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Found 38 results

  1. Collection of exampels for module manager "Why do I have to perform some experiments multiple times at the same location to max out my sciencegain?" When I asked me this question the Xth time, I started looking arround for a solution, and I found it: module manager. This neat little "plugin" allows you to write custom patches to change the behaviour of parts and some mechanics of KSP. With the help of the official Handbook I figured out a way to achieve my goal: Now, even this is a verry simple patch, it took me quite a while and some help from the community to figure it all out. So I thought for people like me I just post a few things I've done so far and just hope some others do the same to help everyone who wants to learn how to make custom patches. Here is another thing I did: If you need some help finding ideas or a parts name here are 2 usefull links: A basic one Click Me! and a more detailed, advanced one Click Me! It would be nice to see some things other people have done since thats what I'm looking for. So if you have something please share it (doesn't have to be a rainbow like mine) So the "rainbowthing" might have been a bit too much. However: IF you like to post some patches (and I hope you do) please do it in the following format: Give the thing a title, make that title bold and and set the font size to 16, then make a spoiler and put the code inside the spoiler. Awsome Example:
  2. I made a series of illustrated tutorials for orbital rendezvous & docking. There are 4 techniques. For a link to all the images in a single imgur album, click here. Hohmann Transfer Rendezvous: Orbit Phasing Rendezvous (easy radial-burn version): Orbit Phasing Rendezvous (more efficient prograde-burn version): Parallel Orbit Rendezvous: Changes: v7 - Adjusted phrasing in one chart and updated drawing of spacecraft in all 4 charts. v6 - Fixed a typo in the Hohmann transfer's step 6. v5 - Added 2 techniques (for a total of 4). v4 - Spelling error corrected. v3 - Refined instructions for final approach, docking indicators now also includes Navball Docking Alignment Indicator, more notes on how to be efficient. v2 - Split into 2 versions: efficient & easy. v1 - Original version.
  3. Here you will find all the necessary tools as well as tutorials, guides and snippets of info relevant to KSP modding. If you come across any information that you think should be added to this thread please post a reply here. Before you start: 1. Please visit the General Add-on Affairs forum and check out member requests. It's better if you make something that people actually want. 2. Read all links marked as "Important" ================ Table of Contents ================ 1. List of Free and Open Source Tools 1.1 Modding Tools 1.2 Other Tools 2. Not-So-Free Tools 3. Modding Reference Material 4. Modding Information Links 4.1 Common Problems and Solutions 4.2 General Information 4.3 Modelling 4.4 Texturing 4.5 Licensing 4.6 Video Tutorials 4.7 Text Tutorials 4.8 Miscellaneous 4.9 Unity/Configs 4.10 Addons For Modders 4.11 Plugin Development =============================== List of Free and Open Source Tools =============================== MODDING TOOLS Unity - Game engine This is where you rig, animate, and otherwise set up and compile the part files. Important - YOU MUST USE UNITY 4.2.2 or earlier. Newer Unity versions do not support legacy animation which are still used by KSP.Part tools: 0.23 Part Tools thread Other FloatCurve Editor - A unity package for visualising and designing FloatCurves for your configuration files. Also read the KSP floatCurves guide MBM to PNG texture converter - Unity script. Can convert whole folders including subfolders I recommend you read the 0.23 and 0.20 Part Tools posts by Mu, they are very informative. If you're having trouble unzipping on a Mac, look here. Blender - Full featured 3D editor. Used for creating the 3D assets and animating. Can also be used for texturing, rendering stills and video. Blender Plugins: Taniwha's mu Import/Export MultiEdit - Allows you to edit a group of separate objects as a single object. Very useful for unwrapping multiple models on a single texture. KSPBlender - Blender addon for importing .craft files. Blender Bundled Plugins: You might need to enable these in Preferences. Print3D - Calculates volume (useful for judging resource capacity) and surface area of mesh objects, as well as does other things useful if you're making models for 3D printing. GIMP - Raster graphics editor The best free program for creating textures and other graphics. GIMP Plugins: NormalMap plugin - Generate normal maps from greyscale bump maps. Krita - Raster graphics editor Includes some very useful tools not found in GIMP. Check out the features page .MaPZone - Procedural texture generator Very powerful texture generator with a compositing interface DDS4KSP - KSP to DDS texture converter Use this to allow KSP to load textures faster. Inkscape - Vector graphics editor UV layouts exported from Blender can be edited with this. It's also useful as a secondary program for textures if you need to create precision curves. xNormal - Texture generator You can generate normals maps, and various masks for your textures. NVidia Melody - Normal map baking program Bake normal maps from high-poly models. NormalMap-Online Online tool for generating Normal, Displacement, Ambient Occlusion and Specular maps Meshlab - Mesh editor You can use this to convert various mesh types. Notepad++ - Text editor Use this for editing configuration files. Change language to python to identify bracket pairs and collapse/extend modules. Hexplorer - Hex editor You can use this to spec the components of compiled mu files. DO NOT EDIT FILES unless you know what you're doing. OTHER TOOLS Open Broadcaster Software- Video capture / Streaming Self explanatory. You can use it to showcase your mod. Lightworks - Full featured video editing program Edit and add effects to your videos. Requires registration, however it really is the best free editor out there. ================ Not-So-Free Tools ================ Quixel dDo - Procedural texture generator that adapts to the shape of your model. The old legacy version is free but it requires Photoshop, which is not free. Link is at the bottom. Direct link ======================== Modding Reference Material ======================== Blender Model Donation - Donate or download unused models started by other forum members. NASA 3D Resources - Copyright-free models and textures. Important. The models are too high poly to use directly. Linear aerospike MiG-105 Spiral photos Dragon RCS in action Kennedy Space Center - Lots of great photos of NASA vehicles. Shuttle flight deck and Shuttle lower deck interactive high-res 360 panoramas. Launch Photography - Various space- and spacehip-related photos. Air and Space Museum's Udvar-Hazy Center Nasa audio - For sound editors. Scroll down for links to huge archives of mission transmissions, rocket and shuttle sounds, and "sounds" of space phenomena. ======================== Modding Information Links ======================== COMMON PROBLEMS AND SOLUTIONS Invisible mesh / Models not updating Invisible mesh / Models too small Stack nodes not attaching Part with animation not loading Empty Resource containers have negative cost Rescaled models revert to original size Cannot edit/create emissive animations - Unity downgrade tutorial Infinite resource usage Curved geometry boolean operations and shader issues / Vertex normals issues - Whole thread is very worth the read. GENERAL INFORMATION Stock Parts List Part Modelling Guidelines - Out of date / almost never updated. CFG File Documention on the wiki Modding information page from before the forum wipe - Download of the old page MODELLING Kerbal EVA model hierarchy - useful for