a comment on that blog post.
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