SuicidalInsanity Posted July 18, 2017 Author Share Posted July 18, 2017 (edited) @Magnavox: Re static thrusts, engine output less than listed thrust seems to be a stock thing; a quick test with the Wheesley (120kN Listed Static Thrust), Whiplash (130kN LST), and Panther (Dry) (85 kN LST) had them producing 110.2 kN, 118.5 kN, and 77.8 kN of static thrust respectively. For your Rontgen performance woes, a large part of it is 5000m alt. on Eve is not a good cruising altitude. Spoiler Not a perfect replica of the craft you posted, but should have similar performance Ignore the glitched text for the NFE readouts - a consequence of loading in NFE via Alt F11 database reload rather than doing a restart of KSP For Eve, you really should be flying in the 17,000-20,000m altitude range due to the thickness of the atmosphere, especially at low altitude. The Rontgen is more or less a Turbojet-tier performance engine, so for Kerbin/Laythe its less than ideal for a SSTO, for something like Eve, the usual Eve SSTO caveats apply, though a Rontgen/Sledgehammer AARE combo could probably work; it was primarily intended to offer a decent non-rocket option for flight on non-O2 atmo worlds. Edited July 18, 2017 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted July 18, 2017 Share Posted July 18, 2017 @SuicidalInsanity Can we get some fuselages (mk2) with pop out wings and a fuel tank that is on the end? For ultimate space-saving without that tedious thing known as part clipping. Edit: Tank or a nacelle/pre cooler? Quote Link to comment Share on other sites More sharing options...
robson1000 Posted July 25, 2017 Share Posted July 25, 2017 Hypersonic cockpit has no light on the hatch. Spoiler Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 25, 2017 Share Posted July 25, 2017 On 7/17/2017 at 11:05 PM, KerBlitz Kerman said: @SuicidalInsanity Can we get some fuselages (mk2) with pop out wings and a fuel tank that is on the end? For ultimate space-saving without that tedious thing known as part clipping. Edit: Tank or a nacelle/pre cooler? There is a mod called Retractable Lifting Surface, which would help with this Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted July 25, 2017 Share Posted July 25, 2017 @linuxgurugamer Thx, will have to check it out Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 25, 2017 Share Posted July 25, 2017 38 minutes ago, KerBlitz Kerman said: @linuxgurugamer Thx, will have to check it out It doesn't do anything by itself, it's intended for a mod author to use when making parts Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted July 27, 2017 Share Posted July 27, 2017 Ah. Just got SXT, liked the pop out wings, but WAY to many parts. Will have to Symlink my Boot Gamedata drive do my larger data file. Quote Link to comment Share on other sites More sharing options...
EdwardB3020 Posted August 3, 2017 Share Posted August 3, 2017 (edited) This looks like a great mod but after mogule manager is 3/4 a way done and then it stops btw i have 1.3 Just now, Trekkie148 said: This looks like a great mod but after mogule manager is 3/4 a way done and then it stops btw i have 1.3 This happens to me every time plus I am that same person who said that plus I need help on this cool mod in the loading screen Edited August 3, 2017 by Trekkie148 Quote Link to comment Share on other sites More sharing options...
AlexTheNotSoGreat Posted August 3, 2017 Share Posted August 3, 2017 Have you considered RealPlume-Stock patches for the engines? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 3, 2017 Share Posted August 3, 2017 18 hours ago, Trekkie148 said: This looks like a great mod but after mogule manager is 3/4 a way done and then it stops btw i have 1.3 This happens to me every time plus I am that same person who said that plus I need help on this cool mod in the loading screen Send logs. No logs = no help. And don't post them directly into the forum. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 4, 2017 Author Share Posted August 4, 2017 (edited) @Trekkie148: I'm going to need your Kerbal Space Program/KSP_Data/Output_log.txt (Kerbal Space Program/KSP_x64_Data/Output_log.txt if using 64 bit) to be able to tell you what's going wrong, but at a guess: do you have CommunityResourcePack installed? if no, that would explain your issue; M2X requires it, and KSP will not load if M2X is installed without CRP. @AlexTheNotSoGreat: I have now; I'm unfamiliar with RP though, so no promises. Edited August 4, 2017 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 4, 2017 Share Posted August 4, 2017 What happened to the screen in the IVA of the HS-X Hypersonic Cockpit that could be deployed and when turned on was basically a tl;dr of the instruments but better? It was one of my favorite features on it. Quote Link to comment Share on other sites More sharing options...
