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sebi.zzr

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Everything posted by sebi.zzr

  1. Perhaps,you were talking about "fireworks", but it's definitely possible to have smoke too.
  2. Indeed,it would be much more suitable to look for experimentID instead of part's name. I also tried to narrow down the requirements(30-40 variants),but with no avail.Those are the only things that worked.Maybe there are other ways that are already implemented,but because of lack documentation we have to wait for SQUAD to show us how to do it.
  3. This is stock part request: PART_REQUEST // A potential mystery goo request for satellites { Article = a // Article (A/An) to be used prior to part description PartDescription = mystery goo unit // Plain speech description of part for request VesselDescription = satellite // Plain speech description of vessel for request Keyword = Scientific // Contract briefing keyword Part = GooExperiment // A part ID that triggers this request MinimumScience = 7 // A minimum value this request places on science rewards } you can change the part name with your own part name Part = mypartname it must match the name from part.cfg PART { name = mypartname module = Part } or,instead of using part's name,you can use the name of its module: PART_REQUEST // A potential mystery goo request for satellites { Article = a // Article (A/An) to be used prior to part description PartDescription = mystery goo unit // Plain speech description of part for request VesselDescription = satellite // Plain speech description of vessel for request Keyword = Scientific // Contract briefing keyword Module = ModuleScienceExperiment // A part ID that triggers this request MinimumScience = 7 // A minimum value this request places on science rewards } again,the name of module is in part.cfg MODULE { name = ModuleScienceExperiment experimentID = mysteryGoo } the contract will still ask you to have mystery goo onboard,but you can fulfil the request with any part that have this module (MaterialBay,sensorAccelerometer,sensorBarometer...) You can edit this directly in KSP_win/GameData/Squad/Contracts/Contracts.cfg or via MM patch.
  4. It can look for module names instead of part name,in this case "ModuleScienceExperiment".But if you choose to use this method,it will accept any part with the same module name (thermometer,barometer...).You can always change stock part names with yours.
  5. You can try to start here:https://github.com/sarbian/ModuleManager/wiki
  6. I really apologize,for trying to help.I'll try to remember to not.But i'm curious,in what way is "open animation" broken?It deploys too fast?
  7. I hope,you know how to use MM patch @PHYSICSGLOBALS { @prelaunchDefaultThrottle = 0 }
  8. I was reading this in the morning,and i thought you will resolve that by now. Anyhow,they just forgot to add one line. [code]@PART[ServiceBay_*] { @MODULE[ModuleAnimateGeneric] { allowDeployLimit = true } } [/code]
  9. [quote name='sashan']paint.NET supports DDS natively, and is a nice tool for simple edits with layers support.[/QUOTE] Thank you,paint.net is just the tool i was looking for. [QUOTE]By the way, anyone has a working link to Part Tools? I want to make RPM configs for some IVAs.[/QUOTE] I find [url=http://www.sarbian.com/sarbian/PartTools023.zip]the link from OP [/url]is working just fine.
  10. [quote name='stupid_chris']Yes, look at the DefaultIcons enum. Just find the one you want in that list, and do this.part.stagingIcon = "ICON"; Where ICON is the enum member you want, string form.[/QUOTE] Can you tell me where are "default staging icons" located.Thank you
  11. There is "settings.cfg" in KSP root directory,open it with text editor and compare this section with yours[code]CALL_HOME = False DONT_SEND_IP = True SEND_PROGRESS_DATA = False CHECK_FOR_UPDATES = False VERBOSE_DEBUG_LOG = False[/code]. Change everything to as you see above. If game still loading too long,disable all unused network adapters(by that i mean adapters that don't have connection).
  12. [quote name='Cpt. Kipard']GIMP already supports DDS.[/QUOTE] Well,i tried gimp 2.8.14 and it doesn't.I've tried other versions and plugins with no avail.Also i really don't like "gimp",so if anyone else knows of other tools?
  13. Does anyone know of any tool to resize .dds,preferably free and simple. thank you
  14. Please,delete [url=http://forum.kerbalspaceprogram.com/threads/139347-ModuleSurfaceFX-particle-location]this[/url] thread.I think there will be no answer. thank you
  15. Apparently,when i rotated images,transparency got screwed.
  16. Thank you for clarification,but if i may ask,how can i make my own particle?Is it enough if i just put a picture of a cloud or do i need to make it in unity...,and how the other two particles need to be rotated in relation to 1st one?
  17. Hello,can someone explain to me how the particle 1,2 and 3 work?I see it's the same particle just rotated differently.First I thought this is for volumetric cloud (x,y and z),then i made three ellipses with different color in widows paint,to see how each particle is applied in game,the particles were different position and orientation,regardless of color,sometimes we're even overlaping.So it is possible that particle 1 is the most present and 3 less?
  18. This mod was working great,until 1.0.4.Now when 1.0.5 is out,the only thing that works is auto data storage.The science is not auto colectable anymore.I have to run every experimet manualy.So i wonder are there any plans to update this?
  19. In KSP main folder is settings.cfg,you can open it with any text editor.At the bottom half you will find this section MODIFIER_KEY { primary = LeftAlt secondary = RightAlt group = 0 modeMask = -1 modeMaskSec = -1 }.Edit the key you whant to use instead of Alt.
  20. Well,it's really hard to guide you,because your install is a mess.Can you post which RF config are you using.
  21. There is one major flaw here!Either you use hotrockets and make your own *.cfg or you edit the Realplume effects.You can't use both(NathanKell already explayned that to you).Realplume will override everything you make.
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