sebi.zzr
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Everything posted by sebi.zzr
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I can't advise you anything else but to try fresh install of TR and koviet suits.P.S. Sometimes it helps if you delete ModuleManager.ConfigCache
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I tested this,i get all koviet suits,except the veteran orange IVA.
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Just use the original @Default.cfg
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Is there any way,to prevent fuel crossfeed thru decouples for engines that use "resourceFlowMode = STAGE_PRIORITY_FLOW" @PART[*]:HAS[@MODULE[ModuleDecouple],!MODULE[ModuleCrossFeed]]:Final { MODULE { name = ModuleCrossFeed crossFeedOverride = False } } thank you
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HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Yes,about smoke in space.You can delete launch_hotrockets.cfg from \KSP_win\GameData\MP_Nazari. -
Stuck Contract? Minmus flyby?
sebi.zzr replied to goldenpsp's topic in KSP1 Gameplay Questions and Tutorials
The reasonable answer would be "captured is not flyby".Try to escape and return to Kerbin.After you escape Minimus SOI,you should get the "flyby requirements". If not bad luck,the tourist can be really demanding sometimes. -
Quite simple,you need to edit "@Default.cfg":ClassSuits { // Class-specific suits. // // className = suitDir // // where `className` is `Pilot`, `Engineer` or `Scientist` and `suitDir` is // a suit directory from `Suits/`, `DEFAULT` or `GENERIC`. // Custom experience traits are supported too. `className` must match `name` // property in a `EXPERIENCE_TRAIT` configuration. // // Examples: // // Pilot = Suit1 // Engineer = DEFAULT // Scientist = GENERIC // // THESE SETTINGS ARE OVERRIDDEN BY PER-GAME SETTINGS SET IN THE GUI! // }.This can be achieved with text editor(notepad).Or use in game editor.(click on TR icon in space center view)
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HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
This is because you are using old configs(pre 1.0.3,Squad changed both jet engines from ModuleEngines to ModuleEnginesFX).You have to open squad hotrockets.cfg with text editor and delete config for "JetEngine" and "turboFanEngine",then you can use my patch.There is no meaning to post something that don't work. -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Can you post a screenshot with your problem? -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
I doubt,you are familiar with constructive critic concept.And FYA,you are not improving anybody's life,you just make it more complicated.Please look at ModuleManager.ConfigCache and see how your pach is working. Sorry for,me going into defense mode. -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Congratulation for your success,but unfortunately you totally mixed up new(ModuleEnginesFX) and old(ModuleEngines).There is much simpler and proper way to edit new effects.Here are two examples for "basic jet" and "turbojet": @PART[turboFanEngine] { @EFFECTS { @shockDiamond { @MODEL_MULTI_PARTICLE { | = MODEL_MULTI_PARTICLE_PERSIST @emission,1 = 0.85 0 @emission,2 = 0.9 1 @emission,3 = 0.1 1.5 energy = 0.7 0 energy = 1 0.9 logGrow { power = 0 0 power = 1 -1 } } } @running_turbine { @MODEL_MULTI_PARTICLE { | = MODEL_MULTI_PARTICLE_PERSIST @modelName = MP_Nazari/FX/flamejet @emission,1 = 0.67 0.8 @emission,2 = 0.71 1.4 @emission,3 = 1.0 1.5 @speed,0 = 0.0 1.5 @speed,1 = 1.0 1.6 size = 0 1.6 // 0 1.0 for ven stock revamp size = 1 1.5 // 1 1.35 for ven stock revamp energy = 0.0 0.3 energy = 0.7 0.33 energy = 1.0 0.99 logGrow { power = 0 5 power = 1 -0.5 } } } } } @PART[JetEngine] { @EFFECTS { @running_thrust { -PREFAB_PARTICLE{} MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform emission = 0.0 0.0 emission = 0.07 0.0 emission = 0.2 0.4 emission = 1.0 1.1 energy = 0.0 0.2 energy = 1.0 3.2 speed = 0.0 1.0 speed = 1.0 0.8 grow = 0.0 0.0 grow = 1.0 0.15 scale = 0.0 1.0 scale = 1.0 1.0 offset = 0.0 0.0 offset = 1.0 0.5 size = 0.0 1.0 size = 1.0 1.1 fixedEmissions = true fixedScale = 1.0 sizeClamp = 50 emission { mach = 0.0 1.0 mach = 0.8 1.0 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 } } } @running_turbine { MODEL_MULTI_PARTICLE_PERSIST { name = flamejet3 modelName = MP_Nazari/FX/flamejet3 transformName = thrustTransform emission = 0.0 0.0 emission = 0.42 0.0 emission = 0.54 1.55 emission = 1.0 1.78 speed = 0.0 1.45 speed = 1.0 0.55 energy = 0.0 0.05 energy = 0.5 0.77 energy = 1.0 0.99 fixedEmissions = false } } } } -
I'm really glad to hear this.Will there be any explanation how to do it,when it can be done?
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Hello,in previous version of KSP i used this to get rid of white atmosfere,but now it's not working anymore. REALSOLARSYSTEM { Kerbin { AtmosphereFromGround { outerRadiusMult = 1.032 innerRadiusMult = 0.958 waveLength = 0.9251, 0.5616, 0.4291, 0.8 //invWaveLength = 0.75, 0.82, 0.89, 0.55 } } Duna { AtmosphereFromGround { outerRadiusMult = 1.032 innerRadiusMult = 0.964 waveLength = 0.5125, 0.571, 0.619, 0.25 } } Eve { AtmosphereFromGround { outerRadiusMult = 1.032 innerRadiusMult = 0.970 waveLength = 0.49, 0.5, 0.53, 1.0 } } Laythe { AtmosphereFromGround { outerRadiusMult = 1.028 innerRadiusMult = 0.965 waveLength = 0.7510373, 0.6710546, 0.5759027, 0.8 } } }I'll really appreciate if someone could help me with this.Thank you
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On GitHub you click releases and search for it (it's page 5).
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HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Try to delete launch_hotrockets.cfg from \KSP_win\GameData\MP_Nazari ,ant look if problem still persists. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
sebi.zzr replied to nli2work's topic in KSP1 Mod Releases
I already tried that,i also tried to change camera transform names with transform name i used for VDS and RPM and read the whole 41 pages on old TST thread. I hope nli2work have the right camera transform names to make it work. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
sebi.zzr replied to nli2work's topic in KSP1 Mod Releases
Hello,is it possible to add MODULE [TSTSpaceTelescope] from this mod to rfProbeCoreSmall?thank you -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
They never had one.Maybe this can help you.post#45 -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
There are two ion engine effects: first(like in OP)"flameion"and second is "flameionK"(it gives a little a little distortion). -
Hello,i would like to add: MODULE { name = ModuleAnimateHeat ThermalAnim = ??? }to radiators(heat and radial).Does anyone know the magic word for this to work?thank you
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1st you need to read OP, so you get the basic idea what TR is doing.It's really well documented and you could get 99% of your answers there. There are two textures EVAtexture.*(for EVA suit) and kerbalMainGrey.*(for IVA suit),wich PMK alreadi contain in Suits directory.You need to go to KSP_win\GameData\TextureReplacer\Suits\(Blue,Green...),copy the kerbalMainGrey.* and remame it to EVAtexture.*.So now you have both textures in same directory. The easiest way is to do this in game.When in space center screen click on TR icon(right top corner)find Valentina and set her appearance.2nd,you can edit @Default.cfg: CustomKerbals { Valentina Kerman = F GENERIC GENERIC }