sebi.zzr
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Everything posted by sebi.zzr
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You didn't set up hierarchy for engines in unity,i will try to do it but no promise.
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It would be much more help if you would post some pictures from unity and ingame.maybe you could just upload model somewhere to test. Link to another similar problem: http://forum.kerbalspaceprogram.com/threads/48142-Solved*-Need-help-with-engine-No-thrust
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Maybe you could try new fx model because it's more flexible "ModuleEnginesFX" (look at liquidEngine24-77 for example).Also im 99% shure you are missing empty game ojetct in unity named thrustTransform. here are some links you might find helpful: http://forum.kerbalspaceprogram.com/threads/25013-Compilation-of-modding-information-links-for-0-19-20-21-22-23-Last-update-24th-Jan http://forum.kerbalspaceprogram.com/threads/26371?p=322733&viewfull=1#post322733
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
sebi.zzr replied to Firov's topic in KSP1 Mod Releases
Yes,that was the trick. Thank you very much.What about "Drainex 1",there is no option for XenonGas and SolidFuel. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
sebi.zzr replied to Firov's topic in KSP1 Mod Releases
Can you please tell me,how you managed to do that. There is huge gap between 1000m and 25km on ALT-pro.I can't set nothing in between.When i use "meters" it goes 0m,25m,50m...1000m,when i use kilometers it goes 0km,25km,50km...500km.I want my heat shield to decouple at 10km because 25km is to high.Can you please fix the scale.I'm using V1.5.1 of this mod.Thank you. -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
From look at your reputation bar,i assumed that you would know this is MM patch.I apology that was unclear.Remove any existing *cfg from hotrockets for rockomax24-77 and replace it with cfg from my previous post. -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
It's not a bug. i can do better,but this is quick fix: @PART[smallRadialEngine] //Rockomax 24-77 { @EFFECTS { @running { !PREFAB_PARTICLE{} MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform fixedScale = 0.4 offset = -0.45 fixedEmissions = false speed { power = 0.0 0.4 power = 1.0 0.6 } logGrow { density = 1.0 1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 45.0 } offset { density = 1.0 0.0 density = 0.005 0.15 density = 0.0 0.3 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.15 power = 0.0 0.0 power = 0.05 0.25 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.5 power = 1.0 0.75 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 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 0.11 scale = 0.0 0.4 scale = 1.0 0.4 offset = 0.0 0.0 offset = 1.0 0.5 size = 0.0 1.0 size = 1.0 1.1 renderMode = "Billboard" collide = false collideRatio = 0 fixedScale = 1.0 sizeClamp = 50 emission { mach = 0.0 0.0 mach = 0.5 0.0 mach = 1.0 1.0 density = 1.0 0.0 density = 0.4 1.0 density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 } size { density = 1.0 1.0 density = 0.01 4.0 } } } } } -
This is not an answer!!With help from smokescreen and hotrockets ,i have managed to add some visual effects to the AlphaRepulsor.So for all who want to try it,here is MM patch: @PART[AlphaRepulsor]:FINAL { @EFFECTS { @RepulsorEffect { MODEL_MULTI_PARTICLE_PERSIST { name = glow modelName = MP_Nazari/FX/flameionK transformName = Mesh001 collide = True collideRatio = 0.5 localRotation = 0,180,0 localPosition = 0,0,-5 fixedScale = 1 sizeClamp = 10 initialDensity = 0.6 physical = True stickiness = 0.1 randomInitalVelocityOffsetMaxRadius = 3.5 emission { power = 0 0.5 //if the effect is too intense when low,change this to lower number power = 1 0.7 //if the effect is too intense when high,change this to lower number } energy { power = 0 0.5 power = 1 1 } speed { power = 0 5 power = 1 6 } size { power = 0 2.5 power = 1 2 } logGrow { power = 0 10 power = 1 5.3 } logGrowScale { power = 0 1 power = 1 2.5 } } } } } EDIT:this works with AlphaRepulsor from 1.7
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Hello,i found this in my output_log. MechJeb module MechJebModuleLandingGuidance threw an exception in OnStart: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleLandingGuidance.InitLandingSitesList () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleLandingGuidance.OnStart (StartState state) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnStart (StartState state) [0x00000] in <filename unknown>:0 also,i would like to know if it's possible for MJ spaceplane guidance/autoland to land more to the middle of runway,maybe 50-100m from the edge.Because right now i must manually pitch up every time i use it. i'm using dev build 388,KSP 32bit,Win7 X64 Thank you
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
sebi.zzr replied to Diazo's topic in KSP1 Mod Releases
No offense, but I would have to tell you this yesterday Thank you for quick reply. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
sebi.zzr replied to nli2work's topic in KSP1 Mod Development
+1 I also don't like this idea. -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
sebi.zzr replied to Diazo's topic in KSP1 Mod Releases
FYI Version 1.17 is not playing nice with MJ,when i updated from 1.16 first thing i noticed was, when i choose any cockpit in VAB my log is spammed with NullReferenceException: Object reference not set to an instance of an object at VerticalVelocity.TWR1Data.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) and MJ have no control over vessel when launched. -
The simplest way is to set Full Res in graphic settings,but this will bump up RAM usage.Maybe devs will consider to apply general patch that exclude all icons(if posible). ACTIVE_TEXTURE_MANAGER_CONFIG { folder = * enabled = true OVERRIDES { */Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } Then again,all moder will need to stick to certain format that patch could get applied.Since this problem is persistent,we should appeal to all moders to include their own ATM.cfg's.Best way should be to inform them that some textures get messed up if used with ATM,so they can properly write their *cfg.
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[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 and happy 2015.I have small request,can you make TRReflection patch for all windows(cockpits,scilab,medCrew).Thank you. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
sebi.zzr replied to shaw's topic in KSP1 Mod Releases
You can borrow some ranks from army or police and make it kerbal like.Sleeve is large enough to add ranks,since helmet is getting removed on breathable planets.You don't need to see it from space! and some ranks: -
Hello,is this mod supporting "tracking dishes"?If yes,what is MODULE[name]? I found an old copy of remotetech and I would like that this antenna works as original. Thank you
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Hello,i'm trying to add MODULE[TRReflection] to all crewed pods with no success,i get no error but patch is not applied. @PART[*]:HAS[#minimumCrew[*],~minimumCrew[0],~MODULE[TRReflection]]:FINAL { %MODULE[TRReflection] { %shader = Reflective/Bumped Diffuse %colour = 0.5 0.5 0.5 %meshes = Windows } } i have also tried @PART[*]:HAS[[#minimumCrew[*],~minimumCrew[0]],~MODULE[TRReflection]]:FINAL @PART[*]:HAS[#minimumCrew[*],~minimumCrew[0]]:FINAL @PART[*]:HAS[#minimumCrew[*]]:FINAL @PART[*]:HAS[#minimumCrew[]]:FINAL @PART[*]:HAS[#minimumCrew[1]|#minimumCrew[2]|#minimumCrew[3]|#minimumCrew[4],~MODULE[TRReflection]]:FINAL i deleted ModuleManager.ConfigCache everytime when i changed *cfg but with no positive effect. I'm using MM 2.5.6 and 32bit KSP on x64 WIN7.Thank you for help.