people who want to modify the Kerbal EVA model / animation itself Part orientations in the VAB, SPH, and Unity - Image Part scaling with rescaleFactor A rough model of a Kerbal for modelling reference Basic Blender tutorial for making a propellent tank - by Technical ben Triangle count for parts snippet Cylinder face numbers Lots of snippets, read the entire thread Kerbal stair-climbing ability: staircase step height KSP vs. Blender coordinate systems - by orson / MKSheppard; in essence, Blender uses Z+/Z- for up/down, but Unity uses Y+ and Y- instead TEXTURING MBM to PNG texture converter - Unity script. Can convert whole folders including subfolders MBMUtilities - Standalone converter. For single or groups of files. MBM to PNG or TGA; TGA or PNG back to MBM Intermediate Texturing Guide Intermediate Texturing Guide - Panels and Edge Damage Texture Format Information - Worth giving the whole thread a read. Important DDS Quick Guide - Important Please use DDS! Fixing texture seams (gaps in the texture on the model) Memory usage of textures Creating a normal map Normal map file naming - Very important with relation to memory usage Importing models, Generating UV's, Editing and Exporting to .DDS in Photoshop CS6 ext LICENSING All addons posted on any official Squad website must have a license - Forum Rule 4.2 License Selection Guide VIDEO TUTORIALS Twitch Broadcasts by RoverDude - Lots of videos showing the workflow for part modding from start to finish: Model and Art concept, modelling, animating, UV unwrapping, map baking, texturing stockalike style. Good comments + voiced thoughts. Tutorial: Unity and Part Tools Setup + Model/Texture Import, Setup and Export to KSP - video by Tiberion Series by Nifty255 - This covers the very basics. Vol. 1 Ep. 2 - Game Models and Textures - This covers proper model and texture setup in Blender, setup and exporting through Unity, and even goes into setting up animations. and - These two cover things on the programming side: modules, plugins, .dlls, etc. - How KSP saves and loads its data, from part configs, to ship designs, to entire game saves. Tutorials by nli2work Discussion thread for the following tutorials. - Exterior/Interior Unity setup; export to KSP; slight config error near the end. ~1hr - Error corrected and explained; External/Internal basic function checks ~15min - Spawning IVA in Unity; populating IVA with Props and Light ~35m - Internal Props; ~16min - Basic Engine setup; with Emissive, Gimbal, and Fairing - Engine setup with EFFECT{} Plugin Tutorials by Cybutek TEXT TUTORIALS Making a simple engine in Wings 3D, from start to finish. MISCELLANEOUS Official Unity tutorials Unity Layers and Tags KSP floatCurves guide - Important for many Part Modules Important A snippet on ISP and fuel density Creating a new resource Stock Parts Costs and Balance Spreadsheet for 0.24 FlagDecal, Docking port IDs, PNG Unity import bug Unofficial 0.25 modding info UNITY/CONFIGS Getting started Unity to KSP: A Detail Tutorial - written by Kerbtrek Part Tools 0.20, Blender, Unity and KSP - written by Cheebsta Example Config file for loading a .Mu file into the game - written by Tiberion TUTORIAL: Getting Started With Unity - written by Nutt007, includes a video for 0.15 Tutorial:Making and asset from start to finish Air Intakes Intakes for jet engines Intake area explanation Airlock (Actually a hatch, but it's called an airlock in KSP) Adding airlocks and ladders to parts - Airlock collider must extend beyond the ladder collider to allow the click menu. Airlock positioning 1 Airlock positioning 2 Airlock positioning 3 Animation Blender to Unity animation tutorial - written by Xellith Exporting an Animation from Blender Looped animation Anim Switch details for repeating animation in reverse Repeating animation in reverse - Old Start point in animation for VAB snippet Attach nodes (Radial attachment) Transform-based NODE{} - New better way. Requires srFix .Radial attach coordinates - Old way Tweaking attach nodes snippets - Old way Collision meshes Collision Mesh snippets Normal mesh use Exploding Kerbals Cargo Bays NoAttach tag - Prevents surface attachment for specific colliders. Contract Testing ModuleTestSubject Control Surfaces Creating a control surface Decouplers Decoupler modules Docking Ports Adding a docking node in Unity Stock Docking Port in Unity - Image Docking port IDs "Control from here" for docking ports - Useful if your part alignment is different from your docking port direction. Emissive textures Emissive tutorial - new thread - written by CardBoardBoxProcessor Emissive tutorial - old thread - written by CardBoardBoxProcessor Setting up an emissive on a light - Big pictures Stopping toggleable emissives showing up lit in VAB/SPH thumbnails Looping an emissive Throttle-response emissive snippet If you have problems with the latest Unity version Engines See Video Tutorials above first. [HOWTO] Airbreathing Engines in KSP 1.0 Quick how-to on setting up a thrustTransform for an Engine Snippet on thrustTransforms Unity hierarchy for Gimballing nozzles ModuleGimbal and ModuleJettison - config settings. Trouble shooting why an engine might not work Multiple nozzles Example - Unity package and compiled part with config. Engine Fairings See Video Tutorials above first. To make fairings in VAB/SPH thumbnail invisible, set the fairing objects tag to Icon_Hidden. You will need to create a new tag to do this. Example image of the tag Removing the fairings from stock engines See above for an example engine. Flag Decal Flag decal module Positioning the decal GameDatabase 0.20+ specific config extras IVA See Video Tutorials above first. IVA Tutorial - written by TouhouTorpedo - old? 0.17 IVA tutorial - I have no idea if this is still relevant, I've not tried to do any IVA's Alternate camera for IVA portraits Stock IVA orientation reference Ladders Adding airlocks and ladders to parts Landing gear Discussion of a WIP landing gear. Lots of useful information Stock Landing Gear in Unity - Image Landing gear snippets - Spread out through the thread Landing legs Animated Landing leg w/ suspension tutorial 0.22 Landing Leg module in Unity - Image Launch stability enhancer / Launch tower Launch Clamp How-To (Tutorial) FASA Launch Tower tutorial Lights Some tips for setting up lights Model definition Replacing "mesh" with "MODEL{}" Scaling attach nodes with MODEL{} Parachutes Stock Parachute in Unity - Image Components of a parachute RCS RCS Tutorial Rover wheels Wheel rigging, setup and fault finding - Video tutorial. Guide with Unity scene example Stock Rover Wheel in Unity - Image Changing wheel torque Science Science and mods! Solar Panels Stock Folding Solar Panels in Unity- Image Setting up suntracking solar panels Powercurve explanation Sounds Using EFFECTS nodes to play custom sounds How to get custom sounds to play without a plugin - Pre-0.23 info Stack nodes Transform-based NODE{} - Allows you to easily add nodes with transforms. Makes angled nodes easier to implement. Temperature Quick guide to temperature rules Textures and Shaders Adding a normal map Faking detail with a normal map Fixing unwanted texture transparency Unwanted transparent faces Potential fixes for incorrect shading PNG versus TGA loading time Welding Example of using 0.20+ MODEL{} modules to combine parts MODEL{} tutorial - Learn How to Weld! - written by johnsonwax - GONE! MODEL{} tutorial - Intermediate Welding and Part Scaling - written by johnsonwax Wings Wing creation mini tutorial ADDONS FOR MODDERS These addons extend the functionality available for mod creators and help with mod development Tools DevHelper - Bypass main menu to automatically load any saved game LoadOnDemand - Important. Loads textures as needed, reducing the memory footprint and speeding up load times without loss of quality. Not actively developed but community fix is