wasml

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About wasml

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    Spacecraft Engineer

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  1. Kerbal Space Program 1.4.2 is live!

    I have some LT2 legs on a craft landed on the Mun - they'd blowup as soon as the physics finished easing in. Went to Alt-F12 under the cheat menu and turned off crash damage and haven't had problems since. Not ideal but I'm not going to lose my drill rig to a bug. PS. Like that picture RedeyePete.
  2. How to get started on creating mods

    I can't speak to the contract side of things but for parts I would look at the stickies at the top of this forum - particularly the "Useful references for modding" sticky. Lots of info in the Modeling and texturing sub-forum - but you may need to do some digging. If you're using Blender/Gimp/Unity I'm in the process of creating a package for each general type of part with the complete Blender/Gimp/Unity files and some notes. Even if you're not using Blender and Gimp the Unity files and notes may be of some use. I would recommend starting with something simple like a fuel tank to figure out the 3D model -> Unity -> in-game flow before moving on to more complex parts.
  3. The source code is required to be included with any mod listed here on the forums - after looking over Diazo's getting started thread I would recommend picking a small mod that does something you find interesting and studying the source. There's also the plugin help and support thread: https://forum.kerbalspaceprogram.com/index.php?/forum/29-plugin-development-help-and-support/
  4. Multiports

    @Jiraiyah You can do this with MM now (actually since 1.0.5). Currently Squad uses "nodeType = size0" or "nodeType = size1" or "nodeType = size2" for their docking nodes. If you change that to "nodeType = size0,size1,size2" they should all dock to each other.
  5. Added Control surface, Radial decoupler, Engine (Simple and Gimbaled), Grappler and updated Parachute (attach node was positioned and oriented wrong) and docking port - added info. I've also uploaded the lights but they're not working properly - either the emissives work but the lights are on permanently or the emissives don't work and the lights toggle properly. If anyone can tell me what I'm doing wrong I would appreciate it. Some of these are 140 and some still 131 but they've all appear to work in 140.
  6. Some modmaking questions from a noob

    Found it:
  7. Request - Original Textures

    If you filter by cross section some (not all) of the old parts are available. Edit: I don't know how close to the old parts these are but:
  8. Are you taking an existing part and adding ModuleDockingNode's to the config file? If so that's not going to work as the module needs a transform to tell it what position and direction the port docks from - Unless the model you're using already has a transform for each docking port.
  9. I'm trying to make a couple lights and am having trouble with the emissive animations. This is the light module from the config: MODULE { name = ModuleLight lightName = OmniPoint useAnimationDim = true lightBrightenSpeed = 3 lightDimSpeed = 3 resourceAmount = 0.04 animationName = OmniGlow useResources = true } The odd part is if I set "useAnimationDim" to true the emissives work but the light won't turn off, if it's false the light turns on/off but the emissives don't work. Can anyone tell me what I'm doing wrong?
  10. Main Engines Go!

    The surface attach nodes are defined with the "node_attach =" line in the config. Also enabled/disabled with the "attachRules =" line. Add a "node_stack_xxxxxx =" to add a stack node. attachment rules are: stack, srfAttach, allowStack, allowSrfAttach, allowCollision where a 1 enables and 0 disables.
  11. Some modmaking questions from a noob

    1) For KSP 1.3.1 the unity version is 5.4.0p4. I know some modders use an earlier version as the color animation support is better and I think I've seen at least one modder mentioning using a newer version. 2a) Taniwah wrote an importer I've used - I've only used for simple stuff - no animations. 3) With their permission - yes. ZZZ left some very nice models (public domain I believe) that I've seen used in a number of places. 4) In the ModuleEngines section of the config file you enter the atmosphere/ISP curve under atmosphereCurve - first value is atmospheres(Kerbin sea level = 1, Vacuum = 0). There's a plugin for Unity that allows you to graphically create a curve - can't find it at the moment but will update this if I find it.
  12. Ksp Hot air nuclear engine

    I liked this one:
  13. Just added a wing, intake and radial decoupler. Next up will be getting emissives working and finishing the lights and engines.
  14. Shot in the dark here - Have you checked that the colliders aren't preventing the docking ports from from coming all the way together?
  15. Engine attachment points

    I've had good luck with adding an empty game object in Unity where I want the node (Blue axis pointing away from your part, towards what it will attach to). Then, in Unity, I name them ex:"StackTop" and in my config have the following: NODE { name = Top transform = StackTop size = 1 method = FIXED_JOINT } where Top is my config file name, StackTop is the Unity empty GameObject name, size is the node size and method is always FIXED_JOINT Note that case is important - stackTop != StackTop