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sebi.zzr

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Everything posted by sebi.zzr

  1. 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
  2. For start,you have a lot MM .dlls. ModuleManager.2.6.5.dll ModuleManager.2.7.5.dll ModuleManager.2.7.6.dll ModuleManager.2.8.0.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree Delete all and use only Module Manager 3.0.1
  3. https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN I hope it helps you.
  4. 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
  5. This is all i needed.So,if i don't use KolonyTools i can distribute my resources only 2km?
  6. 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?
  7. @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?
  8. @PART[*]:HAS[#node_stack_*]:FINAL https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation https://kerbalspaceprogram.com/api/class_part.html look at Public Attributes
  9. Why you don't lower texture and render quality in settings?
  10. 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:
  11. Wow,almost a month ha By that time you could read whole TRR thread and learn how to make a visor.
  12. You could put some effort in search You'll find your visor in this pack:https://spacedock.info/mod/476/Commonnerfers Epic Suits
  13. 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
  14. You can check RecoverAll & DestroyAll if this will fit your needs.
  15. 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
  16. Which smoke are you talking about,plume smoke or ground FX?
  17. It's working for me in 1.2.2 On another note.Every link you post results in blank page in IE,can you do something about that?
  18. 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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