RandomKerbal Posted November 21, 2020 Share Posted November 21, 2020 On 11/15/2020 at 10:41 PM, NESD said: Today is my 100th post . . . 100th . . . in FOUR YEARS Yep, I'm unbelievable communicative and easy-to-contact person (especially on non native language) to celebrate this milestone I bring you not one, but two mods Stock TKS First one from Soviet side. It`s a set of parts to build a TKS style spaceships, or any other vessels with rear crew access This mod make a copy of stock pod and add heat shield and some attach parts to it`s top also add stabilization cone with built-in RCS, de-orbiting engine, nose cone, attach base, fuel tank and small antenna It work with stock pod and ReStocked one, also support Connected Living Space for bottom node and passable decoupler So this was the Salyut... (or part of MIR) Quote Link to comment Share on other sites More sharing options...
NESD Posted November 22, 2020 Author Share Posted November 22, 2020 @RandomKerbal Basically no . . . and yes. Some info from NESDipedia It`s a TKS (literally - Transport Supply Ship) lesser known part of Soviet space program, and also one of mostly used part. This ship built to carry supplies and photo films to Almaz stations, military spy variant of Salyut equipped with huge 4 meter long photo cam that required a lot of cargo to delivery to orbit, back to earth films delivered by automatic capsules Also TKS is a first reusable pod, Gemini project also have some tests before, but this one intentionally made as reusable (up to 10 times) This program also have variant for "around the Moon" flights It have only 4 working and some test launches before program was cancelled but many prefabs for rear, non returnable living and cargo section already was built and later being used to make modules for Mir station (that actually is a Salyut-8) So all four side modules with double cone ends is actually based on TKS rear parts. And this program still not scrapped, like Mercury, Gemini, Apollo and Shuttle ( Vostok also still alive) Module Zarya at Salyut-9 (aka International Space Station) also made from TKS parts and one still not launched Russian module Nauka for ISS is TKS too Also TKS reentry pod being used as one of variants for new Russian crew launch program, but not win contest I have some ideas for this variants but waiting new @Nertea Mk-1.5 station parts to make it compatible Quote Link to comment Share on other sites More sharing options...
jpkerman Posted November 25, 2020 Share Posted November 25, 2020 Concerning the ASSET Mk-1, will a re-entry ablator value be assigned and I must ask the question, "Have no wheels, how can land?" Quote Link to comment Share on other sites More sharing options...
NESD Posted November 26, 2020 Author Share Posted November 26, 2020 (edited) @jpkerman Original ASSET and DynaSoar don`t have abblator, so this thing also don`t have it and not suitable for direct dive even from Mun Next time try 2-3 stage aerobraking or return with intermediate orbit at 80-150 km 18 hours ago, jpkerman said: "Have no wheels, how can land?" One parachute is enough . . . or just jump. This thing have very small wings, you just can`t turn it to horizontal flight. Unfortunately stock chutes always white, maybe ReStock team can add color changer for their model Edited November 26, 2020 by NESD Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 26, 2020 Share Posted November 26, 2020 2 hours ago, NESD said: @jpkerman Original ASSET and DynaSoar don`t have abblator, so this thing also don`t have it and not suitable for direct dive even from Mun Next time try 2-3 stage aerobraking or return with intermediate orbit at 80-150 km One parachute is enough . . . or just jump. This thing have very small wings, you just can`t turn it to horizontal flight. Unfortunately stock chutes always white, maybe ReStock team can add color changer for their model Or just clip it down into the craft. I agree though, it would be nice to have exterior 'chute container colors to match the primary paint schemes. Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 5, 2021 Share Posted May 5, 2021 (edited) @NESD InternalRCS is a seriously underrated mod. I thought it could use some love, so I gave it support for WaterfallRestock and StockWaterfallEffects. I configured it so you can have WFRS and SWFE with no conflicts (from my patches. ) Your wellcome to ship the patch if you think they're good enough. ReStock plumes; On the right Stock engines. On the Left InternalRCS and APUS. (Yes I did this for APUS Too.) StockWaterfallEffects; And it all fits in the tiny patch and accompanying template. The patch is designed to live in a dedicated patch folder (Eg: MyPatches/waterfall/Templates[folder] {files,...}), but it can go into the mod's patch folder. The template needs to be in a 'Templates' folder in the same dir as the patch. InternalRCS-WF~SWFE.cfg Spoiler //InternalRCS-WF~SWFE.cfg // Add Waterfall/ ReStock(not rqrd.) and StockWaterfallEffects support to InternalRCS. It is safe to have bolth. // Author: Snkiz @PART[nesdIRmp*]:NEEDS[InternalRCS]:HAS[@MODULE[ModuleRCSFX]]:FOR[Waterfall] { // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { fx-rcsMP-running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.04 volume = 1.0 0.1 pitch = 1.2 loop = true } } } @MODULE[ModuleRCS*] { %runningEffectName = fx-rcsMP-running %engineID = basicEngine } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = IRmprcs // This links the effects to a given ModuleEngines engineID = basicEngine // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs } TEMPLATE { // This is the name of the template to use templateName = waterfall-rcs-jet-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = RCSthruster position = 0, -0.09, 0 rotation = 0, 0, 180 scale = 1.1, 0.9, 1.1 } } } @PART[nesdIRmp*]:NEEDS[InternalRCS&StockWaterFallEffects&!ReStock]:HAS[@MODULE[ModuleRCSFX]]:FINAL { @MODULE[ModuleWaterfallFX] { CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } @TEMPLATE { @templateName = stock-rcs-jet-2 @position = 0, -0.09, 0 @rotation = 0, 0, 180 @scale = 1.1, 0.6, 1.1 } } } ////----------------------------------------------------------------//// @PART[nesdIRlf*]:NEEDS[InternalRCS]:HAS[@MODULE[ModuleRCSFX]]:FOR[Waterfall] { !EFFECTS {} EFFECTS { fx-rcsLF-running { AUDIO { channel = Ship clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 1 pitch = 1.0 1.5 loop = true } } } @MODULE[ModuleRCS*] { %runningEffectName = fx-rcsLF-running %engineID = basicEngine } MODULE { name = ModuleWaterfallFX moduleID = IRlfrcs engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs } TEMPLATE { templateName = waterfall-methalox-rcs-jet-1 overrideParentTransform = RCSthruster position = 0, -0.1,0.0 rotation = 180, 0, 0 scale = 1.1, 0.9, 1.1 } } } @PART[nesdIRlf*]:NEEDS[InternalRCS&StockWaterFallEffects&!ReStock]:HAS[@MODULE[ModuleRCSFX]]:FINAL { @MODULE[ModuleWaterfallFX] { CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } @TEMPLATE { @templateName = stock-rcs-kerolox-1 @position = 0, -0.08, 0.007 @rotation = -90, 0, 0 @scale = 0.4, 0.4, 0.2 } } } ////----------------------------------------------------------------//// @PART[nesdIR_OT*]:NEEDS[InternalRCS]:FOR[Waterfall] { !EFFECTS {} EFFECTS { fx-rcsMP-running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.04 volume = 1.0 0.1 pitch = 1.2 loop = true } } } @MODULE[ModuleRCS*] { %runningEffectName = fx-rcsMP-running %engineID = basicEngine } MODULE { name = ModuleWaterfallFX moduleID = IRrcsBlock engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs } TEMPLATE { // This is the name of the template to use templateName = waterfall-rcs-jet-1 overrideParentTransform = RCSthruster position = 0,0.025,0 rotation = 0, 0, 180 scale = 1, 0.9, 1 } } } @PART[nesdIR_OT*]:NEEDS[InternalRCS&StockWaterFallEffects&!ReStock]:FINAL { @MODULE[ModuleWaterfallFX] { CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } @TEMPLATE { @templateName = stock-rcs-jet-2 @position = 0,0.025,0 @rotation = 0, 0, 180 @scale = 1, 0.9, 1 } } } ////----------------------------------------------------------------//// @PART[nesdIR-GM]:NEEDS[InternalRCS]:FOR[Waterfall] { !EFFECTS {} EFFECTS { fx-rcsMP-small { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 2.0 loop = true } } } @MODULE[ModuleRCS*] { %runningEffectName = fx-rcsMP-small %engineID = basicEngine } MODULE { name = ModuleWaterfallFX moduleID = IRgmrcs engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs } TEMPLATE { templateName = waterfall-rcs-jet-1 overrideParentTransform = RCSthruster position = 0, -0.025, 0 rotation = 0, 0, 180 scale = 0.48, 0.4, 0.48 } } } @PART[nesdIR-GM]:NEEDS[InternalRCS&StockWaterFallEffects&!ReStock]:FINAL { @MODULE[ModuleWaterfallFX] { CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } @TEMPLATE { @templateName = stock-rcs-jet-2 @position = 0, -0.025, 0 @rotation = 0, 0, 180 @scale = 0.48, 0.3, 0.48 } } } ////----------------------------------------------------------------//// @PART[nesdIRmp*]:NEEDS[InternalRCS]:HAS[@MODULE[ModuleEngines*]]:FOR[Waterfall] { !EFFECTS {} EFFECTS { fx-omsMP-running { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_SuperLight_High volume = 0.0 0.0 volume = 1.0 0.15 pitch = 0.0 1.4 pitch = 2.0 1.4 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 0.3 pitch = 1.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.3 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.3 pitch = 2.5 loop = false } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = fx-omsMP-running %engineID = basicEngine } MODULE { name = ModuleWaterfallFX moduleID = IRmpeng CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = Random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } TEMPLATE { templateName = waterfall-hypergolic-vernier-upper-2 overrideParentTransform = thrustTransform position = 0, 0, -0.095 rotation = 0, 0, 0 scale = 0.42, 0.42, 0.6 } } } @PART[nesdIRmp*]:NEEDS[InternalRCS&StockWaterFallEffects&!ReStock]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleWaterfallFX] { CONTROLLER { name = Random3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = -20 } CONTROLLER { name = Random4 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 33 } @TEMPLATE { @templateName = stock-aerozine50-upper-1 @position = 0, 0, -0.095 @rotation = 0, 0, 0 @scale = 0.066, 0.066, 0.08 } TEMPLATE { templateName = stock-hypergolic-core overrideParentTransform = thrustTransform position = 0, 0, -0.095 rotation = 0, 0, 0 scale = 0.064, 0.064, 0.075 } } } ////----------------------------------------------------------------//// @PART[nesdIRlf*]:NEEDS[InternalRCS]:HAS[@MODULE[ModuleEngines*]]:FOR[Waterfall] { !EFFECTS {} EFFECTS { fx-omsLF-running { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_SuperLight_High volume = 0.0 0.0 volume = 1.0 0.15 pitch = 0.0 1.4 pitch = 2.0 1.4 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 0.3 pitch = 1.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.3 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.3 pitch = 2.5 loop = false } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = fx-omsLF-running %engineID = basicEngine } MODULE { name = ModuleWaterfallFX moduleID = IRchENG CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } TEMPLATE { templateName = waterfall-methalox-vernier-1 overrideParentTransform = thrustTransform position = 0, 0, -0.1 rotation = 0, 0, 0 scale = 0.48, 0.48, 0.5 } } } @PART[nesdIRlf*]:NEEDS[InternalRCS&StockWaterFallEffects&!ReStock]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleWaterfallFX] { @moduleID = IRlfENG @TEMPLATE { @templateName = stock-kerolox-vernier @position = 0, 0, -0.12 @rotation = 0, 0, 0 @scale = 0.46, 0.46, 0.2 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,-0.0925 rotation = 0, 0, 0 scale = 0.2, 0.2, 0.02 } } } ////----------------------------------------------------------------//// @PART[nesdIR*]:NEEDS[InternalRCS]:HAS[@MODULE[ModuleWaterfallFX]]:FOR[Waterfall] { @description ^= :$:. Tweaks by Snkiz. Adapted from StockWaterfallEffects. Plume by Waterfall.: } Template, waterfall-methalox-rcs-jet-1.cfg Spoiler //waterfall-methalox-rcs-jet-1.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-rcs-jet-1 EFFECT { name = plume parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0500000007,1.29999995,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 6.06665754 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 137.499786 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _TintFalloff value = 0.707776666 } FLOAT { floatName = _FadeIn value = 0.00999999978 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 1 1 0 0 } } } EFFECT { name = core parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0500000007,1.29999995,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.90196079,0.800000012,0.678431392,1 } COLOR { colorName = _EndTint colorValue = 0.541176498,0.129411772,0.654901981,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 4.65110397 