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wasml

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Everything posted by wasml

  1. In a 9K Mun orbit. Went to the KSC and when I returned had a PE of 3K
  2. Similar - EVA kerbal touches a craft (was with feet) and lost almost all orbital velocity (RIP Jeb)
  3. A report from the shallow end of the computer spec pool. My Potato specs: Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 3.41 GHz nVidia GeForce GTX 745 4GB Was really pleased I was able to run this at all. Getting about 2 FPS on the launch pad/runway and ~10 FPS when only the craft and stars are visible. Makes rovers and planes pretty much unusable at the moment. Launched a ~30 part Mun mission and launch was painfully slow but was able to time warp which helped. Did not notice a whole lot of difference between low and high graphics settings may have something to do with #3 below? Some bugs spotted: 1) Settings menu: Hovering the mouse over buttons and moving away will clear the ones that are not really on https://imgur.com/zrOSzf4 2) Launch a craft and land. In map view recover the craft. Map view has craft still out after recovery. To remove: Get out of the tracking station and return and the craft is gone https://imgur.com/zrOSzf4 Note no craft in the transfer Station but there is a craft east of the KSC 3) I set some graphics options then reset to default then set all graphics to low, changed to 1440 and windowed applied and returned to the game - was still full screen. Quit and relaunched - still full screen. Messed around with windowed/full screen and on about the 7th or 8th try got it to windowed mode. 4) In Windowed mode: Selected game I wanted to load and went to type some notes in NotePad and was unable to re-enter game. Frozen loading the game I had selected. Had to kill with Task Manager 5) After booting the game up P.A.I.G.E goes through the entire intro to the VAB every time I boot the game and enter the VAB – only the first time I enter. 6) In the VAB Have two assemblies. Click "Launch Assembly" and select the non selected assembly. Click "Selection Tool" - does not return to selection mode. Click "Rotate/Translate" tool and then the "Selection Tool" and you are now in selection mode Note: Same with "Assembly Anchor" and "Select Tool" 7) In the VAB click "Assembly Anchor" then select a part for the part catalog - part is invisible 8) Procedural wing menu popped up under the part manager menu. 9) TWR not always updating when I switch Launch assemblies. 11) Building a fairing and the “+” to add a section disappeared on second section, finished fairing and re-edited “+” was back. Note I had made a fairing previously and had not seen this bug. 12) When extending the fairing the fairing only extends about 1/10th as far as the cursor is moved making it a bit awkward to build long fairings. 13) When executing a maneuver node the bar below the burn time starts at the right and heads to the left as the burn progresses. at some point the pointer starts heading back to the right and the bar starts filling with red/brown from left to right (I have plenty of Dv for the maneuver)- I may not under stand what is being conveyed. QOL thoughts: a) Double click on save game to launch without clicking “Load”. b) Trim settings for aircraft c) Allow creating maneuver nodes while paused d) In the VAB add a way to check TWR/Dv on bodies other than Kerbin and at different pressures. Bonus points if the pressure can be set per stage (ex: sea level for stage 1, 30Km for stage 2, vac for stage 3) with total Dv shown at the bottom Other thoughts: a) In the VAB - I would prefer the menus to be smaller to give me more design room b) Love the scenery and what I've seen of Kerbin and the Mun. c) Really like the new VAB with assemblies and such d) Sounds and plumes are great e) I like the the new UI To Nate and team – thanks for all the work you've done on this! I'm looking forward to see where you take this.
  4. I may have missed it but a quick look at Skyhawk Kerbalism - the only Skyhawk I could find - and I didn't see any tech tree changes (may just have missed it). If this is right there is no construction1 in the stock tech tree but there is a generalConstruction. If you do have a tech tree mod installed I would double check the name and exact capitalization of the name. You can check ModuleManager.ConfigCache in the game directory where the MM dll is and you can see what your patch actually did. Good luck!
  5. I don't think so - but haven't tried it myself. If you're using something like ASET's props you shouldn't need it. If you're making your own props and have something like a screen that displays text - unknown.
  6. I think what you want is in ModuleManager.ConfigCache? - should be in the same directory as the MM dll
  7. For parts you shouldn't need TMPro - I've made parts without it - in fact I remove it from Unity part projects to save disk space. I think you only need it if you're making a UI.
  8. I would think they wouldn't need the pictograms to figure out where it came from - they'd look at it's vector and estimate its age based on pitting and backtrack to the star that was in that vicinity at that estimated launch time (assuming its not millions of years in the future). But before they launch the roundup they might consider that we were launching probes to interstellar space tens of thousands of years ago and it might be better to quietly crawl back home and pull the covers over their head (or head analog). A paper at the American Astronomical Society here predicted it will be on the order of 30,000 years before the first encounter with another star.
  9. I can't give you any pointers but here's a mod that does what I think you're trying to do - it may offer some clues.
  10. 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.
  11. Here's a 1.25.dae file you can drop in your Unity assets folder - a simple 1.25m cylinder .
  12. 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.
  13. Correct - just replace the file name after "name =" in the INTERNAL section with what's in the Mk3 passenger INTERNAL.
  14. 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.
  15. FYI - zolotiyeruki updated Pilot Assistant here and it appears to work in 1.12
  16. 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".
  17. 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.
  18. 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.
  19. 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!
  20. 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
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. It looks like you don't have a root game object for your part. At the menu at the top "File Edit Assets GameObject..." select "GameObject | Create Empty" - this will give you a root GameObject. Select the new GameObject (you can rename this if you want) and on the right side you'll see a "Add Component" button. Click this button and select "KSP | Part Tools" (the "|" being a sub-menu). This will add Part Tools to your root game object. Now add your test probe model to the root and then add your texture. Hopefully this won't throw and error.
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