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[1.1.x] Space Shuttle Engines (2016-07-03)


sarbian

Which parts of the pack do you use?  

117 members have voted

  1. 1. Which parts of the pack do you use?

    • X2 Engine
      91
    • BB engines
      58
    • Aerospike
      60
    • Attachment points
      69
    • Auto Stagers
      41
    • Fuel Controllers
      38
    • Radio Controller
      27
    • Tank System
      91
    • OMS system
      87


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Thanks for this mod. I really like using the orange tank parts (especially the cones and blisters) for all kinds of jobs, not just shuttles. I also really like the punch of the XS25 engines, for all manner of uses. I also use the orbital and mains when creating shuttles too. Really enjoy these parts man, thank you.

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I spent a few hours with this mod, trying to figure out how to fly shuttles properly. No luck for me. I've tried several different setups, many of them having the ones on the OP as guides, but no matter what I try, I can't stabilize the shuttle on the upper stage, when the side boosters are gone.

I don't know if I'm doing something wrong, or the mod simply isn't working properly for .90, making it harder to control it properly. :(

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I spent a few hours with this mod, trying to figure out how to fly shuttles properly. No luck for me. I've tried several different setups, many of them having the ones on the OP as guides, but no matter what I try, I can't stabilize the shuttle on the upper stage, when the side boosters are gone.

I don't know if I'm doing something wrong, or the mod simply isn't working properly for .90, making it harder to control it properly. :(

I believe the KM gimbal plugin, is not working properly. I am probably wrong but without that plugin the shuttles will not fly properly.

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Thank you for the info. That brings me the hope to try this mod once again in the future.

-edit-

After messing with it a bit more, I figured out I hadn't installed the KM base plugin, and that resulted on no gimbal activation. Installing the plugin magically solved all my problems. The gimbal works, and I can send happy Kerbals to space in a fancy way, now. :)

Edited by Kowgan
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Have I ever thanked and praised you before for the god's work, Sarbian? Well, there goes. You effort is much appreciated, have some funds and snacks. :)

-

By the way, just out of curiosity: Do you really need to add an extra plugin for the gimbals to work? Don't they work in the part cfgs themselves? Or did you want to avoid copypasting the same lines multiple times?

Edited by Kowgan
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I did not have as much time to code as I anticipated so here his a quick version. I moved KM_Gimbal in a new directory and renamed to module. It will avoid conflict with old version and conflict with SmartPart (they shared a dir and it's not a good idea when 2 modders share a dir :) )

Mod that rely on KM_Gimbal should now use "KM_Gimbal_3" for the gimbal module name. I'll open a thread for it when I get more time to code and integrate some of my AutoTrim in it.

V2.1.3 Moved km_gimbal to a new dir and renamed to module to avoid problem with older installs. SSE part now use the module called "KM_Gimbal_3" and the launch effect require SmokeScreen

Installation:

a) Download the latest version of the Space Shuttle Engines and decompress it in GameData

B) Download the latest version of KM_Gimbal and decompress it in GameData

c) If you want the launch effects install SmokeScreen

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Nice, Sarbian!! You did it again! :D

Thank you very much for that update.

Now, the question: Does that mean the launch effects don't come as default anymore (aka I don't need to manually deactivate them on the config files)? :)

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To avoid double post, I've deleted my previous one.

Cool, thank you! :)

-edit-

Here am I again, once more bothering you with my unceasing questions.

See, I've choosen to use only the parts that fit my gameplay style, and packed the rest somewhere safe. And thus, I decided to edit a few of the remaining parts, so they can replace the removed parts.

I came up with the following MM code:


{
@MODULE[ModuleEnginesFX]
{@maxThrust = 150}
}

@PART[km_ssme_rs25s]:Final
{
@MODULE[ModuleEnginesFX]
{@maxThrust = 1500}
}
@PART[km_se0]:Final

The code works great, but I noticed it will always remove the textures from the RX-25s engine. It gets entirely blank.

I've also tried creating two different files - One for the RX-25s, another for the FSX0. No luck. Removing the ":Final" from the RX-25s part didn't help either.

My question: What am I doing wrong with this code? Thank you.

In fact, I've been experincing frequent texture loss in random parts, here and there, on some startups, since 0.90.0. Really weird.

I've created the following MM code, but it removes the texture from the RX-25s part. Halp?


{
@MODULE[ModuleEnginesFX]
{@maxThrust = 150}
}

@PART[km_ssme_rs25s]:Final
{
@MODULE[ModuleEnginesFX]
{@maxThrust = 1500}
}
@PART[km_se0]:Final

I'm ashamed of asking for your support so much. My apologies for that! :blush:

Edited by Kowgan
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Tried that, no luck.

3d5d42c997.png

It's no big deal, though. I can edit the original file.

-Edit-

Apparently, removing the empty line(8) between the first and second edits fixed the issue. Go figure...

Many thanks again!

Edited by Kowgan
Apparently fix'd
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Thanks for the info, ObsessedWithKSP. I did that file conversion to avoid the EVE Clouds/City Lights bug at night time, but haven't touched anything else.

I'm considering between installing ATM or manually convert every tga file. The first option seems more attractive, though.

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Plus, ATM has the huge bonus of severely shortening load time (as otherwise, KSP would have to load and compress the PNG file every time and even then, it might not create mipmaps). As for doing mods few at a time, it's up to you - either have to load KSP vaguely quickly a few times, or load KSP slowly once. I just did it all in one and watched MST3K, but whatever works for you.

Anyway, back on topic - thanks for the update, sarbian! I can finally make shuttles again, yaaay!

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Sarbian, the latest recompile does not enable you to limit the pitch/yaw range. If you set it to 0, it still has full range of motion in that axis.

Also, which folder should we be putting the .dll in if we are redistributing it with our mods. Each of your zip folders has it in a different directory so the user would end up with multiple .dll files.

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