available. ModuleMirror - Mirror symmetry for asymmetrical parts Part Icon Fixer & Tweaks - Rescales part icons in the VAB and SPH to more appropriate sizes. RCS Build Aid - Provides visual clues about ship movement under thrust from RCS or engines. Great for if you're making replica ships srFix - Important. A fix for the currently non-functioning NODE{} HINGE_JOINTs. Mods Adaptive Docking Node - Create non-androgynous docking ports or ones that attach to more than one port size/type. BDArmoury - Includes a .50 cal turret unity package as an example if you want to make your own weapons Community Resource Pack - Community-defined resources. Check in here before defining a new resource. Connected Living Space / Config How-To - API for inhabitable areas and passable/impassable parts. DMagic Module Science Animate - versatile plugin for science experiments Ferram Aerospace Research / Deriving FAR values for a wing using Blender Firespitter / Firespitter Module Documentation - various aircraft-related modules as lots of others. HotRockets! - Particle FX Replacement Infernal Robotics / How to make robotic parts - Create controllable robotic parts that rotate or translate. JSIPartUtilities - Let's you toggle meshes and colliders on and off, and other things Kerbaloons / How to make your own balloon part using KerBalloons - Create baloons Kethane - Majir restricts the use of some modules Modular Fuel Tanks - Create user-configurable resource tanks. Module Manager - allows patching of configs at runtime without overwriting OpenParticleEmitter - Kethane-derived alternate particles module. Source code only Open Resource System - Karbonite (An open Kethane alternative) uses this. Also see Community Resource Pack Raster Prop Monitor - Configure aircraft and spaceship monitors in IVA Real Fuels - Makes resources and their measurements based on real science. SmokeScreen - Extended FX plugin Texture Animation Util - Scrolls textures on a mesh randomly or smoothly. Toolbar - Add a visible toollbar button to your plugin PLUGIN DEVELOPMENT I would love someone with Plugin experience to point out helpful threads for this Add-on Posting Rules CompatibilityChecker - Source code for plugin authors to implement a checker that shows a message if their mod is incompatible with the user's version of KSP and/or Unity KSP API Documentation Official PartModule Documentation Starting out on Plugins KSP Plugin Framework - Plugin Examples and Structure - by TriggerAu, very recent and up to date Example plugin projects to help you get started - by TaranisElsu The official unoffical help a fellow plugin developer thread Wiki page on Plugins Creating your first module - on the Wiki Info on spawning objects and applying gravity - Includes example code, links to more examples, and some useful hints. How to animate a part with multiple animations? Great info on Kerbal transforms, bones, rig, FSM, states (ragdoll, idle, sumble, run etc) Some really good info on writing Unity CG shaders. Even if you're not going to write a custom shader yourself, it still gives you a great insight into what the various bits of the KSP shaders actually control and output. Info on loading and using custom shaders into KSP Misc Plugin Information Kethane Code Snippet for an incorrect installation warning. Public domain license.
  4. KSP Career mode, from start to first orbit. Full album at https://imgur.com/gallery/0zCVG
  5. I'm in the 3rd tutorial. Brick wall. I'm supposed to put 4 fins on by toggling symmetry to 4x. When i click the symmetry button, or x, i get the options of single, or double. What could i possibly be doing wrong...
  6. Air to Air Refueling Like a Boss This tutorial is meant to provide you with all the tips and tricks I've learned from other forum members, as well as new ideas I've been working on myself. Some terms you'll need to know before you begin are: The flying gas station is called the Tanker. The hard line from the tail of the Tanker is called a Flying Boom. A flexible hose with a cone at the end is called a Drogue Line. The plane being filled is called the Receiver. And lastly the ridgid snorkel on a Receiver, used to capture the Drogue. Is called the Probe. Probe and Drogue - In the real world this came first (kinda) and is in some ways more forgiving for beginners to engage the Drogue with a Receiver plane mounted Probe. The downside is if you bump the Drogue it'll flop all over the place until aero forces stabilize it again. This method provides a flexible line connecting both planes to allow a larger bubble of movement while refueling. In KSP this is the easier way to dock two or more planes together but if performed in an "Undocked" state. Which allows independent control of each plane. (You will most definitely crash if both planes are "Docked") There is no ability to transfer fuel between the two planes when using a KAS winch in "Undocked Mode". This is great for cinematics and screenshots, just not for actual fuel transfer. Additional Info / Pictures Of The Assemblies: Flying Boom - This is a rigid connection between both planes. In the real world this was developed second. In order to transfer more fuel in a shorter period of time. In KSP this is the most functional as this is the best way to remain in control while actually transferring fuel. Once you "Dock" both planes together they will fly as a single plane. In which case, most of your pitch control will come from the Receiver plane. So often the connection of the fragile boom needs to be reinforced by Quantum Struts, immediately after docking has occurred. If you don't reinforce the connection immediately after docking, the planes can twist apart within seconds depending on the design of the planes and the boom. Additional Info / Pictures Of The Assemblies: V-22 Osprey, Refueling from a KC-10 Extender And Now, Onto The Tutorial The mods I suggest using to perform this task are RKE Kanadarm for the Flying Boom, and also for the Probe tubes. The reason these are the best parts to use for the tubes is they are physics-less and don't flex / separate under loads. KAS if you are using the Probe and Drogue method. IR / IR Rework if you want to be able to move anything. Also MechJeb is recommended as it makes aligning the two planes much easier - Using "Spaceplane Guidance" If you're looking for a scale appearance, my custom cfg's to rescale as well as increase the force and range of the magnets in a Squad Docking Port Jr. And as a bonus, the B9 Aerospace Shielded Docking Port if you have B9 installed. If you use RKE Kanadarm tubes or any other physics-less parts. Be sure you never attach a Quantum Strut directly to or from a physics-less part. It will lock the craft in place during flight, and cause all kinds of Kraken like behavior. Instead attach a physics enabled part to the RKE Tubes then the Quantum strut to that part. I also suggest building planes that require very little effort to stabilize. Meaning when in flight the input visualizer in the lower left hand corner of the screen should be as close to center for, pitch, roll and yaw as possible during flight. Also another good check, is a plane that will deviate very little on it's own with the SAS / RCS turned off in flight. I suggest enabling as few control surfaces and gimbaled engines on the Receiver craft as possible. This will aid in fine control while approaching the Tanker. The steps to reproduce this on your own are: (1) Load the Receiver and move it off the runway - I suggest Vessel Mover for this task. (2) Return to the Space Center / SPH and load the Tanker. (2-A) (Drogue Method) - Before take off, with both planes landed. Use a Kerbal to "Unplug" and then reattach a KAS Winch Line to the Drogue. In "Undocked" mode - If you're using lights on the Drogue, press (Alt+F12) to bring up the cheats menu and enable infinite electricity. (3) With both