Magnavox Posted August 8, 2017 Share Posted August 8, 2017 On 02/07/2017 at 2:32 PM, SuicidalInsanity said: @linuxgurugamer: M3X CKAN has been updated (or will be whenever the Pull Request goes through.) @ChainiaC: Can confirm that the M2X NFE patch is outdated; this should fix it: Reveal hidden contents @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 !MODULE[ModuleActiveRadiator] {} !MODULE[ModuleAlternator] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3200 CriticalTemperature = 3600 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } GeneratesHeat = false UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } MODULE { name = ModuleCoreHeat CoreTempGoal = 3200 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 1300 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 1300 maxEnergyTransfer = 65000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true } MODULE { name = FissionEngine HeatUsed = 1300 Priority = 2 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 20 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 55 maxAmount = 55 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 55 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.1 } } @PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true HeatGeneration = 40000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } MODULE { name = ModuleCoreHeat CoreTempGoal = 3000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 800 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator maxEnergyTransfer = 40000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true exhaustCooling = 800 } MODULE { name = FissionEngine HeatUsed = 800 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } RESOURCE { name = EnrichedUranium amount = 40 maxAmount = 40 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 40 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.1 } !MODULE[ModuleAlternator] {} } @PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.0 @description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators. !MODULE[ModuleResourceConverter] {} !MODULE[ModuleOverheatDisplay] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName UseStagingIcon = true UseForcedActivation = true UseSpecializationBonus = false AutoShutdown = true DefaultShutoffTemp = 0.90 HeatGeneration = 15000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.008 EngineerLevelForRepair = 5 MaxRepairPercent = 75 MaxTempForRepair = 330 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium // Heating GeneratesHeat = false TemperatureModifier { key = 0 0 //1250 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.000000126785 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.000000126785 DumpExcess = false FlowMode = NO_FLOW } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeat CoreTempGoal = 800 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 6000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 300 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionGenerator PowerGeneration = 500 HeatUsed = 300 } !RESOURCE[ElectricCharge] {} RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } !RESOURCE[DepletedFuel] {} RESOURCE { name = DepletedFuel amount = 0 maxAmount = 90 } !RESOURCE[EnrichedUranium] {} RESOURCE { name = EnrichedUranium amount = 90 maxAmount = 90 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } } @KerBlitz Kerman: Part variants require Interstellar Fuel Switch, which should be included with the M2X download. If you don't have IFS, that would likely explain the white flashing parts, as without IFS the game is trying to display all variants of those parts at the same time. M2X has tweakscale support, but does not come with it, you'll have to grab Tweakscale separately. Looks like Nertea updated NFE again and broke whatever needed fixing again. Quote Link to comment Share on other sites More sharing options...
SupperRobin6394 Posted August 10, 2017 Share Posted August 10, 2017 I really liked the parts, but they REALLY make my game laggy whilst selecting them or placing them in the SHP. Anyone else experiencing this? Quote Link to comment Share on other sites More sharing options...