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 128.399796 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -1.01110959 } FLOAT { floatName = _FresnelInvert value = 0.783609867 } FLOAT { floatName = _TintFalloff value = 0.556110263 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2 parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0700000003,2,0.0700000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.298039228,0.337254912,0.792156875,1 } COLOR { colorName = _EndTint colorValue = 0.431372553,0.0745098069,0.384313732,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 2.02221918 } FLOAT { floatName = _Noise value = 3.86000562 } FLOAT { floatName = _ExpandLinear value = 5.30333281 } FLOAT { floatName = _SpeedY value = 132.444244 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -0.80777669 } FLOAT { floatName = _FresnelInvert value = 0.101110943 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _ExpandBounded value = 2.62888479 } FLOAT { floatName = _TintFalloff value = 2.60111094 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } } Edited May 9, 2021 by snkiz Added link. 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Beetlecat Posted May 6, 2021 Share Posted May 6, 2021 Yes! Those look spectacular, @snkiz Quote Link to comment Share on other sites More sharing options...
NESD Posted May 9, 2021 Author Share Posted May 9, 2021 @snkiz That`s nice (again), but my 16Gb RAM can`t eat more mods to check it Update for IRCS and some other mods almost ready, so this config being included Also one more mini mod approaching to release Simple, standalone IDSS/IDA style docking ports (not compatible with Habtech) just need some tweaks for cap and LES tower (that have adjustable in VAB side thrust) Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 9, 2021 Share Posted May 9, 2021 7 minutes ago, NESD said: That`s nice (again), but my 16Gb RAM can`t eat more mods to check it How many do you have? I'm loading over 10,000 patches RN and I'm only hitting 15gb on the game. Quote Link to comment Share on other sites More sharing options...
NESD Posted May 9, 2021 Author Share Posted May 9, 2021 16Gb RAM, i7-4770, GTX1060 no SSD not too many mods, 2 DLC, Near Future/Station Parts, Restock and Restock+, Kerbalism, Universal Storage all my mods and some other small mods with overall size of Data folder around 5gb After 3-5 switching between SPH/VAB and game map KSP grow to 13+Gb and my PC start kicking other programs from RAM Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 9, 2021 Share Posted May 9, 2021 13 minutes ago, NESD said: no SSD This is what's killing you. I keep kebal on an NVME. I only have a 1600x and a oc'd 580. But 32gb memory and fast storage make all the difference. I play Cities skylines. I have enough mods on that to boot stuff out of ram( it loads to 26gb) still not that bad with background being pushed to swap(pagefile). The system while a little slower, is still responsive. Most of my page file still lives on an ssd because I don't want to wear out my OS drive to fast. But I feel your pain, Nerta's Near Future stuff is a rabbit hole. All their stuff is a rabbit hole lol. Quote Link to comment Share on other sites More sharing options...
NESD Posted May 9, 2021 Author Share Posted May 9, 2021 It`s more like KSP(or mod) problem than a PC I can make a many hours mission with 400+ parts rocket launch, multiple dockings, switching between 300+ parts vessels, landing on other planet and return home with whole RAM usage not exceed 60-70% But if I go to SPH and start ship test launches, every switch to map and back give KSP 10-20% more Ram usage until it overfill (and I make a LOT of test launches, even for simple ship design ) Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 9, 2021 Share Posted May 9, 2021 3 minutes ago, NESD said: But if I go to SPH and start ship test launches, every switch to map and back give KSP 10-20% more Ram usage This might explain why ksp runs like... well you know after a few hours for me to. I've had out memory related blue screens while playing to. Could have been HW related(I had an ssd die recently) or KSP slowly filling all of it. yikes. I test ships a fair bit as well. Not as much as you I'd imagine bug testing your mods. Quote Link to comment Share on other sites More sharing options...
