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sebi.zzr

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Everything posted by sebi.zzr

  1. No,just replace the RealSolarSystem.dll in GameData/RealSolarSystem/Plugins
  2. It doesn't work like that and this was discussed in smokescreen thread."Import" will show you your current config of the engine,"rebuild" will give you all parameters so you can add them if you want or if you don't have config you can make one,"Apply" will apply changes you made.Everything you change in game you need to change manually in *cfg.The things you can't change in game are [modelName = ],[transformName =],[shaderFileName = ] and [renderMode = ].
  3. OK,let's give this one more chance: @PART[BD_Adj*]:FINAL { @MODULE[FSwheel] { @disableColliderAtAnimTime = 0.7 %wheelColliderRadius = 0.305 { } I can't code so i can't help you any further.Landing gear still clips through runway when animation starts(retract).I hope BahamutoD will sort this out when he finished "future weapons" for his BDArmory.
  4. Hello,try this MM patch and tell me if it's any help @PART[BD_Adj*]:FINAL { @MODULE[FSwheel] { @disableColliderWhenRetracting = False @disableColliderAtAnimTime = 0.7 { }
  5. Hello,my hard drive just gave up on me so i lost most of ST stuff.If you have copy of ST landing program with ADAM IVA and toggle ST_LightSpot(long/short beam) pleas PM me .Thank you.