Magnavox Posted August 10, 2017 Share Posted August 10, 2017 @SupperRobin6394 I've not noticed any particular extra lag when using these parts other than the general lag from all the addons I have installed. @SuicidalInsanity I don't know if anyone else has been having this problem. but since Nertea updated NFE a few days ago, the problem with your nuclear reactors and engines is back. They no longer show up on the NFE reactor list, Won't heat up and don't produce any thrust. Examples below Spoiler https://drive.google.com/open?id=0B13Bfbd-pPp0QmVBWC1LNUF3R0E Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 11, 2017 Author Share Posted August 11, 2017 Again? Try this, this should fix the NFE patch: Spoiler @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 !MODULE[ModuleActiveRadiator] {} !MODULE[ModuleAlternator] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 1300 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 1300 CoolingDecayRate = 100 } MODULE { name = FissionEngine HeatUsed = 1300 Priority = 2 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 20 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 55 maxAmount = 55 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 55 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true // Heat animation, plays when above nominal temp // OverheatAnimation = Reactor_1MW_Heat // Heat to generate (kW *50) HeatGeneration = 55000 // Above this temp more power output but risky NominalTemperature = 3000 // Above this temp, reactor takes damage CriticalTemperature = 3400 MaximumTemperature = 3800 // Amount of damage taken by core when over critical temp // %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s CoreDamageRate = 0.01 // Base lifetime calculations off this resource FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.001 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 1100 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator exhaustCooling = 1100 maxEnergyTransfer = 55000 CoolingDecayRate = 100 } RESOURCE { name = EnrichedUranium amount = 50 maxAmount = 50 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 50 } MODULE { name = FissionEngine HeatUsed = 1100 TempIspScale { key = 300 0 key = 1000 0.2 key = 3000 1.0 key = 4000 1.3 } } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.0 @description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators. !MODULE[ModuleResourceConverter] {} !MODULE[ModuleOverheatDisplay] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName HeatGeneration = 45000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.01 EngineerLevelForRepair = 5 MaxRepairPercent = 75 MaxTempForRepair = 330 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium // Heating UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.000000126785 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.000000126785 DumpExcess = false FlowMode = NO_FLOW } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 800 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 900 } MODULE { name = FissionGenerator PowerGeneration = 500 HeatUsed = 800 } !RESOURCE[ElectricCharge] {} RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } !RESOURCE[DepletedFuel] {} RESOURCE { name = DepletedFuel amount = 0 maxAmount = 90 } !RESOURCE[EnrichedUranium] {} RESOURCE { name = EnrichedUranium amount = 90 maxAmount = 90 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } } @SuperRobin6394: Reproduction steps? Is it any M2X part at random, specific parts, specific parts placed after other specific parts, etc? Quote Link to comment Share on other sites More sharing options...
Magnavox Posted August 11, 2017 Share Posted August 11, 2017 2 hours ago, SuicidalInsanity said: Again? Try this, this should fix the NFE patch: Reveal hidden contents @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 !MODULE[ModuleActiveRadiator] {} !MODULE[ModuleAlternator] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 1300 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 1300 CoolingDecayRate = 100 } MODULE { name = FissionEngine HeatUsed = 1300 Priority = 2 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 20 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 55 maxAmount = 55 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 55 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true // Heat animation, plays when above nominal temp // OverheatAnimation = Reactor_1MW_Heat // Heat to generate (kW *50) HeatGeneration = 55000 // Above this temp more power output but risky NominalTemperature = 3000 // Above this temp, reactor takes damage CriticalTemperature = 3400 MaximumTemperature = 3800 // Amount of damage taken by core when over critical temp // %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s CoreDamageRate = 0.01 // Base lifetime calculations off this resource FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.001 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 1100 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator exhaustCooling = 1100 maxEnergyTransfer = 55000 CoolingDecayRate = 100 } RESOURCE { name = EnrichedUranium amount = 50 maxAmount = 50 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 50 } MODULE { name = FissionEngine HeatUsed = 1100 TempIspScale { key = 300 0 key = 1000 0.2 key = 3000 1.0 key = 4000 1.3 } } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.0 @description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators. !MODULE[ModuleResourceConverter] {} !MODULE[ModuleOverheatDisplay] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName HeatGeneration = 45000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.01 EngineerLevelForRepair = 5 MaxRepairPercent = 75 MaxTempForRepair = 330 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium // Heating UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.000000126785 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.000000126785 DumpExcess = false FlowMode = NO_FLOW } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 800 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 900 } MODULE { name = FissionGenerator PowerGeneration = 500 HeatUsed = 800 } !RESOURCE[ElectricCharge] {} RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } !RESOURCE[DepletedFuel] {} RESOURCE { name = DepletedFuel amount = 0 maxAmount = 90 } !RESOURCE[EnrichedUranium] {} RESOURCE { name = EnrichedUranium amount = 90 maxAmount = 90 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } } @SuperRobin6394: Reproduction steps? Is it any M2X part at random, specific parts, specific parts placed after other specific parts, etc? OK, That fixed the problem for the the M2X engine parts. The problem still exists for your M3X engines. Might want to put a fix in that thread. Quote Link to comment Share on other sites More sharing options...
