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LukeTheYeti

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Everything posted by LukeTheYeti

  1. Here's a few shots of the 2x1 parts. New files are on github too! There's still a few things missing but its playable and 95% working as intended.
  2. 1.1 is out and I finally got new parts in the game. Here's an album of the new Hex parts Alpha 2 will be up on Github shortly!
  3. Solution verified, thank you so much @InsaneDruid!!!!
  4. OMG wtf I am both furious at the simplicity of this and relieved that you caught it, thank you so much! I'll try this tonight.
  5. So I tried this again using MODEL {} for both of the models and now neither part is loading into the game. Here's a screenshot of the config and the file structure, any idea why this isn't loading the model?
  6. Yarp, this appears to be what is happening. I'll try this with MODEL{} tonight! Thanks a ton!
  7. Copy that, I'm starting to get things working in unity and in game. New issues keep popping up tho, I'm trying to have several of my models share materials/textures and having very strange results. I have a cockpit and a nosecone using the same texture and in game both models and cfg files and the single texture are in the same folder. When I load this in game the nose cone has its proper stats etc but has the same 3d model and texture as the cockpit. Anyone have a clear walkthrough on setting up shared textures?
  8. There's something screwey going on. In the first pic you'll see a textured engine thing and in the heirarchy you'll see the mesh and its collider, and on the right I see those materials settings. In the second pic I have a model with the default material underneath it in the heirarchy and no materials settings in the inspector. That's all okay tho, I'm gonna go figure out what version of unity to use for 1.1 and hunt down the new part tools maybe that'll solve some of this silliness.
  9. Do you mean the model preview underneath the inspector? I was trying to drag the material onto this and my cursor turned into the "you cant do that" symbol. Do you know if Unity will only create a material for a model that has UVs? I'm at work right now but think this smay be the root of the problem.
  10. I'm trying to get some new parts in unity (4.2.2) and some of my models aren't creating a material when I load them into unity. I've found out how to make materials but can't assign them to the objects that are missing materials, and I can't make the hierarchy window appear either (by clicking in the menu or pressing ctrl+4). I did just upgrade to windows 10 and haven't reinstalled unity, not sure if I need to or not. I also think there may be some issue with my UVs, when I assign my texture to the default material sometimes it displays my textures properly and sometimes it displays it like I have no UVs, and sometimes when I duplicate my model in Maya it loses its UVs for some reason. The googling I've done so far makes me think that Unity only creates a material for a model if it has a UV set so so far I think this may be part of the issue. Anyone have any advice on how to get materials assigned to models?
  11. Hello, hope this thread is still being watched. I'm trying to get some new parts in unity (4.2.2) and some of my models aren't creating a material when I load them into unity. I've found out how to make materials but can't assign them to the objects that are missing materials, and I can't make the hierarchy window appear either (by clicking in the menu or pressing ctrl+4). I did just upgrade to windows 10 and haven't reinstalled unity, not sure if I need to or not. I also think there may be some issue with my UVs, when I assign my texture to the default material sometimes it displays my textures properly and sometimes it displays it like I have no UVs, and sometimes when I duplicate my model in Maya it loses its UVs for some reason. The googling I've done so far makes me think that Unity only creates a material for a model if it has a UV set so so far I think this may be part of the issue. Anyone have any advice on how to get materials assigned to models?
  12. Here's an idea: If you plant a flag on the island base you "claim" it and can now select and launch from it the same way you do in Kerbalside. Same with the old space center. You can destroy the buildings from day 1, but repairing them means you have to claim them first. Having different launch locations makes the game fun (for me anyway, Kerbalside is fun to play with) and if they're at different latitudes then you have to learn how to correct your trajectory during launch.
  13. Heat mechanics are mostly working now! Some values are still off but the functionality is still there, built a test stand so I could run things at length and see how much it heats up. Should be able to get some new parts in the game this weekend too.
  14. Alpha 1 has been released! Nothing major but the configs are almost where I want them and everything is functional. The generators in the engines and the engine mounts run on Xenon gas and are activated by Rclick. Other than that everything should be pretty straightforward. Let me know if you find anything weird or broken! Current issues: IVA view is rotated 180 Generators are too easy to cool. Generators use xenon too quickly.
