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sebi.zzr

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Everything posted by sebi.zzr

  1. 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
  2. I tested this,i get all koviet suits,except the veteran orange IVA.
  3. 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
  4. Yes,about smoke in space.You can delete launch_hotrockets.cfg from \KSP_win\GameData\MP_Nazari.
  5. The last update completely destroyed HR configs,i don't say it's bad thing just more work. P.S.can you please update "Spoiler: Default Config"also. thank you
  6. 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.
  7. 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)
  8. 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.
  9. Can you post a screenshot with your problem?
  10. 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.
  11. 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 } } } }
  12. I'm really glad to hear this.Will there be any explanation how to do it,when it can be done?
  13. 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
  14. On GitHub you click releases and search for it (it's page 5).
  15. Try to delete launch_hotrockets.cfg from \KSP_win\GameData\MP_Nazari ,ant look if problem still persists.
  16. This started to happen to me when i installed KIS.After updating to 1.1.5. and new save,problem was gone.
  17. 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.
  18. Hello,is it possible to add MODULE [TSTSpaceTelescope] from this mod to rfProbeCoreSmall?thank you
  19. You can right click on fairing and jettison it(changing stage icon from white to gray).When hitting stage,it will decouple.
  20. They never had one.Maybe this can help you.post#45
  21. There are two ion engine effects: first(like in OP)"flameion"and second is "flameionK"(it gives a little a little distortion).
  22. Yes with correct patch works with KWPfairings: @PART[KW*mFairingP*]:Final { MODULE { name = ModuleProceduralFairingTweaker } }
  23. 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
  24. 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 }
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