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sebi.zzr

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Everything posted by sebi.zzr

  1. Maybe if you would look just one page back,it will save you a comment.
  2. Try to delite settings.cfg in Gamedata/Trigerr Tech/KSPAlternatureResourcePanel and relaunch.
  3. @Gaiiden: Where you have: name = launchSmoke it should be: name = smokelaunch and if you using your own FX particles,make shure modelName = pointing in the rigt folder! Look at this and compare it to stok. Also the best way to figure out yourself is to open smoke screen on launch pad and edit particles ingame.I must point out it's not 1min work:confused:
  4. Here is *.cfg for KW Rocketery v2.6: NEW kw_hotrockets.cfg Replace the old *.cfg with this. (*.cfg don't change original sounds from KW)
  5. New relise of KWRocketery is using new fx module for engines,so it's not compatibile with this *.cfg.You need to delete kw_hotrockets.cfg in MP_Nazari folder and use KW native efects.
  6. Can you please: collide = false // Collision active or notcould this line be edtited to:collide = true // Collision active or not smoke screen already includes "off" button
  7. 1st you need ModuleManager ,then you make new New Text Document paste in this: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore } } and rename it to something like MJ.cfg and put it in GameData folder.This will add all functionality of MJ to all pods and probes. if you whant to integrate carere mode then this is for you: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } }
  8. If you installed everything right,suits should be randomly selected by default.You don't need to do anything else.Just make sure all suits are in suit directory,each suit in it's own folder with all textures.Also make sure that there are no suits in default folder.
  9. There is absolutely no conflict between these two mods.You installed Extras from near future,there is hydrogenNTRsKommitzNucleonics.cfg,just delete it and all will be back to normal.(by the way,you should notice that all nuclear engines use liquid hydrogen including stock)Or you can delite whole Hydrogen NTRs folder.
  10. The DL for RSS heat shields don't work,can someone point me where can i find cfg-s.Ty
  11. After you updated toolbar you should also update SmokeScreen.The newest version will add button to toolbar,but it will only appear on launch pad(see bottom left corner).after click on button you should get the interface to play with effects. P.S.:please PM the link to video.
  12. It would be nice to see how planet actually looks(post some picture),but i guess you are missing textures for planet in texture replacer.
  13. Obviously you are doing something wrong,i just downloaded KSP from here and MJ from here and surprise all work.Maybe you should inform yourself how to install mods.
  14. Try to instal only KSP,toolbar(latest version)and MJ(latest dev build look for sarbain's post and dowload from there),run the game.Then you need to use MJ part((pod or AR202)preferring pod because is command module),go to launchpad and click the down pointing arrow on toolbar and select configure visible buttons(my guess is you should see MJ tab on right side just under resources).Now when MJ works add your mods and see who is the culprit.In my game MJ works just fine,but i don't use Lazor docking cam,i had lazor plugin and weapons mod with no conflict.
  15. Here is MM.cfg for massiveSRB @PART[MassiveBooster] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamebooster2 transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.98 speed = 1.0 1.12 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.5 // Curve for emission like stock emission = 1.0 1.9 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.5 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.9 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = true // Collision active or not collideRatio = 0 // 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 = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } I see you use toolbar plugin(by the way,you need to update it),click the down pointing arrow and chose smoke screen icon to show,now you can edit smoke effects ingame. it's up to you what efect you whant.
  16. As already said many times,you are running out of system memory.Try using ATM
  17. Just go to MassiveSRB folder and replace *.cfg with this. PART { // --- general parameters --- name = MassiveBooster module = Part author = Squad // --- asset parameters --- mesh = MassiveSRB.mu rescaleFactor = 1.0 // --- node definitions --- node_stack_top = 0.0, 7.429159, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -7.435616, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.635, 0.0, 0.0, 1.0 // --- editor parameters --- TechRequired = heavyRocketry entryCost = 3000 cost = 800 category = Propulsion subcategory = 0 title = S1 SRB-KD25k manufacturer = Kerbodyne description = This super heavy booster is designed to be recovered after jettisoning. Once recovered, it is refurbished and refueled for another launch. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 3.0 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 7 maxTemp = 3900 stagingIcon = SOLID_BOOSTER EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = MP_Nazari/FX/smokebooster transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = MP_Nazari/FX/flamebooster2 transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } MODEL_PARTICLE { modelName = MP_Nazari/FX/smokebooster transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = S1SRB runningEffectName = running_closed throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 650 heatProduction = 400 useEngineResponseTime = True engineAccelerationSpeed = 8.0 allowShutdown = False fxOffset = 0, 0, 0.35 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 250 key = 1 230 } } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimationSRB } MODULE { name = targetPart targetMaterial = aluminum2 } MODULE { name = FlagDecal textureQuadName = FlagTransform } RESOURCE { name = SolidFuel amount = 2500 maxAmount = 2500 } }
  18. collide = false // Collision active or not could this line be edtited to:collide = true // Collision active or not smoke screen already includes "off" button
  19. 1st:read OP! 2nd:what is your mod list? 3rd and beyond:If you started fresh install with KSP and MJ only,all should work just fine.This is common question addressed on this thread many times. My experience is,when MJ didn't work was because mod conflict!The main culprit was RPM(my experiance,RPM shoud work now(not shure i don't use it))! You can always try MJ with toolbar plugin.
  20. Your CPU is fine,i'm using i5 3570k and gtx 670 and get solid 50FPS for 100 part ship,but i must point out i'm using active texture management (ATM) mod.(my mod count is 35) @Commander Zoom:You should put all suits in suit directory including the one in default folder,and suits will be randomly assigned.
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