Jump to content


  • Posts

  • Joined

  • Last visited


406 Excellent


Profile Information

  • About me
    Spacecraft Engineer

Recent Profile Visitors

4,938 profile views
  1. For the modulepartvariants method you add a GAMEOBJECTS section to each variant. If you have two models - model_1.mu and model_2.mu you would have a section something like this: MODULE { name = ModulePartVariants baseVariant = Variant_1 VARIANT { name = Variant_1 displayName = V1 primaryColor = #FFFFFF secondaryColor = #9F7000 cost = 50 mass = 0.250 GAMEOBJECTS { model_1 = false // diasbles model_1.mu model_2 = true // enables model_2.mu } } VARIANT { name = Variant_2 displayName = V2 primaryColor = #DDDDDD secondaryColor = #9F7000 cost = 60 mass = 0.300 GAMEOBJECTS { model_1 = true model_2 = false } } } If the cost and mass is the same for both variants you can (probably) leave the cost and mass out of the VARIANT section.
  2. Here's a 1.25.dae file you can drop in your Unity assets folder - a simple 1.25m cylinder .
  3. I would recommend browsing the add-on sub forums. Look in the sticky's at the top of the sub sub forum's - some tutorials in there - old but still mostly applicable (except for wheels). but the basic (many details missing) process is: 1) Create your model - Blender is the most used but there are also Wings 3D and others. 24 sided cylinders with 12 sided collision meshes are standard for things like fuel tanks 2) Unwrap the model and create the textures 3) Export the model to a format Unity can handle - there is also a Blender direct to .mu (in-game file type) but I haven't used it so can't speak to it 4) Import model and textures into Unity - add materials, setup collision meshes, setup animations, etc. 5)Export from Unity to your Dev GameData folder using the PartTools Unity package from Squad - will write a .mu file (the model) and textures 6) Create a config file for the part. Lots of details missing - see above mentioned tutorials. Can be rather frustrating at first as lots of ways for things to not work but is a real thrill when you get your first part in game. I would suggest you start with a simple fuel tank at first to get familiar with the process. As you run into roadblocks check the add-on forum's - someone's probably had the same issue before. If you can't find an answer ask - lots of helpful people here.
  4. Correct - just replace the file name after "name =" in the INTERNAL section with what's in the Mk3 passenger INTERNAL.
  5. A quick and dirty way would be to copy the .cfg file for the mk1-3 and change the name (third line "name =") and CrewCapacitycrew. A more robust way would be to make a ModuleManager patch. Either way there are probably a few other things you would want to modify on the mk1-5. The internal for the mk1-3 only has 3 seat positions so you would only be able to EVA or transfer the first 3 kerbals unless you change the INTERNAL to point to a model with 5 or more seats (maybe the Mk3 passenger internal). You probably also want to change the description and then the mass and cost to keep things balanced.
  6. FYI - zolotiyeruki updated Pilot Assistant here and it appears to work in 1.12
  7. There's a thread here that mentions those parameters (third post in the thread) - I'm just not sure if "leftover" means "no longer used".
  8. Great idea! It's always bothered me that the BG science used a different type of electricity than everything else. I think they really missed an opportunity when arranged things as they did. edit: and great model with the radiator fins an all.
  9. First a disclaimer - I've made KSP parts but they're only so-so - Blender: If I have two meshes that intersect I remove any hidden faces - probably makes very little difference but it's one less face that needs to be checked each frame. If I have a face that's partially hidden I trim the tris that are completely hidden if it doesn't mess up the shading of connected faces. Unity/KSP: I found, particularly with fuel tanks, that two parts that are suppose to be flush with each other will cause flickering where they meet. What I do for the fuel tanks is I make the rim where they meet bulge out a small bit beyond the connection plane (and collider) and have the attach node at the plane. This way any microscopic gap doesn't go very deep (hits the bulge from one of the two parts) and this prevents the flickering. If you're using Blender you can download a .mu tool that can import .mu files (you need an older version of Blender - I know 2.79 works). With this you can import models from the pro's and examine how they do things.
  10. Add-on Development is where most in dev planet packs are posted. When you have something ready for release you can create a new release thread or you can ask the moderators to move the dev thread to Add-on Releases. And welcome!
  11. The third key says at three atmospheres you ISP is 0.001 There are two additional numbers you can use to specify the slope - I think (grain of salt here) one is the incoming and one the out going slope. Here's the Unity addon for float curves
  12. Suggestion: as this is the same size as the goo experiment add a cargo part with the same packed volume MODULE { name = ModuleCargoPart packedVolume = 75 } And thanks for keeping all these mods alive.
  13. I've seen some LED stip mods before but I believe they didn't actually emit light - they just used an emissive animation so they appeared to glow.
  14. Congratulations! I remember it was quite a rush when I got my first part in-game and working. As far as putting the collider on the root part - I usually put the collider on the mesh it goes with but whatever you find easiest. The one situation where the collider on the root part wouldn't work is where you have movable sub part like a gimbaling engine or a cargo ramp and the collider needs to move with the mesh. TextMeshPro - I delete this from my parts and haven't had any problems and it makes the backups significantly smaller. I don't remember where I got the idea that TextmeshPro was for GUI's - could be wrong but I haven't used it when making parts.
  15. I just looked at your screen shot again and realized there may be another problem. The material should go on the model's mesh object but I don't see a mesh object. Under your testprobe object with the blue toaster looking icon there should be a cube icon like the "Directional Light" has. This would be the mesh that you add the material to. If I were to guess I'd say your export is messed up. It could be as simple as one of the export options wasn't checked. If you're using Blender - is "mesh" selected in the fbx export setup? Edit: Just took a peek at the tutorial - the link to part tools looks like it an old PartTools for 0.23. Here's a link to the Squad PartTool release with the latest for Unity 2019.4/KSP 1.12.x Edit2: As far as the missing mesh goes - if you click the right arrow on your testprobe in the assets folder you should see any meshes, transforms and a material - if you only see the material then the mesh didn't get exported from the 3D modeling program.
  • Create New...