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sebi.zzr

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Everything posted by sebi.zzr

  1. MJ works with or without MechjebRPM.dll if you use KSO or other mods that use RPM.i deleted MjRPM.dll becous it screwed with my MJ toolbar integration.If you decide to delite MjRPM.dll,you're not able to use the MJ in IVA,otherwise everything is working normally.
  2. MJ dev build 194 dont work with toolbar.Any solutions? EDIT:solved the problem by deleting MechjebRPM.dll
  3. pozdravljen,oprositi ker motim,ampak nikakor ne pogruntam kako delujejo custom kerbal,bi mi lahko pomal z konkretnim primerom(npr. Bill kerman)Hvala Lp

  4. do you mean like this: EDIT:i made new folder GameData/sound/Sounds/sound_ion.waw and works: Thank you
  5. I have previously used this,and works,but if i use with this mod,the sound is gone,so i guess the sound must be set in MM.cfg for this mod.
  6. I would like to add sound to ion engine,where do i put my sound to be recognized?
  7. i tried to change b9-jet engine,i get sound and heat animation change but no flame,can you tell me what i´m doing wrong cfg for MM: @PART[B9_Engine_Jet_Turbojet] //D-30F7 Turbojet Engine { !fx_exhaustLight_yellow !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_jet_low !sound_jet_deep !sound_vent_soft !sound_explosion_low !MODULE[ModuleEngines]{} EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flamejet3 modelName = MP_Nazari/FX/flamejet3 transformName = thrustTransform emission = 0.0 0.0 emission = 0.66 0.0 emission = 0.69 1.55 emission = 1.0 1.65 speed = 0.0 1.45 speed = 1.0 0.55 } AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light 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 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 225 heatProduction = 600 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.21 useVelocityCurve = True fxOffset = 0, 0, 1.13 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 15 } atmosphereCurve { key = 0 1000 key = 0.3 1800 key = 1 2000 } velocityCurve { key = 1000 0 0 0 key = 850 0.2 0 0 key = 0 1 0 0 } }
  8. 1st you need all fuels,for hibrid engines:liqud fuel,oxidizer,xeon gas and eletric charge,for ion engines:eletric charge and xeon gas,then they behave like normal motors.they work anywhere with difrent specific impulse (atmo/vacum)the power of ion engines is small so its not intend to use in atmo environment,they also consume enormus amount of eletric charge.
  9. yes it normal,it gets trough its protokol: matching planes>new orbit>hofman transfer>intercep target at closest aproach>fine tune distance to target.
  10. when you use AR202 it`s operational(green light),when all windows of MJ are closed (red light),it was just idea if posible to manually switch between states operatinal/disabled by adding MM.cfg or edit existing *.cfg?
  11. is there a way to remove autofarings from eletric engines?
  12. i incrised my stable orbit to 30 km and works as should,scenario was, my stable orbit on minimus befor was 20 km. but foud out,mechjeb refuse to auto stage KWrocketery faring cone....ignition>start>drop fuel busters(auto stage)>drop main tank ad motor(auto stage)>drop farig(manual stage)>start orbit motor(auto stage)>...
  13. press M > clik on target >set as target >engage autopilot >click launch to randezvous >after countdown the ship will launch.you need the corect orbit and inclination set manually.i newer manage to work the way it will burn directly to encounter moon or other planet,after stable orbit i use manever planer to get encounterfor moons and/or planets. another thing:after downloading latest dev build,automatic landing "land at target" dont work.it sets the landig but then the blue landing marker flikers back and forth,ship stays locked in one poziton as long that it crashes. i dont use FAR
  14. may be you need a new phone so you can play this game just checking time;
  15. its under unmaned tech along with other modules that dont need crew i forgot to add quote,answer is for post #4634 @deathsoul097
  16. i have problem with omni radar,the upper part is not visible,just fresh installed KSP and delited some extra parts i don´t use.downloaded mod from this page
  17. i would like to put generator near my munar base to power other struktures "tesla coil style" but from esthetic reason i would like to put receivers on top of buildings instead all receivers pointing to generator.is there older plugin to download,where you could receive without alignmet?ty
  18. whether it is possible to edit *.cfg to be able to emit and receive microwaves from all directions, as if using a round (sphere) antenna?
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