liquidhype

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About liquidhype

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  1. I think by "stockalike" they meant the art-style of the engines/parts, not how they are configured. I am not against having them balanced for both stock and RSS/RO. I just prefer having the engines look like they are supposed to, instead of that terrible stock art-style
  2. The title of the mod is RealEnginesPack, emphasis on the REAL. For the love of all the space gods, do not make these stockalike.
  3. Seriously, all you need to do it double click the config file. It is literally that simple. Here is an example using one of the stock engines.
  4. Well you are definitely doing something wrong still. Another screenshot of you GameData directory would help pinpoint exactly what you are doing wrong.
  5. I did give you a good answer. I told you exactly how to install the mod. You just seem to have an extremely hard time understanding how to install a mod. And so I'll explain it once more. Open the .zip file Double-click the GameData folder within the .zip file Drag and drop the "Launchers Pack" folder into your GameData directory. If you want to install the recommended mods (Firespitter, Texture Replacer) as well, the method of installing them are exactly the same. It really does not get any simpler than this.
  6. Guys, guys guys. It's not that hard. This mod installs the same as any other. Drag and drop the "Launchers Pack" folder into your GameData directory, that's it. It is literally all you need to do. If you want switchable textures, install firespitter (again, drag and drop "Firespitter" folder into GameData). If you want reflections on some of the parts, like the engines, install Texture Replacer (again, drag and drop the "Texture Replacer" folder into GameData).
  7. As I said, you don't need to do anything other than just adding another single transform to the model before you export it. Just export the launchpad like any other part like you normally would, except add one more transform to the model and call it whatever you want. Like in my example, I added a transform called "lc40transform". That's all you need to do. As long as there is an extra transform available, anyone who wants to make your launchpad model into a launch site (or static) using Kerbal Konstructs can do so with a simple .cfg file.
  8. All you need to do differently is to add an empty GameObject where you want the rocket to spawn. You can call the transform whatever you want. Don't need to do anything special. As long as the transform is there, anyone who wants to make a launchsite out of the .mu file can do so.
  9. Would you mind giving the launch structure a transform in Unity so that it is possible to make it a launchsite using Kerbal Konstructs?
  10. Seeing as basically all Soviet/Russian station-based spacecraft (TKS/Salyut/Almaz/Mir/Zarya/Zvezda) used a UDMH/N2O4 mix, I can only assume Polyus used the same fuels throughout the entire system, for both the propulsion engines and the auxiliary stabilization engines.
  11. CoMOffset = 0.0, 0.5145978, 0.0 Add that line in the .cfg and reload.
  12. The parts you are trying to attach are being symmetrically attached around the parts origin point. If you load up the .mu file into Blender and have a look at the model, you'll see that the origin point (CoM in-game) is at the bottom end of the model. So when you have flipped the model 90 degrees like you have in that image, and try to attach something using symmetry, you'll end up with that as a result. I checked the collider and it checks out. It is a lower-poly copy of the model itself, so there are no issues there. I'd suggest either flipping the model or changing its point of origin using CoM offset in the .cfg file. EDIT: Just to really clarify if it was not obvious, the parts attached are being symmetried around the collider.
  13. Welp, that certainly would explain things. Honest mistake. Good luck with your project!
  14. I imported your fbx into Blender and the tank is definitely 14 meters. Not sure what to tell you. For now just rescale your models by half, and then hopefully someone who uses 3ds Max can help you out on what export settings to use.
  15. If that is the case, then there must be one setting in the exporter which makes the model twice its original size. Out of curiosity, which units of measurement does 3ds max have? Can you select metric or imperial units, or does it just use abstract numbers?. I don't know if that could maybe have any effect on how exported models turn out in max. If you can select metric, then do that and verify that the model is indeed 7 meters wide. If it is, then that would pretty much narrow it down to the exporter being the cause of the issue. I agree with you, knowing that the models exports at 2x its normal size, the simple solution would to just rescale it by half. But now I feel invested and want to know the reason as well