NESD Posted May 9, 2021 Author Share Posted May 9, 2021 (edited) It`s slightly easier than you imagine, for mod testing I have separate install, most stock as possible, only with some simple mods that show parts and ship info, without anything that can change parts behavior or visual, but maybe I temporary add Waterfall to it Quote KSP slowly filling all of it Yep, it started with around 6-7Gb RAM usage but grow to 12-13 after multiple SPH enter Edited May 9, 2021 by NESD Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 9, 2021 Share Posted May 9, 2021 6 minutes ago, NESD said: It`s slightly easier than you imagine, for mod testing I have separate install, most stock as possible, only with some simple mods that show parts and ship info, without anything that can change parts behavior or visual, but maybe I temporary add Waterfall to it Yup that's what I did to make those. just the mods I was messing with and the squad folder. (well The MH to folder when I remembered that's where the white panels are) Speaking of, since your pushing an update soon. I don't use them, but I can have a look at your KeR-7 engines if you like. Save you some low level effort. Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 9, 2021 Share Posted May 9, 2021 Also on the topic of updates. Being familiar with both and knowing how similar they really are, I agree with LinuxGuruGamer Quote Link to comment Share on other sites More sharing options...
NESD Posted May 9, 2021 Author Share Posted May 9, 2021 I vote for parallel "ApusRCS" mod for those who want only it`s RCS InternalRCS already have a lot of parts ( and it`s "internal" ) Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 9, 2021 Share Posted May 9, 2021 1 minute ago, NESD said: I vote for parallel "ApusRCS" mod for those who want only it`s RCS InternalRCS already have a lot of parts ( and it`s "internal" ) It's your picnic, IMO they are the same nozzles are they not? Not uncommon for component companies to do stand alone parts to demo their products. That my 2 cents. Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 3, 2021 Share Posted July 3, 2021 I found a bug in the ASSET Mk1 Reentry pod: Most of the internal RCS thrusters from ASSET Mk1 don't make any sound. Only one of then do! Thanks. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted July 15, 2021 Share Posted July 15, 2021 Is there any way I can have the TKS and ASSET command pods use the default Mk1-3 and Mk1 IVAs? I want to use RPM with them. Quote Link to comment Share on other sites More sharing options...
NESD Posted July 17, 2021 Author Share Posted July 17, 2021 @TaintedLion They both already have stock IVAs, TKS cabin is just a copy of stock config with some tweaks and details, ASSET intentionally built around stock cockpit for maximum compatibility with all stock IVA replacers Possibly RPM use modified copy of stock cockpit and you need patch that change file path to RPMs IVA in my mods (I dont have RPM and can't check it) @Dominiquini rear part with RCS have sound config, you play stock or restock game? Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 17, 2021 Share Posted July 17, 2021 16 minutes ago, NESD said: @Dominiquini rear part with RCS have sound config, you play stock or restock game? @NESD I had ReStock installed, but I uninstall it waiting upgrade to 1.12! I don't remember if when I tested this mod I have it installed or not. I will check it again! But I remember that the sound of some RCS works, some didn't, depending on the orientation of the burn... Thanks Quote Link to comment Share on other sites More sharing options...
NESD Posted July 17, 2021 Author Share Posted July 17, 2021 (edited) I need to check it Edited July 17, 2021 by NESD Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 18, 2021 Share Posted July 18, 2021 (edited) On 7/17/2021 at 5:14 PM, NESD said: I need to check it @NESD I tested here again, and only the left RCS (looking from behind) in the cylindrical section of the fuselage have sound! All the others don't make any sound! Thanks. Edited July 18, 2021 by Dominiquini Quote Link to comment Share on other sites More sharing options...
NESD Posted July 26, 2021 Author Share Posted July 26, 2021 @Dominiquini check it and found a bug in config you can make quick fix by your own hands, it`s fast and easy Open AssetRSS.cfg in notepad ( can be found in - Your KSP folder \ GameData \ AssetMk1 \ Parts \ 2 ) then change AUDIO to AUDIO_MULTI_POOL inside EFFECTS section (case sensitive) and add transformName = RCSthruster line where it marked on picture Quote Link to comment Share on other sites More sharing options...
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