planes now loaded, take off with the Tanker - Use the " [ " and " ] " keys to switch between planes. I suggest using MechJeb "Spaceplane Guidance" to hold a set altitude and heading - Don't fly too fast or you can outrun the Receiver. (4) Switch back to the Receiver and launch it as well - Also use MechJeb spaceplane guidance but set the receiver altitude 10m lower than the Tanker. Be Careful to stay within loading distance I think that's something like 2.5 Kilometers. (5) Match speed, and fine tune course alignment of the Receiver with the Tanker using the keyboard / joystick inputs in tandem with MJ Spaceplane Guidance - This is where the work begins. (6) Deploy either the Probe and Drogue or the Boom at this time from the Tanker. (6-A) (Drogue) If you use my cfg's be careful how close together multiple drogues get. The magnets are ridiculous. (6-B) (Boom) I like to use one or two Quantum Struts to reinforce the boom back to the Tanker at this time. (7-A) (Drogue Method) Once docking has occured, the engines on the Receiver will automatically throttle down but MechJeb will continue flying the Receiver. - Return throttle on the Receiver to just under the level used to initially catch the drogue, You want a slight amount of tension on the KAS winch line. And allow MechJeb to stabilize the Receiver. Engines and Mechjeb's Control of the Tanker will be unchanged. As long as the drogue is attached in "undocked" mode to the winch line (7-B) (Boom Method) Once docking has occurred, you'll need to quickly enable the Quantum Struts. Before an "Unplanned Disassembly" occurs. I like to assign the Boom to Receiver Quantum Struts "Activate" command to the "Abort" Action group. Next, control will default to the Tanker and the engines of both planes will throttle down together automatically, MechJeb will begin flying both planes together as one craft automatically. You need to decrease the engine output of the Reciever and then throttle everything back up. You want the Receiver to have a little less power than the Tanker. You can do this by disabling individual engines through action groups, or through engine right click menus as demonstrated in my video bellow (just don't shut them down completely like I did - Puts a lot of stress on the boom). Then allow MechJeb to stabilize both planes. Fuel transfer is accomplished by holding (Alt) and (Right Clicking) the tanks you wish to move fuel between. Remember this only works with a "Docked" Receiver. When you undock the two planes MechJeb will resume control automatically, of the Receiver and Tanker Independently. With whatever settings you input prior to docking. When you're on final approach with either a Flying Boom or a Drogue Line. The best way to maintain good speed control is by flying too slow, and using afterburners for short boosts to accelerate toward the docking port. Then coasting on the normal engines to slow back down again. Or, set your speed too fast and then use airbrakes to slow down. Pulling the Receiver back away from the Docking Port. Either of these methods works, and it just comes down to preference. Another good method is a plane with a fair amount of drag with quick throttle response. So as you throttle down the Receiver will slow down quickly. Larger planes are actually a little easier to dock as they are slow to make changes with control input. Slow and sloppy is good, quick and jerky is bad. Just be sure your boom is built strong enough to hold everything. Videos Of Both Methods: My Custom .cfg's And Suggested Mod Links AC-130 Spectre, Refueling from a KC-135 Stratotanker
  7. I stopped the development of this tutorial because I didn't have time anymore and because all calculations change after minor updates, and it takes a lot of time to interpolate all values and generate all graphs and formulas. So I lost interest because it changed too muchm but I know this is with the best intentions of Roverdude to make this mod as balanced as possible. There are some awesome people updating the Wiki right now. If you want to help, this is the thread: ___________________________ I'm doing a MKS tutorial because there is no one updated to the lastest version and I think it's a hard mod but also very enjoyable. Note that all information listed here was tested at the day they were added. It's not a copy of changelogs or from any other place, everything was tested by myself. There is a changelog at the bottom of this post, so if there was some update/bug fixing on MKS mod and I didn't updated, please tell me. TL;DR: Cut machinery chain off if you are starting/learning how to play with this mod by sending Kontainers with it. You'll not need to worry about it if you just do this. Machinery production is complex (but consumption is slow, for example: with a big industrial workshop, working at 22500% load, you'll need about 8200 machinery per YEAR), so don't bother with it before learning how to do supplies production to your kerbals. If you agreed to do this and don't want to read the full tutorial, just use the Base planner 1 - Supplies. It will show you what is needed to feed how many kerbals do you need to. View/download link is below. I didn't added example crafts yet, but will later. 1. Concepts about Modular Kolonization Systems (MKS) a. Part's functionality b. Resources 2. Logistics a. Scavenging b. Planetary Logistics 3. Getting resources a. Orbital scanning b. Surface scanning c. Drill planner 4. USI - Life Support a. Supplies i. General concepts ii. Fertilizer (TBD) iii. Agroponics iv. Cultivate (S) v. Cultivate (D) vi. Recyclers (TBD) b. Base planner 1 - Supplies c. Habitation/Home (TBD) I. General concepts II. ColonySupplies d. Base planner 2 - ColonySupplies 5. Efficiency Parts a. General concepts b. Greenhouse (Updated to version 0.50.7, from November 23th) c. Crusher (Outdated) d. Smelter (Outdated) e. Workshop (Outdated) 6. Power (TBD) a. Power generation b. Power distribution 7. Production (TBD) a. MaterialKits b. SpecializedParts c. Machinery d. EnrichedUranium e. Base planner 3 - Machinery Link of the tutorial to view online: https://onedrive.live.com/view.aspx?resid=7987968D9100EE9D!2683&app=OneNote&authkey=!AOH7C-rNdg8Jx7s If you just want the Base planners, here are the links: Supplies: Link down for maintenance. Update (Nov. 24th): Math behind efficiency just got way more complicated after the last 3 updates of MKS. I got the calc to see how much machinery you should have to feed the number of kerbals you want with Duna and Tundra parts with efficiency, but I'm fixing the Fertilizer production now. The modifier of profession bonus is taking way longer than I wanted to figure out. Once I finish Agroponics, Cultivate (S), Cultivate (D) and Fertilizer production I'll release again. I just don't want to release a sheet that doesn't work at 100% of time. In other words, everything changed. None of calcs from before works now. Maybe in a week or so it should be re-fixed. ColonySupplies: (TBD) Machinery: (TBD) Base planner 1 - Supplies images: If you find any error of any kind, please tell me so I can fix. Worksheet with MKS data: Update 21/10/16: Added Spreadsheet. Update 23/10/16: I'll add the next module tomorrow with a little rework of previous chapters Update 26/10/16: Tutorial reworked to be on OneNote. Waiting to finish some parts before publishing. Update 26/10/16: Part of the tutorial published. Update 27/10/16: Added "Getting resources" chapter Update 2, 27/10/16: Added "Supplies" chapter Update 29/10/16: Added Base planner 1 - Supplies Update 2, 29/10/16: Added Efficiency calculation to Base planner 1 - Supplies Update 3, 29/10/16: Added Recycler calculation to Base planner 1 - Supplies Update 30/10/16: Added a TL;DR Update 24/11/16: Doing everything again after efficiency updates. Greenhouse efficiency updated at OneNote tutorial, but will take some time to retest it all.
