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Showing results for tags 'sounds'.
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DPSoundFX Simple as the name, it adds the sorely missing sounds of collisions docking in orbit! Motivation Simply put, I wanted to hear something when 2 ships docked. I was so used to it in Orbiter (an open source space simulator) that I sorely missed it. So much so that I jumped into coding (again) to make it happen. My effects are based on my perception that Jeb wouldn't dock so much as "participate in a controlled collision" Installation Be sure to have the latest version of ModuleManger installed! Upzip it into your GameData folder, as with most other mods. API Reference Using a ModuleManager config, like below, you can specify your own sounds for any docking port in the game. @PART[someDockingPort]:NEEDS[FP_DPSoundFX] { MODULE { name = DPSoundFX sound_docking = CustomExample/crash sound_undocking = CustomExample/radio internalSoundsOnly = false } } How-To-Use Just listen, when docking or un-docking of course!! (Now also when decoupling!) Contributors Guru's who answered my questions: Snjo CrzyRndm Authors whose plugins were studied for clues and code: Pizzaoverhead License GNU GENERAL PUBLIC LICENSE V3 dated 6/29/2007 Download / Source Download - GitHub Download - SpaceDock (CKAN enabled) Source Alternate Sounds Docking & Undocking - by Dashman (RAR archive) [Link Reported Broken: 8/22/21] Docking & Undocking - by akron
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Jet Sounds Continued Jet Sounds was an amazing mod that eventually stop being updated. After this happened many people wanted the creator to keep developing it, or for someone to release their own copy that worked. Here I am, with a working copy of Jet Sounds. This mod replace the stock jet engine sounds with their realistic counter-part; J-20 "Juno" > Garrett TFE731 J-33 "Wheesley" > CFM International CFM56 J-90 "Goliath" > General Electric GE90 J-404 "Panther" > General Electric GE404 J-X4 "Whiplash" > Rolls Royce Olympus CR-7 "R.A.P.I.E.R." >SABRE (This is cool, go check it out here!) Go check out the original mod by JeanTheDragon! Now with Partial-support for SXT Continued! Download From SpaceDock! *Disclaimer: I will try my hardest to develop the mod as far as I can, but with my limited experience from modding, don't expect any new content soon. Right now it doesn't seem to work with some mods, most likely because of my poor modding* *Disclaimer 2: I do not own any of the content within the mod. All of it belongs to JeanTheDragon, the original creator. I just made the mod compatible. If JeanTheDragon wishes me to take down this mod, I will* Change Log: 1.0.0 - Release 1.0.1 - Added Licensing Info 1.1.0 - Fixed rather serious bug that involved duplicate parts - Now runs on Module Manager! (Thanks to AccidentalDissasembly for that) 1.1.1 - Updated Module Manager to V. 3.0.7 1.2 - Added sounds for the CR-7 "R.A.P.I.E.R" - Added support for SXT Continued (Thanks to linuxgurugamer for that) - Added support for RealPlume (Thanks to theonegalen for that) Planned Additions: - Rocket sound effects (Might have to change the name to "Kerbal Sound Overhaul") - Decoupler sound effects - Explosion sound effects License: This mod is licensed under the Creative Commons Attribution-NonCommercial 4.0 International licence. I want to give a big thanks to everyone involved, This is one of my favorite mods I am so happy that we can keep it alive.
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ShipEffects Continued is a continuation of @ensou04's ShipEffects mod. So, what does this mod do? Let me quote the original developer: DOWNLOAD Source licensed under a CC BY-NC-SA 4.0 license Version 1.0.8.4 Simple compile for KSP 1.4.2 Creating your Own SoundPack: Simply replace the sound files in the sounds folder with your own, using the same file names. Format used for the sound files is .wav .OGG might work. Does not support other formats though. Loops are the best used for this. Make sure your peak db is around -6db, this ensures we dont clip the speakers. These are the default settings. Volume controls for this are of the same name. SHIPEFFECTS_SETTINGS { OnlyInIVA = true masterVolume = 1.0 rattleVolume = 1.0 vibrationVolume = 1.0 rumbleVolume = 1.0 thumpVolume = 1.0 stressVolume = 0.6 atmosphereVolume = 0.6 // Default is 1.0, exagerates or eases the value that controls the sound. a higher number means Sounds will play sooner, lower means later. ResistMultiplier = 1.75 // Default is 8.0, how much g-force to simulate during re-entry ReEntryMultiplier = 8.0 }
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Im in love when a fighter in real life go to sonic speed and make the sonic boom sooo why this isnt in kerbal space program?¿?? its to easy to implement!
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How do I make custom sounds?
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How do I make custom sounds?