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Bloody_looser

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Everything posted by Bloody_looser

  1. In the main copy deleting CTT config helped. The issue was about my sawn-off community tree.
  2. I'm talking about KSP, not RL. Well, like LV-N for years was the only solution for interplanetary, smaller ISRU can become the only solution for everything. Why plan anything - slap a nuke, slap a drill and drill round the system all the way. I've heard realism people don't like the very concept of 'drill with an industrial miner for magic fuel', do they? P.S. Bases are cool.
  3. Redownloading a clean KSP copy - will give em a spin. - - - Updated - - - My bad, on clean copy they do show up.
  4. RoverDude, after the update Kontainers won't show up in stock tree at all.
  5. So, if you are playing solitaire or something, there are no rules at all?
  6. 'No cheating in single-player' approach, huh? Cheating is altering rules in your favour and exists regardless of number of players. Back to the topic: flag in KSC resetting to default is low-priority and it's getting fixed. Wonky physic behaviour in a physic-based game is not. Regarding hack gravity 'fix' - hack gravity, everything starts floating, unhack - nearby rover lands and breaks wheels. Boom - mission ruined. 'Fix' is not that good.
  7. I'm concerned too about the direction where stock ISRU is going. And it's going to ISRU mods approach - slap a drill on everything and drill your way to Eeloo. That's not good. ISRU belongs to permanent structures or some oversized capital vessels. Hopefully, we won't get any black magic ore-propelled engines. That'll be utter embarrassment.
  8. I meant the rocker switch itself. Cap down - staging locked, cap up - staging unlocked. Currently it's just the opposite. Can this be changed?
  9. Cool. Other model-related feedback: Cupola: 1. Throttle handle clips into kerbal's boot 2. Stage lock thingie's on and off state seem to be wrong 3. Already posted about that, but RPM plane thingie seems out of place there
  10. Update looks great! Since you're close to release - do you plan to make the doors more standardized, since they all are kinda different?
  11. Claw's Stock+ has this option. Otherwise - only save edit.
  12. Needs moar clarity. 1. Soften the thread title. 2. Add pics. 3. Be cool. Also, this belongs to Gameplay questions.
  13. Messing with mods rendered my career save unplayable, so I started a new one. And I should say, it started (•_•) / ( •_•)>âŒÂâ– -â– / (âŒÂâ– _â– ) pretty solid.
  14. Wow, who could even imagine that's (•_•) / ( •_•)>âŒÂâ– -â– / (âŒÂâ– _â– ) the case.
  15. Well, since you provided a packed .mu file I still can't tell what's your original issue. I unpacked it a bit, and it seem to have everything needed to make an engine. It's alive. And vigorous! P.S. Threw together my own config, since the one in tutorial is too complicated imo. Misplaced the top node a bit though. { name = EngineBL module = Part author = Bloody mesh = model.mu scale = 0.01 node_stack_top = 0.0, 30.6498, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -37.8251, 0.0, 0.0, -1.0, 0.0, 1 fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = advRocketry entryCost = 1600 cost = 390 category = Engine subcategory = 0 title = Engine of butthurt manufacturer = Bloody_looser description = attachRules = 1,0,1,0,0 mass = 0.5 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 100 heatProduction = 80 fxOffset = 0, 0, 0.21 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 345 key = 1 200 key = 3 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 4 } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimatioEmissiveLiquidEngine3 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } } PART If your engine won't show up with this config - well, reassemble it in Unity from scratch.
  16. Sure thing. I'm sitting at home with a nasty cold anyway. Upload it to dropbox or something and link it there.
  17. By any chance, could some non-latin characters sneak into names of modules in Unity? Had this issue once myself, it's kinda nasty. Everyone looks totally ok, just don't work.
  18. Ah, here we go. KSP do not support AnimatorController (third pic). Delete it. Everything else looks fine IMO. P.S. Which Unity version do you use?
  19. Well, main camera definitely shouldn't be in the engine. Delete it. Can you provide unity screens for every component of the engine?
  20. What's in the log? Anyway, try deleting PartDatabase.cfg in KSP folder and start a new save for testing.
  21. Yay, thank you, RoverDude. Much appreciated. You must spread some Reputation around before giving it to RoverDude again.
  22. Since Rector pack is distributed with MKS-L so EnrichedUranium is being used kinda. Btw, RoverDude, will you release standalone version of Kontainers?
  23. Well, that's nice. MKS looks too big-time for this cute tiny solar system IMO. Will definitely give this one a try.
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