  15. @Badsector Here's the Git repo, and here's the cfg for the Engine: The section I don't understand is: MODULE { name = ModuleCoreHeat CoreTempGoal = 350 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.01 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.01 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 0 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 10000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 0 //Maximum amount of radiator capacity we can consume - 2500 = 1 small PassiveEnergy { key = 0 25000 key = 200 10000 key = 250 50 key = 300 25 key = 350 0 } The biggest thing I don't understand is the PassiveEnergy section and what part actually tells the part to generate heat. I want the engine to need less than a large radiator when generating, and more than 2 large radiators when the engine is running (I bumped the heat production from the engine module to 500, might not be enough, I have to check the values in the nuke engine). Also, in the engine module, can I just add Electric Charge as a propellant or do I need to change the EngineType to something other than electric engine? Thanks for any info you can give! Also huge thank you to Nertea and the B9 team for commenting the configs in your mods! Saved me a few hours of bashing my head against the wall.
  16. Yeah same here, I'm hoping to make something that will let you make big, aesthetically pleasing boxes without overloading you with parts. Thanks! I've put some basic textures on the parts so I could load them into the game but they really look ridiculous, and will continue to do so for a while . I'm focusing on getting things into the game and working and wont be spending too much more time on Models and Textures until I have figured out a lot more of the tech. Almost, they're a bit bigger than the LLL parts and the beveled edges are wider but they're the same general size and shape. Also, good news everyone: I'm almost ready to release Alpha 1! There's a few issues I'm still working through but the files are available for download on Github if you want to screw around with them (mods: I don't have a license yet. Let me know if I'm gonna get in trouble and I'll get that taken care ASAP). Alpha 1: Hex Series Hull in Short, Medium, Long sizes. Hex End Cap Hex Command Pod (temporarily uses the MKIV IVA and has two less crew capacity because of this) Hex Engine Mount Hex Engine Blocking Issues: Engine and Engine Mount pieces generate electricity with the same cfg lines as the small nuclear radiator, and therefore don't generate hardly any heat. If anyone could help me understand the thermal sections of the configs that'd be incredibly helpful. Engine does not consume electricity, just LFO. I should be able to figure this out but would love any help to fix this faster. Minor issues with the placement nodes on the Engine Mount. As soon as these are resolved I'll be comfortable saying this is worth playing with Thanks again!
  17. Yah LLL and B9 are 2 of my favorite mods, I love building huge blocky scifi ships. I want to build something kind of in between them in terms of style and functionality. I updated the original post with pictures of the different hull types and a few other pieces. Everything is super basic right now just to see if the shapes and the modular pieces work Should have some time this weekend to read a bit about Unity and Part tools and maybe draw a bit!
  18. Hi! I finally decided to make a KSP mod: a series of modular hull sections, command pods, engines, and adapters designed to be fit together to make big blocky sci-fi spacecraft. I'm pretty good with computers but need a lot of help with things like How to Use Tweakscale and Which Texture/Mesh Switch Mod to Use and What The Heck Do All These Thermal Values Mean. A wiki and downloads can be found here. Available Parts: Current plan: 7 hull types, 3 standard lengths, mesh switch and fuel switch, cargo bays and science bays and large crewed sections to carry way too many kerbals to the stars. There will also be SAS, RCS, electricity generation and storage, communications, and radiator parts. Each hull type will have an engine mount for multiples of 1.25 and 2.5 engines, and a unique engine of some sort. Unique engines will be powerful, end game type contraptions that will propel your giant space monstrosities to the stars. Most of the hull types will have a unique command pod with IVA etc. Types without command pods will have end caps, and some hull types will have both. Just about everything you could imagine, including stock adapters. Current Timeline: Alpha 1 Done 1 Hull Series (Hex) Command Pod, LFO Tanks, Engine Mount, LFO Cone, Engine Alpha 2 Done +1 Hull Series (2x1) +Crew Modules (with custom science!) +IVA Hatches +SAS Modules +2x1>Hex Adaptors Slightly better models and textures Better engine effects Beta Releases Later +All Hull series +Science modules +IVA for crewed parts +Cargo Bays +RCS parts +Comm parts +Size 2 parts +Radiators Engine heat effects Better engine effects Nice models and textures Mod support (Fuel Switch, TweakScale) Thanks for looking and for any help you can give along the way! License: This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.
  19. Turning off the steam overlay fixed it, thanks for the help! Any idea why this happens?
  20. Hi! I just got a new video card and now when I start KSP from Steam the game shows the loading screen and then displays an error message: http://imgur.com/7T6uIB2 Doesn't have this problem when I launch it from the KSP launcher tho. Card is a r9 380, dual monitor. Thanks!
  21. Sorry if this has already been asked/answered, but what parts have been split into the HX parts pack? Just the HX and the more pointy variants I imagine but I know a lot of other structural pieces kinda tie the set together and wanted to be sure. Thanks!
  22. @K.Yeon Thanks for the hard work on this, its been crazy seeing this mod change and evolve and I can't wait for the full release.
  23. This sounds like a great idea, I know lots of people want bits and pieces of this in their game and a lot want all of it at once.
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