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liquidhype

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Posts posted by liquidhype

  1. 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! :)

  2. @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.

  3. 13 minutes ago, Theysen said:

    Did you make sure to follow *exactly* what PhineasFreak wrote in the extensive GitHub Wiki about the correct versions of EVE and scatterer?
    Most likely you didn't install 0.0320b for scatterer, it's the only correct working version for RSS / RSSVE at the moment and is mandatory.

    I guess that will fix your issues, hopefully! 

    Check it here to make sure: https://github.com/PhineasFreak/RSSVE/wiki/Installation

    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!

  4. 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.

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    DieLxxG.png

     

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    My installed mods can be seen here: 

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    dgAEV0x.png

    If anyone knows how to resolve this issue I would be very thankful.

  5. 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.

  6. 1 minute ago, KerbMav said:

    @liquidhype I guess this will mess with any auto-node-burn mod? :wink:

    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.

  7. Just now, monstah said:

    New one inspired by this exchange (thanks @liquidhype):

    
    @PART[*]:HAS[@MODULE[ModuleEngineFX]]{
        @MODULE[ModuleEngineFX]{
            useEngineResponseTime = True
            engineAccelerationSpeed = 1.65
            engineDecelerationSpeed = 1.90
        }
    }

    (BTW, Ruby and CSS make good highlighters for CFG syntax!)

    Makes rocket engines take time spooling.

    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.

  8. 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

  9. 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.

    P2SQu0v.png

  10. 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.

    l6d52Y6.png

  11. 19 minutes ago, Commander223323 said:

    That's exactly what I did. I renamed GameData because there was another file named gamedata. I did what you said. Only a few parts show up. The only parts that show up are a few falcon 1 parts. Somebody please actually give me a good answer. I'm not that dumb.

    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.

  12. 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).
  13. 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.

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