sebi.zzr
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Everything posted by sebi.zzr
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Lag every 5 seconds!
sebi.zzr replied to ben2988's topic in KSP1 Technical Support (PC, unmodded installs)
Welcome to the forums,this is really common question.The game is not all about FPS,it's also about physics.You can read about game performance and settings here. -
How do You get 100% Surface sample to transmit
sebi.zzr replied to 23johnw's topic in KSP1 Gameplay Questions and Tutorials
KSP is a learning curve,the game is still in dev,so you need to invest some of your own time to learn about it.- 9 replies
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- xmitdatascalar
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How do You get 100% Surface sample to transmit
sebi.zzr replied to 23johnw's topic in KSP1 Gameplay Questions and Tutorials
First download this plugin called EVAManager,then open text editor (notepad...) and copy paste this: EDIT_EVA_MODULE[ModuleScienceExperiment] { xmitDataScalar = 1 } and save it as evatransmit.cfg,this will help you transmit all EVA science at 100%. The other plugin you need is Module Manager,as above you'll need a patch that will remove "sciece cap": @EXPERIMENT_DEFINITION[*]:Final { %baseValue = #$scienceCap$ } and patch that enables 100% data transmission: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:Final { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } Now you're able to take an experiment only once and transmit it for its full value. Also,you don't need three different files,they can be joined in only one *.cfg.The *.cfg needs to go in GameData folder.- 9 replies
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How do You get 100% Surface sample to transmit
sebi.zzr replied to 23johnw's topic in KSP1 Gameplay Questions and Tutorials
Welcome,if you want to change science parameters and want to know how to do it read this thread.- 9 replies
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Where to download the Kerbal Foundries mod?
sebi.zzr replied to Jongy's topic in KSP1 Mods Discussions
Sorry,i was checking through posts and while finding the link,you ninja'd me. -
[REQUEST] Electric Fan Engines For large craft
sebi.zzr replied to Rushligh's topic in KSP1 Mods Discussions
You can check this mod,it has the wing rotor,or D12 Aerotech which is outdated but it has the right model. -
Where to download the Kerbal Foundries mod?
sebi.zzr replied to Jongy's topic in KSP1 Mods Discussions
You can download it from here. -
Don't try to put them on with symmetry,just put one by one while holding Alt key. And you can add Km-Gimbal to any engine,you have to delete old gimbal module MODULE { name = ModuleGimbal gimbalTransformName = Nozzle gimbalRange = 10.5 gimbalResponseSpeed = 8 useGimbalResponseSpeed = true } and replace it with KM-Gimbal.You can do this with MM patch: @PART[SSME]:AFTER[Squad] { -MODULE[ModuleGimbal] { } MODULE { name = KM_Gimbal_3 gimbalTransformName = Nozzle pitchGimbalRange = 10.5 yawGimbalRange = 1 enableRoll = true enableSmoothGimbal = true responseSpeed = 8 } }
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HotRockets Compatibility
sebi.zzr replied to jaguarac1's topic in KSP1 Technical Support (PC, modded installs)
Well,you need the community fix,this is the latest (working)DL i can find.I recommend to delete everything that you don't need(especially launch_hotrockets.cfg),and don't use SmokeScreen or Module Manager from the download,update them to the latest version!! -
You can read all about it here.
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Everything but the telescope,it'll still be separate mod.