SupperRobin6394 Posted August 11, 2017 Share Posted August 11, 2017 9 hours ago, SuicidalInsanity said: Again? Try this, this should fix the NFE patch: Reveal hidden contents @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 !MODULE[ModuleActiveRadiator] {} !MODULE[ModuleAlternator] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 1300 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 1300 CoolingDecayRate = 100 } MODULE { name = FissionEngine HeatUsed = 1300 Priority = 2 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 20 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 55 maxAmount = 55 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 55 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true // Heat animation, plays when above nominal temp // OverheatAnimation = Reactor_1MW_Heat // Heat to generate (kW *50) HeatGeneration = 55000 // Above this temp more power output but risky NominalTemperature = 3000 // Above this temp, reactor takes damage CriticalTemperature = 3400 MaximumTemperature = 3800 // Amount of damage taken by core when over critical temp // %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s CoreDamageRate = 0.01 // Base lifetime calculations off this resource FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.001 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 1100 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator exhaustCooling = 1100 maxEnergyTransfer = 55000 CoolingDecayRate = 100 } RESOURCE { name = EnrichedUranium amount = 50 maxAmount = 50 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 50 } MODULE { name = FissionEngine HeatUsed = 1100 TempIspScale { key = 300 0 key = 1000 0.2 key = 3000 1.0 key = 4000 1.3 } } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.0 @description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators. !MODULE[ModuleResourceConverter] {} !MODULE[ModuleOverheatDisplay] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName HeatGeneration = 45000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.01 EngineerLevelForRepair = 5 MaxRepairPercent = 75 MaxTempForRepair = 330 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium // Heating UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.000000126785 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.000000126785 DumpExcess = false FlowMode = NO_FLOW } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 800 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 900 } MODULE { name = FissionGenerator PowerGeneration = 500 HeatUsed = 800 } !RESOURCE[ElectricCharge] {} RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } !RESOURCE[DepletedFuel] {} RESOURCE { name = DepletedFuel amount = 0 maxAmount = 90 } !RESOURCE[EnrichedUranium] {} RESOURCE { name = EnrichedUranium amount = 90 maxAmount = 90 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } } @SuperRobin6394: Reproduction steps? Is it any M2X part at random, specific parts, specific parts placed after other specific parts, etc? Any craft, any part. Only having them loaded in the part browser/preview makes me lag. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 11, 2017 Share Posted August 11, 2017 23 minutes ago, SupperRobin6394 said: Any craft, any part. Only having them loaded in the part browser/preview makes me lag. What other mods do you have installed? Other mods do you have installed? Can you get us a log file please? Thank you Quote Link to comment Share on other sites More sharing options...
SupperRobin6394 Posted August 11, 2017 Share Posted August 11, 2017 7 hours ago, linuxgurugamer said: What other mods do you have installed? Other mods do you have installed? Can you get us a log file please? Thank you Will do once I'm back from vacation. Uninstalled the mod and my game ran like it used to. I'm sooooooooo going to forget to post the log file tho. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 12, 2017 Share Posted August 12, 2017 On 8/10/2017 at 9:14 AM, SupperRobin6394 said: I really liked the parts, but they REALLY make my game laggy whilst selecting them or placing them in the SHP. Anyone else experiencing this? I know the source. This is TextureReplacer with reflections set to real. M2X parts Windowshine is what's lagging you out. Quote Link to comment Share on other sites More sharing options...
Magnavox Posted August 12, 2017 Share Posted August 12, 2017 Is there a way to turn that feature down? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 14, 2017 Author Share Posted August 14, 2017 No idea. If you can live without window reflections on M2X parts, removing the M2Expansion/Patch/mk2X_Windowshine.cfg would probably work. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 15, 2017 Share Posted August 15, 2017 (edited) On 8/11/2017 at 8:22 PM, Magnavox said: Is there a way to turn that feature down? Go to KSC view, open TextureReplacer's window and change the setting there at the very bottom. If you need shiny kerbal helmets without shiny cockpit glass then you have to find and delete the config mentioned by @SuicidalInsanity I personally made a patch to undo the windowshine when it bothered me (not just for M2X but with Omicron flying car parts which also has this), but then I discovered the connection with TextureReplacer setting. I don't care about helmet reflections except when making skyboxes. Edited August 15, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 16, 2017 Author Share Posted August 16, 2017 Doing some part reworks of some of the earlier M2X parts to bring them more in-line with later stuff; feel free to make requests for parts that could use a rework. For now, have a reworked Service Bay: Also figured out how to do stock togglable attach nodes, so the service bay can be used as a service bay now. Quote Link to comment Share on other sites More sharing options...
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