wasml

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Everything posted by wasml

  1. wasml

    Complete Beginner Modding Tutorial?

    Unity 2017.1.3p1 is the version you need for plugins for KSP 1.6.X and (I think) 1.5.X. If your doing parts without an accompanying plug in you don't need the same Unity version as KSP uses.
  2. In the interests of helping those new to creating parts (and I hope to learn something too) I've put together some “Demo Parts” projects. Each part is a separate project in a separate zip file containing the Blender, GIMP, Unity directories, and a GameData folder. The models and texturing are very basic as the point is to provide a example of part structure from Blender to “in game” (translation: the parts are functional but not pretty). The license is MIT and I'll be adding more parts - to the extent of my abilities/free time. I welcome feedback and hope to be able to improve the examples/correct any errors as time goes on/add more comments and notes. Download here. Part Version Comments AirBrake 161.0 ControlSurface 161.0 Decoupler 161.0 DecouplerRadial 161.0 DockingPort 161.0 Door/Airlock 151.0 Renamed from "Door" to "Airlock" Engine 161.0 Fairing 161.0 Truss still showing in thumbnail - FuelTank 161.0 Really just a config file and putting a part through Unity but a good part to start with Grappler 161.0 Intake 161.0 IVA - Ladder 151.0 LandingLeg WIP Mostly working LaunchClamp 161.0 Light WIP Working but emissives messed up Parachute 161.0 Radiator - RCS 131.0 RetractingLandingGear - SolarPanel 161.0 Wheel 161.0 Wing 161.0 If you know of any parts I've missed that aren't just config files (Fuel tank covers that) let me know and I'll add to the ToDo list.
  3. Added a WIP landing leg - Doesn't leap off the ground but does extend the leg too far Added a fairing and fairing with truss - truss still shows in thumbnail but otherwise works Tweaked notes on many of the parts and made sure they all still work in 1.6.1 Lights are still messed up - I've tried everything I can think of but can't get both the light to toggle and the emissive to work at the same time - it's either one or the other.
  4. If you're going to be debugging plugins this link explains how to attach VS to Unity - allows you to step through your code, set break points, change variables on the fly - it spoiled me and I refuse to go back to log message debugging.
  5. I like the idea that you use a lower tier and gain experience with it to unlock the next tier and the progressively closer to closed cycle mechanic.
  6. @TheKurgan Note the second link - When Crzyrndm left they changed the license to public domain - not sure how that impacts revives (allows more freedom to do as you please?)
  7. wasml

    Folding or deployable wings?

    LinuxGuruGamer has a mod for that - lists some mod's that use it in the OP
  8. If you're looking for a mod with a listed license Crzyrndm had a mod "Dynamic Deflection" Here: That was originally GPLv3 but released as public domain here: https://forum.kerbalspaceprogram.com/index.php?/topic/163707-no-longer-maintaining/ Edit: looks like DynamicControls was forked from Crzyrndm's work
  9. Welcome to the forums! Looks interesting - I've downloaded but not sure if I'll get a chance to look at it or not.
  10. wasml

    Tuning changes in 1.6

    Have found I was always using a subset of available engines and never touching others - this will make designing things more interesting - Good job! And thanks for the write-up - I always find the "behind the scenes" interesting.
  11. That's what variants are for!
  12. I like the idea and I agree - you get to a planet, plant a flag and click on some experiments then go home - no sense of exploration. This would certainly help. I had found what looked like a good tutorial on creating a GUI using Unity - if I can find it again I'll add a link here. Found it:
  13. I've been following mods for quite a while and don't recall ever seeing anything like this implemented. Your sense of humor is a good match for the game - fits right in. Good idea.
  14. wasml

    Silent Running Biodomes

    Another option: https://forum.kerbalspaceprogram.com/index.php?/topic/148678-13-planetary-domes/&tab=comments#comment-2774503 Might not be as large as you want and for KSP 1.3 but they're parts so may still work.
  15. wasml

    Making lights?