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Yes,try this:https://ksp.sarbian.com/jenkins/job/km_Gimbal/
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Some ISRU questions
sebi.zzr replied to Waxing_Kibbous's topic in KSP1 Gameplay Questions and Tutorials
1) it doesn't matter,you can convert it instantly and will still count -
Actually,this is intended behavior,and applies to all six "couplers/adapters"(3 large and 3 small (bi,tri,quad)). It's defined in parts *.cfg: NoCrossFeedNodeKey = bottom If you whant to change that and you using Module Manager ,use this patch to allow fuel crossfeed in any orientation: @PART[*]:HAS[#NoCrossFeedNodeKey[bottom]]:AFTER[Squad] { !NoCrossFeedNodeKey = DELETE }
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Keybinding for Mouse Lock
sebi.zzr replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
I'm not completely sure what is your problem,but you can remap keys either in game or in settings.cfg CAMERA_RESET { primary = Backspace secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CAMERA_MOUSE_TOGGLE { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } -
1.04/1.05 part config help? (particle & sound)
sebi.zzr replied to Overland's topic in KSP1 Mod Development
Oh,i thought it's self explanatory,first number is throttle position and second is value. //--It applies to all values (pitch,emission,speed...) volume = 0.0 0.0 //zero thrust and zero volume volume = 0.2 0.5 //20% thrust and 50% volume volume = 1.0 1.0 //full thrust and full volume //--the second value can be greater than 1. and yes i forgot Firespitter,but with it you are limited due to particulate matter,because it does not use ModuleEngineFX. Here is link to module library for FS ,look for FSengineSounds. -
1.04/1.05 part config help? (particle & sound)
sebi.zzr replied to Overland's topic in KSP1 Mod Development
Look for example at "Wheesley" ( jetEngineBasic.cfg).What you are looking for is ModuleEnginesFX: MODULE { name = ModuleEnginesFX engineID = Cruise //Hidden name of the engine thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 //minimum required resource(s) for engine to start minThrust = 0 maxThrust = 120 heatProduction = 40 useEngineResponseTime = True //if False engine will instant response to throttle control engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.5 flameoutEffectName = flameout //effect used for when the engine is flameout powerEffectName = running_thrust //effect used for when the engine is running engageEffectName = engage //effect used for when the engine is started disengageEffectName = disengage //effect used for when the engine is shutdown spoolEffectName = running_turbine //effect used for when the engine is spoolingup engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 50 //------ the propellant used by engine PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 127 } } it can utilize sound and particle effects EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep //specifies the location of an audio clip to play during the specified thrust effect volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.0 pitch = 0.0 0.6 pitch = 1.0 1.0 loop = true //boolean, true or false, specifies whether to play the sound once, or to keep playing the sound as long as the specified effect is in operation } PREFAB_PARTICLE //used for smoke effects(flame effects usually use MODEL_MULTI_PARTICLE) { prefabName = fx_smokeTrail_light //specifies the location of an particle effect to play during the specified thrust effect transformName = thrustTransformFX emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.4 pitch = 0.05 0.5 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 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 = thrustTransformFX oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } There are many variations of these,but i hope this will get you started. -
Rescale Rocket Plume Effect
sebi.zzr replied to Mossarelli's topic in KSP1 Technical Support (PC, modded installs)
You can't resize effects with stock,they are what they are.Only thing you can change is "emission" and "speed".If you want to customize your effects i recommend you using SmokeScreen. -
I'm not FAR expert,but stock offers you some offset parameters: @ = x,y,z CoPOffset = 0.0, 0.0, 0.0 //center of pressure (default it's applied at the CoM) CoLOffset = 0.0, 0.0, 0.0 //center of lift CoMOffset = 0.0, 0.0, 0.0 //center of mass or maybe you could add some lifting surface to pods: dragModelType = none MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.47 // 5= 16,5m^2 dragAtMaxAoA = 0.4 dragAtMinAoA = 0.1 }
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Actually,yes.But i recommend you to use Module Manager,it'll make everything easier. Just insert this patch in your GameData folder and the cloud will be gone. @PART[miniJetEngine]:Final { -MODULE[ModuleSurfaceFX] { } } edit:You can also out quite the module in part's *.cfg
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I've inspected the model with this tool,and all transforms are oriented in same direction. I don't want to bother you too much (there are other mechanisms "FSVTOLrotator") but i was really hoping,there is or could be something,to compensate if model is not 100% right.With KM_gimbal is possible to use ModuleAnimateGeneric (SPH,to see thrust transform) and fine tune gimbal when needed at same time,which is not possible with FS. thank you,best regards