    regards

  6. Hello,my hard drive just gave up on me so i lost most of ST stuff.If some one have copy of ST landing program with ADAM IVA and toggle ST_LightSpot(long/short beam) pleas post *cfg here or PM me.Thank you. regards
  7. Same here.No clouds with ATM Pre4-0 (aggressive) and Astronomer's Visual Pack Interstellar.(i use 32 bit version fof KSP) EDIT:If i remove BoulderCo.cfg from GameData/BoulderCo/ActiveTextureManagerConfigs the clouds are back.
  8. I guess that would be: MODULE { name = JSITransparentPod transparentTransforms = CabineGlassBottomLeftSide|CabineGlassBottomRightSide|CabineGlassCentre|CabineGlassLefSide|CabineGlassLeftSide|CabineGlassLowCenter|CabineGlassLowRightSide|CabineGlassRightSide|CabineGlassTop } or use MM patch: @PART[ERSCabine]:Final { -MODULE { name = JSITransparentPod } }
  9. Hello,here is MM patch to add sound to ion engine,This works as standalone or with Hotrockets.Put the two .wav files from GameData\Squad\Parts\Engine\ionEngine\part\Sounds to GameData\Squad\Sounds and you can put patch in GameData\. @PART[ionEngine]:Final //PB-ION { EFFECTS { powerflame { AUDIO { channel = Ship clip = Squad/Sounds/sound_loop // path to sound folder volume = 0.0 0.0 volume = 1.0 4.0 pitch = 0.0 0.1 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = Squad/Sounds/sound_stop // path to sound folder volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = Squad/Sounds/sound_stop // path to sound folder volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = Squad/Sounds/sound_stop // path to sound folder volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX %directThrottleEffectName = powerflame } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } You will need ModuleManager for this to work!
  10. It wont work because KW rocketry is using different thrust transform name!The only thing you would get from Akira_R's patch is smoke collider since i was enabled that long time ago. I was working on new KW Hotrockets (native launch smoke,post effect for SRB's,different effects atmo/vac...) and i was 3/4 done when sarbian updated smokescreen,then 0.25 was here and everything was looking weird(not weird but different).I need to start over,but i got new job and baby.There is also new MM model how to add effects to parts that using new FX model and i would like to make it right.Untill Akira_R makes something new here is edited Nazari1382's launchsmoke that works ONLY with KW rocketry. @PART[KW*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL { @EFFECTS { @running_closed { // launchpad smoke MODEL_MULTI_PARTICLE_PERSIST { name = smokelaunch modelName = MP_Nazari/FX/smokelaunch transformName = NozzleTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.05 0.0 // Curve for emission like stock emission = 0.2 0.5 // Curve for emission like stock emission = 1.0 1.8 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.1 // Same for energy speed = 0.0 0.2 // And speed speed = 1.0 0.15 // And speed grow = 0.0 0.0 grow = 1.0 0.75 size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.5 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = true // Collision active or not collideRatio = 0.12 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 550.0 0.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.25 mach = 0.05 0.0 // don't display until mach .8 mach = 1.0 0.0 } logGrow { power = 0 0 power = 1 2 } Grow { power = 0 0 power = 1 2 } //additional settings initialDensity = 2.25 physical = true stickiness = 0.8 dragCoefficient = 1 logarithmicGrowth = 3 fixedEmissions = true randomInitalVelocityOffsetMaxRadius = 16.5 } } }
  11. No,FPSlacker's *cfg has the same sindrom,becous Akira_R used his cfg to edit my kw_hotrocket.cfg that i rewrite form original Nazari1382's to work with new KW rocketery. The way new smoke screen works you don't need these lines anymore emission = 0.0 0.0 emission = 0.05 0.25 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.98 speed = 1.0 1.72 energy = 0.0 0.33 energy = 1.0 0.99 // these values are depending on thrust instead you need to format *cfg like this: emission { power = 0 0 power = 1 1 // emission at max thrust density = 1 1 density = 0 0 // emission at min density } energy { power = 0 0 // energy at min thrust power = 1 1 // energy at max thrust density = 1 1 density = 0 0 // energy at min density } speed { power = 0 0 // speed at min thrust power = 1 1 // speed at max thrust } size { density = 1 1 density = 0 0 } more lines you add the smoother effect will look.
  12. Hello,would it be possible for this mod to take control of engine gimbal to cancel horizontal velocity.Im using this and RCS LandAid mod,but as you said " Due to how low the thrust of the stock RCS blocks are, on higher gravity worlds you will need several of them in order to be effective",and you need a lot.It's not problem with small crafts,but when building big,you get to magic circle where you need more rsc bloks-more monopropellant tanks-more engines-more fuel-... more parts over all,to balance out something that looked nice and clean at start and you end with rcs block monster .Don't get me wrong,i find both of your mods very helpful and they made bulding VTOL's much more fun for me,i simply hacked one of rcs blocks to high thrust and isp. This would get especially handy in sky crane mode with help of not so much rcs bloks or without any. Regards and thank you.
  13. Thank you very much.Also small request for next update,could you add MM.cfg for transparent pods,for test purposes or under the "use at your own risk" label . I tried to add MODULE { name = JSITransparentPod transparentTransforms = // probably missing this part } to cockpits with no success. Regards
  14. Hello again, i have two minor problems. 1st:The camera on "Mini Camera Boom" don't work,also i get COM shift bug when i use it on rocket(starts at 12Km).The only solution for COM shift is to delete "module JSIExternalCameraSelector". 2nd:About "Remote Camera Probe Core",the description says "Probe Core with integrated cameras and transmitors, enabling operator to fly the probe as if actually piloting the vessel.". When i use it with cockpit the camera works. When i use it alone(camera probe and other parts SAS,battery...)camera doesn't work. When i use it with other probe core camera wont work.(i pressed every button on my keyboard and nothing). EDIT:i forgot to mention i'm using v1.7.1f of this mod.
  15. Thank you very much,and somehow 1.7 reduced 300MB on system memory load.
  16. oh,the pngs are from Color-coordinated Astronaut Suits and dds are from Pimp My Kerbals v1.1 by ProoT + Shaw's updates . It also happens on start screen.
  17. after updating to latest version (1.6) i found some weirdness with my suits i use with TR DSS images i use: EVAtextureNRM.dds EVAvisor.dds kerbalHelmetNRM.dds kerbalMainNRM.dds KerbinScaledSpace300.dds all other images are *.png I use ATM and my graphic settings are at max (gtx 670)
  18. Are there any documentation for module FSVTOLrotator?I searched the forum and github and couldn't find anything useful.Ty MODULE { name = FSVTOLrotator deployedAngle = 90 // ?? maxDownAngle = -90 // ?? stepAngle = 5 // step angle targetPartObject = * // name of part to be controled availableAngles1 = 120, 90, 45 // used with "toggle max angles" availableAngles2 = 30, 0, 0 startInverted = True // no problem here steerDirection = -1 // change nothing if 1 or -1 } MODULE { name = FSpropellerAtmosphericNerf disableAtmosphericNerf = true } and,is it possible to rotate VTOL engines in SPH. Also i like to know what this module do: MODULE { name = FSengineMenuCleaner }
  19. Could you please tell me what name should i use in "targetPartObject =" to rotate the engine and i can try to set up FSVTOLrotator myself.Ty I tried with: targetPartObject = engineMount // the engine mount rotates,engine stay still targetPartObject = engineRotation // nothing happens targetPartObject = engine // nothing happens
  20. 1st of all,i must say this mod is getting better with every release.But i have suggestion(request) for VTOL rotation. Instead of using IR patch to fine rotate engines,you could use: MODULE { name = FSVTOLrotator deployedAngle = maxDownAngle = stepAngle = targetPartObject = availableAngles1 = 90, 180, 45 availableAngles2 = 0, 0, 0 startInverted = steerDirection = } because FS Plugin is already mandatory. There are many benefits to use FSVTOLrotator over IR,like individual engine setting,pairing engines (front-back),engines rotate instead of gimbal(if set so)...and we don't need to use other plugins. I was trying to do this myself,but i don't know the right name for engine rotation.In IR.cfg i found "engineMount" but this rotates engine mount not the engine(mount rotates,engine stays still). Also you can add: MODULE { name = FScopterThrottle } to fine tune hover height. Another small one,since the part count is rising,an ATM.cfg would be handy. Regards and thank you.
  21. You can try do delete: launch_hotrockets.cfg in GameData/Mp_Nazari/
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