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liquidhype

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Everything posted by liquidhype

  1. Today is April 1st so I would take this with a massive pinch of salt.
  2. Is there still such a thing as 6.4x and/or 10x stock size solar system for KSP? I've been away from the game for quite some time now and I usually play in RSS/RO. I wanted to experience the stock game again, but the stock size solar system is too small, easy and awkward to play in after playing RSS/RO for such a long time. Thanks!
  3. @linuxgurugamer What kind of parts are you looking to make? The export process itself is generally the same, but setting up the parts varies greatly depending on what part you are making. How to get a highly detailed engine with multiple meshes, gimbal and moving actuators using lookAt constrains with an emissive animation is a lot more complicated than a fuel tank with a collider and a couple of nodes. I've been doing 3D modeling for years and have been making part mods for KSP for personal use for about 4 years now, so I could whip up an image-by-image tutorial for you. Just let me know what part(s) you wish to make and I'll see what I can do.
  4. Right, I'll give it a try. I just figured since this addon uses its own .dll, the latest version might need to be exported using the 1.3.1 files.
  5. Would it be possible to get an up to date version of this mod for KSP 1.3.1? I want to use this mod, but I also want to play in Realism Overhaul.
  6. Yea I definitely did not follow *exactly* what PhineasFreak wrote. I used the 0.0324 version on Scatterer. I just tested the install with 0.0320b and it worked like a charm. Thank you very much for the help!
  7. I am trying to get an RSSRO install going with RSSVE in KSP 1.3.1 and I am running into a rather annoying issue. At various points during flight the Scatterer layer seems to turn off and on without any rhyme or reason. As seen in the images below, up until 95ish km everything looks just fine, but at 135km or so in altitude the Scatterer layer just turns off. It then gradually starts to re-appear at about 247km in altitude, but it only lasts for a short while. When in orbit the effect turns on and off every 5 minutes or so. My installed mods can be seen here: If anyone knows how to resolve this issue I would be very thankful.
  8. Is there an example of how to set this up for a part using an anchored decoupler module?
  9. Not to be rude or anything, but Blender and Unity are the least of your problems if you can't even manage to create a UV-map for something as simple as a cylinder and a cube, which by the way, are the simplest primitive meshes one can uv-unwrap. Instead of focusing on the more "complex" aspects of modding such as using Blender and Unity, I suggest you spend some time looking up tutorials on the basics of Wings3D, Blender and Unity, as there are plenty of wonderful tutorials (both in written and video form) out there for you to learn from. Creating a uv-map is really not difficult, you just need to watch and/or read a couple of "how-to's" and you'll get the hang of it in no time.
  10. Of course, but only slightly. How much it affects node burns depends on the AccelereationSpeed and DeceleraionSpeed values you set for the engines. Note that this is not an issue in real life when using restartable engines which requires up to a couple of seconds to achieve full throttle, or solid kicker stages with varible thrustprofiles, so it should not be a huge issue in KSP. There is a reason why most spacecraft perform course-correction maneuvers.
  11. For anyone wanting to use this, I recommend messing around with "engineAccelerationSpeed" and "engineDecelerationSpeed" values. Obviously the lower the number the more time it takes for the engine to spool up/down and vice versa. 1.65 for AccelerationSpeed and 1.90 for DecelerationSpeed might not give you exactly what you want. Realisticly some engines would have a much, much lower number than 1.65 for AccelereationSpeed. Real-world examples for low to semi-low AccelerationSpeed would be RD-107A/108A, RS-68A, RS-25, RD-170/171 etc.
  12. No mod needed, the stock game can already do this. You can add these 3 lines to the "ModuleEnginesFX" module; - useEngineResponseTime = True // True or false - engineAccelerationSpeed = 1.65 // How fast the engine accelerates once ignited - engineDecelerationSpeed = 1.90 // How fast the decelerates once throttle is cut
  13. I quickly made a model that somewhat resembles the one you are working on just to show you how to sharpen up the edges. As you can see, the first model (left) is just the basic mesh, no modifiers with 48 faces around (24 works fine too). The middle model has "Smooth shading" applied to it with 3 horizontal edge loops, and the one to the right has an "Edge Split" modifier applied to it. If the Edge Split modifier does not sharpen up the model as you'd like, I suggest either marking seams as "sharp" or selecting faces like I've done in the image and press Y to split them off from the rest.
  14. Yea I already sort of did that a while ago. Never got around to releasing it as a mod due to it being of very little use and kind of boring. As is, I have only configured the parts for RSS and Real Fuels, never got around to balancing it for stock. If there are people interested in having it released as a mod, I guess I can find someone to release and maintain it, as I have no intention of doing so. Anyways, here is a quick render of the thing.
  15. 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
  16. The title of the mod is RealEnginesPack, emphasis on the REAL. For the love of all the space gods, do not make these stockalike.
  17. 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.
  18. Well you are definitely doing something wrong still. Another screenshot of you GameData directory would help pinpoint exactly what you are doing wrong.
  19. 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.
  20. 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).
  21. 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.
  22. 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.
  23. Would you mind giving the launch structure a transform in Unity so that it is possible to make it a launchsite using Kerbal Konstructs?
  24. 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.
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