  8. So you have your own planet or moon and you want to make it look as good from close by as it does from up in orbit? Good terrain textures are the best way to make this happen. In this tutorial I will explain how to properly apply both stock and custom terrain textures to your planets using Kopernicus. This lesson is based on what I learned myself while learning to do this for my own mod OPM. The tutorial consists of 2 parts: Applying textures to the terrain Making the textures appear where you want Texture application Note: for this step you can use built-in textures from the game or use your own custom textures. I will explain how you can do both. Open up your body’s cfg in something like Notepad++ (Windows’ Notepad won’t do). To edit the terrain textures we have to use the Material node. If you've never touched terrain textures, you probably won't have this in your config yet. Here is where it goes (excuse bad formatting, blame the forum software): @Kopernicus:AFTER[Kopernicus] { Body { PQS { Material { } } } } So material is where we're going to do our magic. There's one thing that we have to do outside of the material node though and that's to set the material type. Not all stock planets use the same one and, since some types work less well than others, we're going to define the type so that we're always working with the best one. @Kopernicus:AFTER[Kopernicus] { Body { PQS { materialType = AtmosphericExtra Material { } } } } From now on everything we'll be doing in side of the Material node. For those who've dabbled with texturing before KSP 1.1, note that AtmosphericExtra is the successor to AtmosphericOptimized. If you used that before, use AtmosphericExtra now. Before we start writing the material, you need to know that there are four texture slots we can use: Low: covers the lowest part of the terrain Mid: covers the area between low and high High: covers the highest part of the terrain Steep: covers all the steep areas like cliff faces, crater walls, the sides of mountains, etc. It will overlap with the three previous areas as steep parts can be anywhere So now we know that, we can start adding the textures to these areas: Material { steepTex = CTTP/Textures/snow steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = CTTP/Textures/snow_normal steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 lowTex = CTTP/Textures/snow lowTexScale = 1,1 lowTexOffset = 0,0 lowBumpMap = CTTP/Textures/snow_normal lowBumpMapScale = 1,1 lowBumpMapOffset = 0,0 midTex = CTTP/Textures/snow midTexScale = 1,1 midTexOffset = 0,0 midBumpMap = CTTP/Textures/snow_normal midBumpMapScale = 1,1 midBumpMapOffset = 0,0 highTex = CTTP/Textures/sand highTexScale = 1,1 highTexOffset = 0,0 highBumpMap = CTTP/Textures/sand_normal highBumpMapScale = 1,1 highBumpMapOffset = 0,0 } You see a lot of repeating stuff, so I'll only need to explain four of the values to help you understand what everything does:. ...Tex: sets the main texture for this area ...BumpMap: sets the bump map (or normal map) texture for this area. This doesn't have to look anything like your main texture, but if you want a unified look it's best you do. ...Scale: sets the scale of the texture on the X and Y axis. The default 1,1 is what looks the best, so use that. ...Offset: offsets the bumpmap from the main texture on the X and Y axis. The default 0,0 is what looks the best, so use that. You'll see I've pointed the textures to a folder called CTTP. This is the Community Terrain Texture Pack (still need to make a thread for this how others can use this). This is how you point to a custom terrain texture. Just replace the folder path to the one that matches your texture (YourModFolder/Textures/YourTexture for example). You can also use the builtin terrain textures found in KSP. These are lower quality and not all textures have a matching bump map, but you won't have to put custom textures in your mod. Here's a list of builtin terrain textures. To apply them you have to use a different folder path: midBumpMap = BUILTIN/RockyGround Next we're going to define how often these textures are applied to your planet. To prevent this code from becoming to long, imagine that the previous entries are also in Material. Material { steepNearTiling = 5000 steepTiling = 50 lowNearTiling = 5000 lowMultiFactor = 50 lowBumpNearTiling = 5000 lowBumpFarTiling = 50 midNearTiling = 5000 midMultiFactor = 50 midBumpNearTiling = 5000 midBumpFarTiling = 50 highNearTiling = 5000 highMultiFactor = 50 highBumpNearTiling = 5000 highBumpFarTiling = 50 } The higher the values you give to this tiling, the more detailed the terrain will become. Too much however will create noticeable tiling, making it look fake. So there's a fine balance. 5000/50 as shown above works well for textures with 1024x1024 resolution and what's on the texture looks close by, rather than far away. Is it 1024x1024 and the texture is far away (the case for CTTPs cliff and beach textures for example) than I've found 2500/25 to be a good fit. An explanation of the rest in the code above: NearTiling determines how often the texture tiles close to the player Tiling, MultiFactor and FarTiling (Squad didn't make it consistent) determine how often the texture tiles far away from the player. This works best if lower than NearTiling Steep only has NearTiling and Tiling for some reason, and these settings are used for the main texture and the bump map STILL WRITING, WANTED TO MAKE SURE IT SAVED
  9. A replacement for stock engine particle FX. If you are tired of seeing the same old effects, HotRockets is for you! Note: SmokeScreen + ModuleManager are required dependencies. Download the legacy version here (compatible with KSP 1.1): Download HotRockets Note that HotRockets is primarily my set of replacements for stock engines. I no longer support FX packs for mod engines, but you are able to use the HotRockets assets for your mods. Many mods now make use of HotRockets assets to improve engine FX; some will add support for mod engines, and some have additional features for stock and mod engines such as resized plumes or easily added preconfigured effects. Mods using HotRockets art assets Kerbin Shuttle Orbiter B9 Aerospace Space Shuttle System Realplume Realplume stock configs Mods with HotRockets support for new engine parts Vens Stock Revamp License: HotRockets Art Assets: http://creativecommons.org/licenses/by-nc/4.0/ Powered by SmokeScreen + ModuleManager(by Sarbian): http://opensource.org/licenses/BSD-2-Clause Screenshots of HotRockets effects in-game: -------------- Basic guide for getting custom particles functioning in the game The method for getting custom engine FX working is fairly simple with the new system, but unfortunately was not covered by an official tutorial on the forum. This will be a small guide for getting them working in game and it will leave the details of the effect up to you. Note: the effect being animated like a heat effect is not necessary with the ModuleEnginesFX system. 1) Game objects Create an empty game object at the origin that you will use for exporting. This will have a partTools component on it that you will use to write the .Mu file to your FX folder. Create an empty object as a child of the exporter object. This object will have the KSPParticle Emitter script on it. I call mine 'emit'. This allows you to easily tweak the position of the effect within the actual exported object. I also make an additional object and name it smokePoint so I am able to move the smoke transform away from the flame transform, but this is not required. 2)Texture Create a new material for each effect you make. This will ensure you don't overwrite the properties of another effect you have. I work with all of my effects in one unity scene by duplicating exporter objects and changing what I need to, so once I duplicate an effect, I create a new material in Unity and add a texture to it. Assign your material to the particle effect using the "Material" property on your KSPParticle Emitter. To create the appearance of a glowing flame, you will need to use the KSP/Particles/Additive shader. Create a 256x256 or smaller image file with alpha that you can use for the effect. Creating the actual image file is fairly straightforward if you look at the current files being used, but I will say that for a transparent additive effect even your strongest colors must have extremely low alpha, almost making the effect invisible. To create a smoke effect, you will want to use Alpha Blended instead of the additive shader. 