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uraa
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KSP2 Release Notes
Posts posted by uraa
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Thanks marc40k.
OP is updated to confirm compatibility with KSP 1.0.2.
I included one craft file in download and if you don't need that file there is no reason to redownload.
Valentina having a blast at Minmus riding her twin engine (16k valves per engine) IONCycle that Bill made for her birthday.
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Ok, thanks. I think I will play some more with REGO_ModuleAnimationGroup.
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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). -
One of mine must-have mods is RemoteTech so I usually have bunch of small sats with ion drive and as you pointed your self, moving them around is somehow dull without of some kind buzzing or such.
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Thanks man, I'm glad you like it.
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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
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Update is working flawlessly. Thank you.
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That's great news, thanx.
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Great work Diazo, I became to lazy to land manually because of your mods
Any chance in some future updates to support stock toolbar or add key binding to this mod?
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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.
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When I noticed that texture is missing I was adding one by one mod and texture is missing only with FAR.
btw what is E.V.E?
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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) -
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.
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.
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New version
v 0.2
-0.90 compatibility
-new wav file
-added particle effect
If you are upgrading from previous version please delete complete "ClankerTech" folder.
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Ahh, sorry, I though you just meant which biome you are in. It is usually pretty easy to tell which situation you are in (except for the low/high variants) but I would expect it will be easy enough for Cybutek to add a readout for it...
Low/high space would be convenient on HUD for science collecting.
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See the post at the top of this page for info about how to edit the hud displays or even create extra ones of your own...
There is "biome situation"(space low, space high, landed, splashed ...) in KER?
I can't find that readout.
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Hey cybutek, nice work with HUD display.
I have one suggestion though, to add biome situation for HUD readout in some future release.
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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.
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Thanks kahlzun, this was actually inspired by your mode.
As for sound files, there is link to your thread in OP and it is very simple to replace wav file, so I can only encourage people to experiment on their own.
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Done, enjoy.
Btw, sound is not loud, just some electromagnet humming.
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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.
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
- 1.0.2 compatibility check
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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 1.0while 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 1.6I 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 -
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.
[1.0.x] Sound and particle FX for stock Ion drive | v 1.0.2.0 (26/07/2015)
in KSP1 Mod Releases
Posted
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/