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wasml

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About wasml

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  1. At one point Squad made big change to wheels (I don't remember when but 1.3.X rings a bell) requiring a redo of the model. Depending on how old your model is it may require a rebuild - having not built any wheels before the change I can't tell you what the differences are.
  2. I just stuck a stock Stayputnik on one of the small solid boosters, added some fins and launched - 12803? meters. Repeated with the top node patch and reached 12810? meters. Only did one launch of each so I don't know what the variability is but suspect the node doesn't add drag.
  3. This should be close to what you need: @PART[probeCoreSphere_v2] { node_stack_top = 0.0, 0.674475, 0.0, 0.0, 1.0, 0.0, 0 }
  4. Should be: Input units * Input density = (Output-1 units * Output-1 density) + (Output-2 units * Output-2 density) + (Output-3 units * Output-3 density) I think (but am not certain) the resource definition file uses tons/cubic meter for density.
  5. @Lizardman383 You ask about Module Manager - it's a mod that allows you to modify config files at game startup. You can do things like change the fuel type in a tank or the maximum length of a strut with out modifying the original config file. This is very convenient as the MM patch is stored separately from the mod and when the mod updates you don't lose you changes. So it's a mod to mod other mods when the game loads. I've put together a number of projects and notes for making parts to remind myself of the steps/gotchas - includes the Blender, Gimp and Unity projects, some notes and the
  6. I've only made a few engines and haven't run across anything like that and nothing comes to mind - afraid I can't help. If you do solve it I'd be interested in how - I'll add to my list of solutions. Looking at the emissive I did get to work - has the following cfg: MODULE { name = FXModuleAnimateThrottle animationName = GimbalEngineEmissive // Unity color animation name responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } I would think the problem would be in that module - good luck!
  7. Which option doesn't really matter. Personally I often use the gray scale option as it leaves the different sections as different colors - makes it easier to see where the non-alpha details are. I usually end up replacing everything anyway if with nothing more than a flood fill. Edit/Disclaimer: I'm striving for "passable" textures my self - would judge texturing to be my weakest skill so take this advise with a grain or two of salt.
  8. One thing occurred to me - if your faces in blender are backwards they don't show in KSP - turn on Backface culling in blender and you can see this. In Blender 2.73 the pullout on the right side by the outliner (assuming you haven't rearranged things from the default) - has the transforms, rotations, 3D view location etc. - a little ways down is a "Shading" group - in this is the backface culling checkbox. Though your third sentence (new material solves the problem) suggests backface culling isn't your problem. As far as parts with flags - do you mean tags? If so the airlock, ladder and e
  9. I don't know that it will make a difference but the one thing I see that's different from a reference IR part is "Cube" and "Joint" are parented to an empty in the reference. You would then select the empty to export and in Unity attach PartTools to that root part (the empty).
  10. I think it was the Specular Bumped(Mapped) that I started with but found parts were invisible if I dropped them in the editor without attaching them. They weren't transparent once attached though. I'm now using the plain Specular and they do give shine without transparency. Would suggest you try the plain specular if you aren't already - if that gives you transparency instead of shine I'm at a loss as to why.
  11. The specular shader uses alpha for shinniness - What alpha is used for depends on the shader. If you click on a material that's set to KSP/Specular and look at the inspector - near the top - you'll see "_MainTex (RGB spec(A))". The spec(A) tells you the Alpha channel is specular. I haven't checked but I think many of the KSP shaders use alpha for shine. If you pick KSP/Alpha/Translucent Specular you'll notice it has "MainTex(RGBA)" - I haven't used this but am guessing in this case alpha is translucent (The model I have loaded seems to agree). As I mentioned above - the specular shader lo
  12. I'm not sure how you would do this in Unity - I use Gimp for my textures and then drop them into Unity. In Gimp you can right click on your texture and select "Add Layer Mask" that will add a alpha channel.
  13. I haven't touched the default settings in the inspector tab. Are you using the alpha channel in your texture to control the shine?
  14. I've used specular and in the VAB it seems to reflect the windows and door (in a blurry way) but when I get the part out on the pad it's a lot duller. I thought I saw a setting in the setup menu to improve this but haven't gone back to look for it again.
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