3) Parameters on the KSPParticle Emitter This is how you will control the style of the effect you make. It will most likely require a lot of small changes and reloading the game to see your effect, because it will not look the same in Unity. So enjoy experimenting =). A couple important ones: Simulate World Space - this parameter, if unchecked, will keep your effect local to the transform it's on. This is how you create a flame that looks like one cohesive effect, and not something that sprays in every direction or curves. While you would use this for smoke, having an effect with the box checked in addition to one without it will cause HUGE errors in the current version of KSP, and is the reason my effects use stock smoke right now. Nothke and I spent tons of time trying every method to get around it, but a plugin or fix by Squad seems to be necessary, and I am not a plugin creator. Energy - the lifetime of your particles. With the current system, this seems to be one of the parameters along with growth that can only be changed in the Unity editor. Emission - amount of particles emitted. Use as low an amount as possible while achieving the effect you want. I have used ranges near 150 or as high as 350 for my FX. Shape - controls the shape of the emitter, mine use Ellipsoid. Local Velocity - you will want at least 10+ velocity on Z for a fast looking effect. Most of the other parameters are something that just needs be be experimented with to get the style you want. Try animating the color of your effect, and lowering the alpha as it progresses through each color. Shadows - all of my effects have Casting and Receiving unchecked. When you think you have the parameters set the way you want, select the PartTools object and click "write" to export the .Mu file and texture to your chosen folder. 4) Game configuration file For adding an effect into the part config for an engine, I will typically comment out each line of the old effects, preserving them if needed, then highlight the following lines in the config MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform and paste this to replace them: EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flamethrust modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.70 speed = 1.0 1.65 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = thrustTransform Edit the path to any effect files, change effect properties or add modules as needed. -For the method to add this to an existing engine with ModuleManager, see the actual config file included with HotRockets. -Note that powersmoke and powerflame are simply what I wanted to name my effects for flames and smoke. You can create your own effect name. -If you use two flame particles in one effect, give them each a unique entry under "name" -Remember to make the thrustTransform in the effect match the transform you want in the engine. -EngineID is used for multiple-mode engines, check the rapier config to see the setup for that. -Emission curves within each effect: you may have seen curves used in a few other modules when modding KSP. This is also fairly simple. The first number is the level of engine power, the second is the percentage of emission/speed/etc divided by 100. I believe that covers everything needed to get a custom engine effect working.
  10. With 1.2 version (still prerelease) SAS holding is fixed and we can finally use it. I'm going to show now how we can easily reach LKO in semiautomatic mode using only ingame SAS. For that we will need two things: stable rocket and level 1 pilot (or probe core capable of SAS prograde hold) Let's start with rocket, it's a simple rocket consisting of only stock parts. It has LV-909 "Terrier" engin in the upper stage: And LV-T45 "Swivel" in the first stage: Overall it looks like this, and as you can see it's really chip rocket: Let's go! On the launch pad: Throttle up to max Switch navbal speed indicator to orbit mode Turn on SAS Main engin start! Keep going straight up until you reach 300 m/s of orbital speed (Yes ORBITAL speed!) and then throttle your engine down to keep your speed ~300 m/s: And keep that speed until you're at 10 km height, as soon as you reach this height hit prograde in your SAS control panel and throttle to max again: Keep burning, a quick thing to note: if your first stage is still pushing you at 20 km above Kerbin, then your rocket design is good: As soon as your first stage is depleted, separate it and start the "Terrier": Pretty goooooood, now go to map mode and keep an eye on your apoapsis: As soon your apoapsis is above atmosphere, cut the engine down. Note that orbital speed at LKO is approximately 2300 m/s and we already have 2100: Our speed will go down as we reach AP, but hey, we'll have to burn only ~300 m/s: As soon as we're close enough to AP we can throttle up again, if your TS is upgraded you can place maneuver node to be more accurate: As soon as AP and PE are approximately 90 degrees behind you and before you shut down your engine: Congratulations, we're in orbit! Not perfect, but stable And with plenty of fuel! Have fun!!!
  11. version = 1.1.3 Title = default (SANDBOX) Description = No description available. linkURL = linkCaption = Mode = SANDBOX Status = 1 scene = 5 editor = None flag = Squad/Flags/hexagon launchID = 14 modded = True envInfo = - Environment Info - Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe - PARAMETERS This is the part we modify. BEWARE! IT IS VRY EASY TO ACCIDENTALLY BORK YOUR SAVE GAMES! BACK UP THE FILES FIRST! Alright! version = 1.1.3 Title = default (!SANDBOX!) Description = No description available. linkURL = linkCaption = Mode = !SANDBOX! Status = 1 scene = 5 editor = None flag = Squad/Flags/hexagon launchID = 14 modded = True envInfo = - Environment Info - Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe - PARAMETERS The parts that are surrounded by exclamation marks, these should get changed from sandbox to "SCIENCE" Load the save, then go into your text editor and change it from "SCIENCE" to "CAREER" version = 1.1.3 Title = default (CAREER) Description = No description available. linkURL = linkCaption = Mode = CAREER Status = 1 scene = 5 editor = None flag = Squad/Flags/hexagon launchID = 14 modded = True envInfo = - Environment Info - Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe - PARAMETERS And boom! Save converted! NOTE! A save cannot be converted from Science or Career back to sandbox using this method! Hope I helped someone!
  12. Beginner's Guide to Space Exploration When showcasing vehicles for my Eloquent Spacecraft Systems series, I have encountered a few players who are confused by how I achieve what I do. Questions about how I can create spacecraft to accomplish various goals are common enough that I feel the need to address them. So of course, in my usual style, I'm going completely overboard with it and thus this thread now exists. Over time, I will be putting together what is essentially a series of guides on how to achieve various accolades (from the simplicity of reaching Kerbin orbit to the immense task of exploring the Jool system), and particularly how to do it in style. Things to note about these guides I'll be using stock parts, but I have a couple of mods installed. MechJeb will provide detailed information beyond what the stock game can offer (and also includes various features that help with efficiently flying a spacecraft). Kerbal Alarm Clock and Trajectories are included for convenience with regards to planning missions. I also have Color Coded Canisters and Colorful Fuel Lines installed, which help to improve appearances of stock fuel systems. Finally, I have Kerbal Joint Reinforcement installed, and if you try to do some of the things that I do in this series without that mod then you will need a large quantity of struts. I am very much in the habit of designing things for aesthetics, and whilst I will not be prioritizing appearances quite as much as I usually do, there will still be things that can be changed about my designs to improve efficiency. Whilst you could play through much of the game simply by mimicking my designs, I very much do not recommend it. This thread is intended to help new players learn the basics (and the not-so-basics) of mission planning and spacecraft construction, but it's best to make your own vessels once you have a better understanding of where to start. Additionally, it may be most helpful to take inspiration from my designs but look into ways of improving them, since nothing I will create is perfectly optimized for anything other than appearances. A list of existing guides in this thread
  13. First of many more tutorials that I will do as I progress farther down the rabbit hole. Next video will be tutorial on how to intersect with a station and docking! Dont forget to subscribe to my channel and leave comments at the bottom. Link to my channel ------------- https://www.youtube.com/channel/UCFJjKobyN0kA3lzpzcT0PiQ
  14. Does anyone know how to make a part using blender? I want to make a mod with warbird cockpits but I need modeling help and texturing help too. I also might need help for the cfg
  15. I am starting a new and complete tutorial to get you started with pod/cockpit makeing this is to give you what I have learned from the forums to help you make your very own mod. This is my first tutorial so please comment if I make a mistake.