    See "Pixel Light Count" in second post. Looks like the symptoms you describe.
  16. wasml

    Kerbal Nursery Mod Idea (Help Needed)

    Before Valentina was added someone was theorizing that Kerbals were similar to mushrooms and that the puff of smoke you saw when they died was actually a cloud of spores. This does sound interesting and at first glance I'm thinking you may be able to get most of the way there with config files - use the resource converter to change your inputs into a custom resource. You would need a dll to monitor the custom resource and spawn a kerbal if room (crew capacity) was available on you part - you might want it to also require a set amount of time. For starters you might work at creating a nursery part and getting it in game. Good luck!
  17. wasml

    Making lights?

    @Starlord Kerman I have a file with the Blender and Unity projects in it here (Light WIP.zip file) that sets up a spot light and an omnidirectional light - Note: I haven't been able to get both the emissive animation and light to work at the same time - either the emisive animation works and the light is permanently on, or the light can be toggled on and off but the emissive animation doesn't work. If you should manage to figure this out I'd be interested in how you yours working.
  18. For the stock engines (0.9, 1.1) it's saying that for each 0.9 units of fuel used it will use 1.1 units of oxidizer. I'm guessing that behind the scenes KSP adds up the ratios and then divides by the total to make it easy on us.
  19. You can add a alpha layer by right clicking on the layer and in the drop down selecting "Add Layer Mask" - a number of options for creating from copying the alpha channel to a gray scale copy of the layer. To edit - click on the new alpha layer (so it has a white border) and edit away. When your done right click on the layer and select "Apply layer mask" and it's merged back - or just leave it separate - when you export it's used as the alpha layer (I think).
  20. Brief testing of "VesselMover.1.7.3.0_05142018.zip" from Github on KSP 1.5.1 and didn't have any problems. Picked up, moved at at the four different speeds/altitudes, placed, dropped and spawned vessels with crew selection. Didn't see any error in the log.
  21. wasml

    Problem with texture replacer

    Seeing you haven't gotten any answers to this you might post over in the Texture replacer thread where the maintainer and users will see this. Would be a good idea to read the OP and a few pages back from the latest post to see if your question has already been ask/answered. Good luck.
  22. I just updated the Door (now Airlock) and Ladder file demo's and added some notes on things I've seen go wrong. Both are working in 151. https://forum.kerbalspaceprogram.com/index.php?/topic/169578-parts-demo-–-blender-gimp-and-unity-files-may-12-2018/
  23. @LtWilliamManuel Before uninstalling all your mods one by one you might see if you can track the mod down by figuring out which light it is - should be easy to see which light lights the planet when you turn it on, go into the VAB and find the part and check the Manufacturer in the part selection. See what other parts are from that manufacturer and it may give you a clue - if not try googling the name or manufacturer - might turn something up. Could be a lot less painful if you have lots of mods.
  24. I notice that while the canopy Z axis appears to be in the correct direction - it's rotated with respect to the global axis - looks like the canopy's up is in the global Y direction. I'd try removing the canopy X rotation. Blender has everything rotated 90 degrees on the X axis when you import to Unity - one of the first things I do is zero that rotation. This will probably involve changing your model in Blender (assuming you're using Blender). I'm at a loss for why the animation is running at reduced speed. I've seen the no drag problem before but don't recall what I did to fix it - when I last made a parachute I gave it custom drag cubes and I have a dim memory of tweaking the ModuleDragModifier parameters - mine are much higher than the stock values (4 and 30). I made and shared some template parts - includes Blender and Unity projects with notes. If you do solve the animation speed and drag problem I'd be interested in the solution - I'll add to the notes in this project (and any feedback on any of the parts would be welcome).
  25. When I import animations the first thing I do is remove the Animator component and replace it with the Animation component. Then at the top of the inspector just under the tag and layer buttons - to the right of the Model label - I hit the select button and then the Rig button and change the animation type to legacy. Then I click the "Animations" button that's beside the "Rig" button and name the animation. At this point I go back to the Animation component that I added and uncheck "Play Automatically" and then set the animation to my animation. At this point I open the Animation window and make sure it works as expected. If I open Window | Animation before this is setup Unity doen't think there's any animation. Edit: It looks like the Animation window only sees the animation if you have the object with the Animator component selected.