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wasml

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Everything posted by wasml

  1. @JewelShisenI made a WIP cargo bay - minimal testing - drag does increase when the doors are open. As this is the first cut at a part I haven't made before take everything with a large grain of salt. The file is CargoBay - 1110.zip on the download site.
  2. Have you seen Sigma Cartographer? More of a do it your self solution instead of a download - there is a pre-release for 1.10.1.
  3. One way or another you're going to need to learn to use a 3D modeling program if you want to make parts (you mentioned Blender so I'm assuming you want to make parts). Blender is a steep learning curve but there are lots of online tutorials. Another route is to use Wings - I'm not sure how much easier that is as I don't use that myself - there are some tutorials for that and I think Beale(?) made some specifically for KSP parts - sorry but I don't have the links - shouldn't be too hard to Google. Once you get a model made by whatever means, you need to get it in game. You can do this by running it through Unity (Should be online tutorials - event the old ones should still be good) or, if you're using Blender, there's a direct Blender to KSP .mu format converter that some people use. Any way you look at it there's a lot to learn/figure out but when you get that first part in game it's a real rush.
  4. Thank you for pointing these out - I'll have to take a look at them. Unfortunately no - and I haven't seen anything either. One thing I have seen is the when I use the Bumped Specular (Mapped) the part is invisible in the VAB when dropped
  5. @hemeac Your welcome, glad you found them useful. If you spot anything that doesn't make sense or is just wrong/confusing please let me know. PS. Saw your Aerobee page - looks nice!
  6. The thrust is configured with a thrust transform that's part of the model in the .mu file - not something you can change in the cfg file. It is possible to fix but you would need to import the model into a 3D editor and fix the thrust transforms and then change the model back to a .mu file (doable with taniwha's Blender .mu importer/exporter I think) or run the model through Unity.
  7. The rock in liquid does suggest shallows to me. I've always thought of "Shores" as the beach area before the water - never thought to check just in the water - I'll have to check next time I have the game up. If it is the beach area a generic sand texture might help distinguish between shores and shallows but I think the rock in a bit of water does the job too.
  8. or the Surface Scanning Module has a Lat/Long display in the PAW
  9. RO_Resources.cfg refers to CRP(Community_Resource_Pack) - look in the CRP .cfg files and you should find a file (or more than one) that defines resources including density - should have a batch of "RESOURCE_DEFINITION" lines in it. Edit: RO_Resources.cfg is a module manager patch file - check that the resources you're interested in haven't been modified with this patch file. (a quick look and most of the patches appear to be to unit cost)
  10. I've never seen any suggested rule of thumb - the more complex you make the part the more players will have problems with it. You can actually make fairly detailed models (see Squads 18K tris (if memory serves) Mammoth engine - what really eats processing is the colliders. And even here the mesh colliders are a lot heavier than the primitive (Box, Capsule, Sphere) colliders. So keep collider count down and use primitives if you can.
  11. I can't say what your issue is but I had problems with the 1.10 Part tools and ended up reverting to the 1.9 part tools - I may be missing a few of the latest shaders but it does work (for me anyway). If I recall correctly I had installed Part tools but the part tool component did not show up in the Unity editor. I removed Part tools and reinstalled and the part tool component showed up but most of the shaders failed to compile. As far as TextMeshPro goes - having not used it on any parts before I deleted TextMeshPro and did not bother to reinstall. Haven't had any problems yet.
  12. Been awhile since I've installed Unity - don't think I've forgotten any steps but... download Unity 2019.2.2f1 Install parttools - note: some people are having problems with only a few 1.10.X shaders showing up - I'm using 1.9.1 parttools until it gets fixed (or 1.11 comes out). After downloading it unzip and drop the unzipped folder into the Unity assets folder - import everything. There are some instructions on swapping out TextMeshPro but I just delete it as I'm not using it. To get the model into Unity you can drag and drop a dae or fbx file into the assets folder - or just drop a Blender file in. In Unity create a GameObject for the root of your part and drag and drop the model asset onto this (dae files have a 90 degree rotation - I zero this out). Add Parttools to this root part - select the root part and the inspector will have a "Add component" button - click that , select KSP and the top item is Part Tools. The first time you do this in a Unity project you select a directory to write the .mu file to. When your part is setup click the "Write" button in the inspector (when the root is selected).
  13. I've been attempting to put together brief descriptions/instructions for making the various parts as I figure them out. Not a tutorial but does contain info on what transforms/colliders/etc. are needed. Contains a Blender project, The Unity project, the game folder with mu and cfg file and some notes.
  14. Not quite what you describe but serves (mostly) the same function - SimpleLogistics. It allows craft to plugin to a local network and share resources. Listed for version 1.8.1 but I'm using it in 1.10.1 without issues. Edit: Just looked at the thread and apparently some people are having problems with SimpleLogistics and Breaking Ground in 1.10.1 - Around page 6 LGG offers a fix - I haven't used it so don't know if it works.
  15. In this thread Sharpy has a MM patch - looks like it was derived from RoverDudes work. Warning - one of the posts mentions that the larger the asteroid the worse the collision box matches.
  16. 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.
  17. 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.
  18. 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 }
  19. 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.
  20. @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 config to get them in game. I haven't updated to 1.10 but they're just parts so should still work.
  21. 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!
  22. 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.
  23. 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 engine use tags. And an attempt to list the steps for a reflective material (Note: very reflective in the VAB - not so much on the pad - YMMV). 1) In Gimp create your texture then right click on it and in the drop down select "Add Layer Mask" 2) Select the layer mask and fill with a color from black (Non-reflective) to white(Max reflective). 3) "Export As" and create a png (use dds and select DD5 for final texture (DD5nm for final normal maps)) 4) In Unity create a new Material and at the top in the inspector select "KSP\Specular" - then add the png as the texture 5) Select one or more of your meshes in the Hierarchy and drag and drop this material into the blank area below the mesh renderer - the model should now be wearing your texture. Note that it may be transparent - don't worry - looks different in KSP. 6) Write the .mu file and test in KSP If this is hard to follow I can try to make some screen shots but may be this weekend before I can get around to it. Don't get too discouraged - this gets easier after you've done it a few times and found the pitfalls.
  24. 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).
  25. 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.
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