  16. Changelog : Intorduction: Ok, so we went on alot of rocket adventures (hence the name Kerbal Space Program ) but what if we want to build this magical thing below? Yeah thats right. This is a tutorial on how to build a PLANE! CoM/CoL/CoT: So, what is the most important thing you need to do for a plane to fly? Well do you know the Center of Mass (or CoM)? Mass is Weight. But we also need to focus on two other forces: The Center of Lift (CoL) And the Center of Thrust (CoT) On the bottom left corner in the editor there are buttons to check all these forces, as the following screenshot shows: The CoM should be infront of the CoL to prevent flipping, the CoT should be alinged with the CoM to prevent unstable flight. If the CoM was behind the CoL, then the plane would want to pitch upwards, as if you put a string behind a model plane's CoM. Here is a screenshot on what your CoM, CoL and CoT should look like: Stalling: So you probaly were flying and then you thought "What happens if I kill speed to about 20 m/s?" Here is your unfouranate answer: you will stall. Stalling is when your wings are at a critical AoA. Your wings no longer produce lift and the air flow turns into eddies. So what do you do if you ever get at your stall speed? There is one answer that is easy to remember: Push the nose of your plane down. Then, when you get to normal speed pull up. Yes. It's that easy but even in the real world this is how you do it. Landing Gear: If you want your plane to take off, you need landing gear. Tricycle landing gears are the basic landing gears for all KSP begginers. Tricycle landing gears are basicly like this: One landing gear under the nose and one landing gear on each wing (Note: To put landing gear on wings, turn off angle snap. It's below the buttons for the CoM/CoL/CoT). But what if our landing gear was like this? Well, it will veer off the runway and go BLAM BOOM BANG! So if you want to take off your landing gear has to be like this
  17. How To Manually Install KSP mods video - YouTube
  18. Launch Clamp How-To (Tutorial) I'll probably add detail later, but I wanted to at least get this started. Launch Clamps are one of the more tricky things to make, second only to landing gear/legs, but not nearly as hard. However, you do have to get a lot of the details right. Positions and orientations of transforms matter a lot, and nothing will work right if you get some of the details wrong. An excellent starting point is the FASA Launch tower tutorial by @frizzank, and in fact that's where I learned to make them. At the time that I made the launch clamps for SpaceY, I followed that pretty closely and ended up moving things around in Unity to make it work. Today I rearranged it in Blender so that nothing has to be done in Unity afterward. So this is a "How-To" using my "new method", from Blender. There are probably other ways of doing this, and in some minor ways it differs from the FASA setup, slightly. However just like the FASA tutorial, let's look at the CFG setup first, then what you need to make in Blender afterward. MODULE { name = LaunchClamp // Module name. DO NOT CHANGE. trf_towerPivot_name = Cap // Rotation transform that the tower connects to. trf_towerStretch_name = Tower // Transform that gets stretched to make the tower. trf_anchor_name = Base // Transform that connects to the ground. trf_animationRoot_name = SYclamp1new // Transform that contains the animation // and all animated parts, at some level. anim_decouple_name = clamp // Name of the retraction animation itself. } This is pretty straightforward. The "Cap" is the top of the tower, the part that connects to the clamp itself. The "Tower" is a transform that contains all of the stretchy tower meshes. The "Base" is what sits on the ground, and it will need to contain a collider. The Base's collider acts like a foot and keeps the clamp from twisting, however the clamp's "attachment" to the planet is actually at the Cap's origin, or close to it. Yes, it's a hovering object, technically. So first, in Blender, create four (4) empty transforms. You can hit Shift-A and select "add empty" for each one. Then give them these names: Cap, Base, Tower, Clamp The "Clamp" transform is really just a place to group your animated and non-animated meshes for the clamp itself. Now we'll talk about each one, and what goes in it. Each mesh object you make needs to be a child of one of these transforms (though like I said, "Clamp" is just for organizational use in this case). In Blender, I'm assuming you're working in the default orientation with +Z going up. I do the export as an animated FBX, to import into Unity. Let's start at the bottom and work up: (After importing, the Cap, Base, and Tower transforms will need to have a rotation of 0,0,0 or something "close" to it, either with floating point rounding errors, or some "360" or "-360" values. The "X=90" rotations below are for Blender, so that it gets rotated properly during import to Unity). Base This transform's position must stay at 0,0,0, and it needs a rotation of X=90. As children of it, you will need two mesh objects: One for the base artwork itself, most of which will extend into the ground, but with the visible "foot" of the tower included. Usually this mesh should be designed to have several meters worth that extends into the launch pad, so that if you build a large rocket, and the clamp is placed outside of the pad, the length still reaches the ground outside of the launchpad. Extending down to -6m is probably sufficient. A simple mesh collider that corresponds to only the part of the base/foot that should be above the surface of the launch pad. You can add this later in Unity as a box collider or something if you want, but I use a custom mesh collider here. If you try to make this collider too tall, and encompass the part of the Base that is meant to extend under the launch pad, then the entire thing will "jump" upward to make sure the entire collider is above the pad when it spawns. The bottom of the collider should be at a height of exactly zero (0). Keep in mind that 0,0,0 is the surface of the launch pad. The visible part of the base/foot needs to be above Z=0, and the rest of the base that's hidden inside the pad will be below Z=0. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Tower This transform's origin position will be at the bottom of the cap's mesh, and the top of the tower's mesh, centered over the base, at 0,0,Z, where Z is a height that you will define. It has a rotation of X=90. This transform moves with the Clamp and Cap, but is scaled in height so that it can always reach the ground. You can add the visible mesh directly to this transform, probably, but I make a separate mesh object that is a child of it. The Z coordinate for the Tower transform should be above the origin by some number of meters, with enough height to create a tower mesh object from there toward the ground, extending below 0,0,0 a little bit. This mesh's top edge must terminate exactly at the Tower transform's origin. That is, the top edges must not be above or below the Z height of the Tower transform. This is very important, since the mesh is being stretched by scaling it from the Tower transform's origin coordinates, any errors with regard to the top of the mesh will be amplified when the launch clamps are used high off the pad, and will not line up with the Cap. The texture used by the Tower's mesh needs to be repeating along the Y-axis. As the mesh gets stretched, the texture does not get stretched, but rather "tiled" vertically. It's OK to have UVs that use different X positions for different things, but the entire Y-height of the texture needs to be a vertically repeating pattern. