sebi.zzr
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Everything posted by sebi.zzr
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
sebi.zzr replied to Nertea's topic in KSP1 Mod Releases
Except for unnecessary clutter. And if you would put a little more thoughts into this,instead throwing everything in same basket,we would not end with stuff like this,if we decide to not use unnecessary stuff. This is just anther way to say "i have no interest,deal with it". While i couldn't find a list of supported mods in OP,i found this on github. This mod contains explicit compatibility patches for the following mods: TAC-LS USI-LS MKS KerbalHealth KIS CLS Snacks! So,because it's snowing today,i went and adukated myself about these mods and come up ( edited existing ) with these patches,which i would like you to test (or anybody else). I also think you're missing three resources from MKS,but i might be wrong. best regards -
https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN I hope it helps you.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
sebi.zzr replied to Nertea's topic in KSP1 Mod Releases
I'm not familiar with "B9 Part Switch" so i can't solve this myself.When using USI LS,the storage containers also have all the other resources that are used by MKS.But if i remove all the unnecessary resources from CRP and from both patches (B9TankTypes,Containers-Switches) the decals on containers get corrupted.So maybe you could make the patches be more selective since USI tool and CRP are mandatory for USI LS. Thank you -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sebi.zzr replied to RoverDude's topic in KSP1 Mod Releases
Thank you. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sebi.zzr replied to RoverDude's topic in KSP1 Mod Releases
This is all i needed.So,if i don't use KolonyTools i can distribute my resources only 2km? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sebi.zzr replied to RoverDude's topic in KSP1 Mod Releases
I don't care about kontainers,since i'm going to use only stock resources and i can make all stock tanks act as ResourceWarehouse. So what do i need,beside custom .cfgs and what KolonyTools actually do? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sebi.zzr replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude,or any one else. If i want to use only logistic part of MKS with stock parts,do i need anything else other than USI Tools? -
@PART[*]:HAS[#node_stack_*]:FINAL https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation https://kerbalspaceprogram.com/api/class_part.html look at Public Attributes
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lower size of images
sebi.zzr replied to Agustin's topic in KSP1 Technical Support (PC, modded installs)
Why you don't lower texture and render quality in settings? -
Basically you need to multiply everything by 2.Just read in MM thread how to use syntax. @PART[mk1pod]:FINAL { @rescaleFactor *= 2 @mass *= 2 @RESOURCE[ElectricCharge] { @amount *= 2 @maxAmount *= 2 } } You can edit patch for a single part,for a group of parts or all parts.Start with top value and continue to last. You could also ask in MM thread directly,there are many experienced people or maybe check this if will suit your needs:
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You could achieve that with MM patch
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Wow,almost a month ha By that time you could read whole TRR thread and learn how to make a visor.
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You could put some effort in search You'll find your visor in this pack:https://spacedock.info/mod/476/Commonnerfers Epic Suits
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[SOLVED] Model Texture Syntax?
sebi.zzr replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
You need a dummy texture in the same folder as the .mu file.It can be 1X1 but i mostly see they use 4X4.The dummy texture in the folder with the .mu must be named the same as the texture applied to the model in unity. The replacement texture can be named anything. texture = dummy_texture,Squad/Parts/Resources/ISRU/Processor_Large -
Recovering a local but not active vessel?
sebi.zzr replied to eberkain's topic in KSP1 Mods Discussions
You can check RecoverAll & DestroyAll if this will fit your needs. -
How to remove RCS "Smoke" effect
sebi.zzr replied to PatPL's topic in KSP1 Modelling and Texturing Discussion
Look in engines .cfg you'll see something like that EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { 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, 0 } MODEL_MULTI_PARTICLE { //modelName = Squad/FX/ks25_Exhaust modelName = Squad/FX/hydroLOXFlame transformName = thrustPoint emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } shockDiamond { // MODEL_MULTI_PARTICLE // { // modelName = Squad/FX/diamondBlue // transformName = thrustTransform // emission = 0.0 0.0 // //emission = 0.05 0.0 // //emission = 0.075 0.5 // emission = 1.0 1.0 // speed = 0.0 0.2 // speed = 1.0 1.0 // } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue_small transformName = thrustTransformYup emission = 0.0 0.0 emission = 0.05 1.0 emission = 0.5 3.5 emission = 1.0 5.0 speed = 0.0 0.5 speed = 1.0 0.8 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } This part is for smoke PREFAB_PARTICLE { 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, 0 } Now,you can remove it completely or edit these values emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 First number is for throttle and second is for how much smoke coming out at that point -
How to remove RCS "Smoke" effect
sebi.zzr replied to PatPL's topic in KSP1 Modelling and Texturing Discussion
Which smoke are you talking about,plume smoke or ground FX? -
Firespitter 1.2.2
sebi.zzr replied to Athensguy's topic in KSP1 Technical Support (PC, modded installs)
As we all greet newcomers,please read -
How to remove RCS "Smoke" effect
sebi.zzr replied to PatPL's topic in KSP1 Modelling and Texturing Discussion
Can you explain a little more,maybe an example? -
Like this: @PART[SSME] { MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform width = 0 height = 16 xOffset = 0 yOffset = -0.5 zOffset = 0 numP = 30 speedX = 0 speedY = -0.3 speedZ = 0 size = 1.5 } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine2 checkBottomNode = true width = 0 height = 2 xOffset = -0.5 yOffset = -0.4 zOffset = 0 numP = 15 speedX = -0.2 speedY = -0.6 speedZ = 0 size = 0.4 } } You can read how to add effects in the original post:
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Say what?