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uraa

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Posts posted by uraa

  1. Hi jlcarneiro, I am glad that you like my mod.

    Play with this lines for volume. First number is % of throttle, second number is % of volume height.

    volume = 0.0 0.0 /0% throttle 0% volume/

    volume = 0.1 0.6 /10% throttle 60% volume/ - this line is optional, you can add more lines if you want to define more levels of throttle

    volume = 1.0 2.0 /100% throttle 200% volume/

    Same thing for pitch.

    pitch = 0.0 0.0 /0% throttle 0% pitch/

    pitch = optional lines

    pitch = 1.0 1.0 /100% throttle 100% pitch/

  2. RoverDude, I am trying to edit dtobi's Asteroid Refinery to use your REGO converter. When I replace this

    MODULE
    {
    name = km_ModuleGeneratorObserver
    initAnimation = Open
    }

    with this

    MODULE
    {
    name = REGO_ModuleAnimatedConverter
    convertAnimationName = Open
    }

    i get this error (converter is working, animation not)

    [ERR 12:54:25.662] Cannot find a PartModule of typename 'REGO_ModuleAnimatedConverter'

    What else do I need for your converter to work beside regolith.dll (0.1.5)?

    Also, is this example correct way to do TACLS conversions?

    MODULE
    {
    name = REGO_ModuleResourceConverter
    converterName = Sabatier Recycler
    conversionRate = 10
    StartActionName = Start Recycler
    StopActionName = Shutdown Recycler
    RecipeInputs = Water, 0.000001360254171, CarbonDioxide, 0.000851605032367, ElectricCharge, 0.039783051310155
    RecipeOutputs = Oxygen, 0.001713537562385, false, Waste, 0.000000807530168, true
    }

    and what is module property for this?

    Added concept of a 'take' limit - i.e. a generator can be set to only consume up to 90% of the available inputs (like EC).
  3. Known bugs:

    -Mk3 cargo bay and flat radiator .tga textures sometimes don't load right (you get pure white color instead). I've seen a couple of posts reporting this, but at the moment i don't know the exact cause.

    Known issue with KSP 0.25 and 0.90: TGAs sometimes fail to load. And porkjet did all those parts in TGA >.>

    that one is not related to specific mod

  4. Thanks Nathan.

    btw, i was just experimenting with other mods(KJR, KER, DREC, KAS) and so far for me its only happening with FAR when there are CustomFAR*.cfg's in FAR folder. If I delete these four files and start game, alt tab to windows and check log, texture is loaded, load save game (new or old no difference) texture is still there, but when I exit game and start it again (FAR has created these custom cfg's) texture is not loaded.

  5. Can someone confirm that I am (not) the only one missing mk3 cargo bay texture with FAR plugin?

    Stock KSP + ModuleManager.2.5.4.dll + FAR 0.14.5.1


    KSP.log
    [LOG 08:44:08.092] Load(Texture): Squad/Parts/Mk3/Mk3CargoBay/Mk3CargoBay
    [LOG 08:44:08.119] Cannot create texture: No header created
    [WRN 08:44:08.120] Texture load error in 'C:\GamesSteam\SteamApps\common\Kerbal Space Program\GameData\Squad\Parts\Mk3\Mk3CargoBay\Mk3CargoBay.tga'

    output_log.txt
    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    Load(Texture): Squad/Parts/Mk3/Mk3CargoBay/Mk3CargoBay

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    Cannot create texture: No header created

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    Texture load error in 'C:\GamesSteam\SteamApps\common\Kerbal Space Program\GameData\Squad\Parts\Mk3\Mk3CargoBay\Mk3CargoBay.tga'

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    logs

  6. Ok, this is starting to look like I am talking to my self but I did get couple of private messages with critics about sound, and while I appreciate your discretion, please fell free to post in forum.

    So, here is new wav file, hopefully less annoying than previous. :P

    v 0.2.1

    -new wav file

    As for TIE fighter sound request, I cant find file that is good for looping. Sound effects from Star Wars are good for fly buys but awful for engine loop.

  7. I see what's the problem. FAR did not correctly calculate the Cd of that particular heat shield. Should be ~0.35 but is 0.02. I used another 4m shield everything seems fine.

    I am experiencing same thing with shield for Mk1-2 pod (stock size Kerbin, FAR, KJR, DR and KER only). If I don't decouple shield, pod does not even slow down to subsonic speed before ground and if I decouple shield at low altitude (less then 5k), crew is almost always killed by excessive g force since pod immediately starts to break. Same trajectory with other shields from DR works without of problem.

  8. ClankerTech.png

    ClankerTech

    proudly presents you

    Sound and particle FX for stock Ion drive

    Hello folks. This is your new favorite sound for your already favorite engine.

    Valentina having a blast at Minmus riding her twin engine (16k valves per engine) IONCycle that Bill made for her birthday.

    https://youtu.be/hyqeZMpiYAs

    This is simple configuration file powered by Module Manager plugin that adds sound and particle FX to Squad's Ion engine.


    Download: Google drive

    To install, copy GameData folder from zip file into the KSP root directory (you already done this at least hundred times, right?/not right?).

    In order for this mod to work you NEED Module Manager plugin

    (not included in download)

    If you don't already have Module Manager plugin, please refer to sarbian's thread for latest version of plugin and installation instructions.

    v 1.0.2.0

    • 1.0.2 compatibility check
    • included IONCycle.craft file

    v 0.2.1

    • new wav file

    v 0.2

    • 0.90 compatibility
    • new wav file
    • added particle effect

    v 0.1

    • Initial release

    License: GNU GPL v3


    Also, check similar mod: Original Ion-Drive Sound Mod! by kahlzun

  9. Kyle, Winston

    since you are planing next update, may I suggest to add some additional tuning to engine sound volume levels.

    Using this, you need to throttle to almost one third to hear any sound


    EFFECTS
    {
    running_closed
    {
    AUDIO
    {
    channel = Ship
    clip = KWRocketry/Soundbank/sound_altloop
    volume = 0.0 0.0
    volume = 1.0 1.0

    while adding one or two additional levels of "volume" you can have something that don't sound like throttling electric engine and make your engines (and neighbors) scream when you throttle above 80%.


    EFFECTS
    {
    running_closed
    {
    AUDIO
    {
    channel = Ship
    clip = KWRocketry/Soundbank/sound_altloop
    volume = 0.0 0.0
    volume = 0.1 0.6
    volume = 0.8 1.0
    volume = 1.0 1.6

    I forgot to tell, changing pitch also helps with screaming neighbors.


    pitch = 0.0 0.2
    pitch = 0.8 1.0
    pitch = 1.0 1.6

  10. Biotronic, I want to thank you for making this awesome mod. I started using this recently and this surely goes to must have mode list.

    I did noticed some possible bug tho.

    I made something like this ...

    @PART[fuelTank2-2]
    {
    MODULE
    {
    name = TweakScale
    type = stack
    scaleFactors = 1.25, 2.5, 3.75
    scaleNames = 1.25m, 2.5m, 3.75m
    defaultScale = 2.5
    }
    }

    ... and when I scale down part in VAB to 1.25 size, attachment nodes are scaled to 0.625 size instead to 1.25 size.

    After some fidling, basically, whenever I remove 0.625 size from scaleFactors and defaultScale is > then 1.25, nodes are scaled to 0.625 size instead of proper size when scaling down in VAB (scaling parts up is working as expected).

    I don't use your configs, so nothing else is affecting this part, and this problem is shoving for all parts larger than 1.25m when 0.625 size is removed.

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