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Cap This transform's origin needs to be at 0,0,Z (Rotation is X=90), centered over the Tower and Base, with Z at a height that you define. This height should correspond to the attachment point at the front of your clamp, for sanity, since this is where your clamp's head will pivot. The Cap will have two main things as children of it: A mesh object that acts as the "cap" to the Tower stretchy-mesh. It should look like it's a part of the same object, artwork-wise. The bottom of this mesh should match up with the origin of the Tower transform, and extend high enough that no matter which way the Clamp's head gets turned around (on any or all three axes) that there's never a gap or missing or hollow mesh visible. When you attach the launch clamps to a rocket or plane, by default the clamp's head is rotated to correspond to the part it's attaching to, even if that means the clamp sits sideways or upside-down. The Tower transform and its children. The Tower transform is a child of the Cap transform. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Clamp This can contain all of the mesh objects and colliders needed for the actual clamp. All animated parts for the clamp retraction will be in here. The colliders that you will "grab" in the VAB will be here. This is the easiest part, since it functions just like a normal animated part in KSP. I usually orient the transform/meshes such that the clamp is oriented with the +Y direction toward the back of the clamp, and -Y in the direction toward the rocket. As far as I can tell it doesn't appear as though KSP cares as much about the positions and orientations of anything other than Cap, Tower, and Base, and therefore you can pretty much do what you want with the head/clamp components. This part of the clamp will function like a surface-attached part, with the Cap/Tower/Base hanging down from the clamp. Putting it together Export from Blender, import into Unity like you would for any other part. In Unity's assets, select the model, set it to Legacy animation (as usual), scale of "1", and name your animation to match the name you used in the part module for the CFG. Export as a MU as normal. Screenshots of the SpaceY launch clamp:
  19. Hi, I was thinking of making a parts pack but I have no clue how to mod. Anyone wanna post a tutorial. All I know is that I need to know C#
  20. This tutorial will show you the best way to get into orbit around a celestial body - planet, moon, star, whatever. This tutorial assumes you've already got an encounter set up. The law of physics you'll be exploiting here is called the Oberth Effect and it's EXTREMELY efficient! Step 1: Burn retrograde at periapsis until you're in orbit. STOP AS SOON AS THIS HAPPENS!!! Step 2: Now's the time to make any inclination changes - you probably want an orbit along the equator - an equatorial orbit. Make a maneuver node at the equator and adjust accordingly. This is really only useful for a few bodies - Moho, Gilly, Minmus, Dres, and Bob. I'm probably forgetting one. Step 3: Burn retrograde at apoapsis until your periapsis reaches the desired altitude. Step 4: Burn retrograde at periapsis until your apoapsis reaches the desired altitude. That's pretty much all I've got to say so Fireheart318 out!
  21. Hopefully you can pick up some design skills and ideas from the video! Lots of planning and testing went in to creating this and I wanted to not only share it with everyone but also teach you all how to make these kids of crafts Enjoy!
  22. Step 1: Get a plane. Many VTOLs are purpose-built and you've probably already gotten everything else laid out Step 2: Check the fuel drainage. This probably won't be as big a problem if you build planes the "traditional" way with most of the fuel in the back. When it drains, the center of mass moves forward. You'll probably want an RCS unit or reaction wheel just in case but often the cockpit wheels do the trick. Step 3: Activate the center of mass and thrust icons. As I said before, weight distribution will be more or less the same as it was before as you're only adding mass to the center of mass, however if you use jet engines (which you probably are), they have a weird CoM (due to realistic jets having a bunch of heavy moving parts inside the main body of the craft), so it may be moved upward slightly. If this happens, just move the wings up or lifting engines down a bit. If you still can't solve this problem, assuming you're using Wheesleys, turn the assembly upside down and turn on reverse thrust. This will make your craft even more stable in the air, making it hang like parachute due to the upward center of lift/drag Step 4: Deactivate the other engines. Assuming this uses lifting engines and standard engines, you'll want to set the standard engine thrust limiter to 0 (limiting 100% thrust). This way, the only factors affecting the center of thrust will be the lifting engines. Step 5: Select a lifting engine and mounting surface. I like to use either Junos or Wheesleys depending on the function (I'll elaborate on that later). As for the mounting base, you'll probably want to use an octagonal or cubic octagonal strut - they're light weight, small, and have two attachment nodes when mounted on a surface - allowing you to add more intakes which VTOLs often need. Step 6: Assemble the lifting assembly. Start by attaching the mounting base to where you want your engines to be (I'd recommend the wings as they are often convenient and there's two (or more) of them) and then rotating it so the nodes are vertical. Next, add the engines to the bottom of the assembly and make sure they clear the ground and put the intakes (if you're using extras) on the top. You may want to clip the engine or intake into the mounting base and the surface into the wing for a much cleaner look Step 7: Fine tuning. You'll probably want to get rid of the center of lift icon for this. Start by offsetting the mounting base so that it aligns with the center of mass and then you may want to move it inward a little to decrease it's moment of inertia (the more weight on the outside, the longer roll will take, same with pitch and yaw) so it's faster to respond to roll commands. Step 8: Re-enable thrust on the standard engines and set action groups. I like to use 1 for lifting engines and 3 for standard engines There, you should now have a well functioning VTOL or STOL. There are many uses for these craft and the engines don't have to be strictly for takeoff and landing - some of my favorite fighters like the DOVE 1.1 (upgraded DOVE) use Juno engines for linear maneuvering based on roll and also aid greatly in pitch-based maneuverers. These abilities are great for dogfights and attack runs because you can move in ways your opponents (probably) won't expect or be programmed to expect and can also get you out of a pinch easily. I've pretty much gone through everything I know here so Fireheart318 out!
  23. WARNING! I AM NOT RESPONSIBLE FOR ANY DAMAGE YOU MAY DO TO YOUR GAME HERE! THIS REQUIRES SOME EXTREMELY LIGHT MODIFICATION TO THE CONFIG FILES OF KERBAL SPACE PROGRAM! THEY SHOULDN'T DAMAGE ANYTHING BUT JUST IN CASE! Step 1: Open the GameData folder and from there, open Squad Step 2: Open resources and from there, open ResourcesGeneric.cfg Step 3: Locate 'name = IntakeAir' Step 4: To make visible change the modifier for 'isVisible' to 'true'. To make tweakable (able to change amounts in VAB/SPH) change the modifier for 'isTweakable' to 'true' THESE VALUES ARE ALL CASE-SENSITIVE! IF YOU DON'T DO IT EXACTLY, IT PROBABLY WON'T WORK! This is a valuable tool for being able to see when you run out of air for SSTOs and figure out why your VTOLs aren't working and how many intakes you need to fix it. It's just a generally good thing to have in the game and I don't know why Squad changed it. That's all I've got to say here so Fireheart318 out!
  24. So guys, I'm not trying to promote myself AT ALL, as I don't earn money with it and as I have 0 subscribers. Just wanted to help other people out. Other parts are going to come later, but I'm telling in that in the video as well: If this is being deleted for promotion, then sorry! Just wanna help!
  25. So as I had a lot of critique on my previous tutorial, I'll be trying to make better videos soon. But as part 2 was recorded before the critique, I have changed nothing. Still hope this can be helpful and feel free to tell me what I did wrong in this video now! Soon will be online. Not at the moment you are reading this when I just posted it!