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Everything posted by amankd
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is ther ANY way a modder who works through the ksp store could get it?
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Hi I hav been approaced by a fellow KSP player to make a spacestation simulation game based in UE4 and we have accross the board decided to go with the ksp style of textures insuide and out. im knew to texturing so if anyone could give me some serious pointers as o what goes into makeing a texture to be stock style or might possible want to participate as a textuerer any help would be appreciated. (im also gonna use this for my mods as well so it is kninda on topic) thanks
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wasnt actually mine, someone on the vfacebook page did it so i asked if i culd use it for the mod
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ever wondered how hard it REALLY is to land on a barge? now you can! this barge is added using kerbal konstructs and can be plased anywhere using the ctrl K menu http://spacedock.info/mod/255/Space%20X%20barge%20lander
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hatch causes part not to load
amankd replied to amankd's topic in KSP1 Modelling and Texturing Discussion
you nailed it... didnt realise it needed to be cap Airlock -
ive set up my airlock exactly as described in the wiki tutorial but it refuses to load, it loads without it but as soon as i add the airlock ccollider the part stops loading in game without so much as an eror message, what am i doing wrong?
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ive set up my airlock exactly as described in the wiki tutorial but it refuses to load, it loads without it but as soon as i add the airlock ccollider the part stops loading in game without so much as an eror message, what am i doing wrong?
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well ot size... time, priot to now it was 2 mins max upload time
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http://spacedock.info/mod/197/retrofuture%20space%20plane%20parts
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yes it will just as soon as the upload limit is raised
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The martian can now be replicated (a bit) with the rover! though slightly faster than the original it has the same range (half batt default is 35km wth a full batt it is 70km) currently working on ntergrating an exit hatch and adding an IVA http://spacedock.info/mod/30/Ares%20III-%20the%20martian p.s. this is without the pivot activated
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just thought i would let you all know that spacedock.info is live and well althoug it had to start from scratch and currently still has a 2min max upload time on mods
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ive set up a FB groupd to get people together who might be able to help get KS back up and running, join if you have any knowledge that could help https://www.facebook.com/groups/1702472480029005/
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https://www.facebook.com/groups/1702472480029005/ if you want to help out getting it back
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Trouble Shooting Thread
amankd replied to nli2work's topic in KSP1 Modelling and Texturing Discussion
yeah it turned out i had a missing shader burried deep inside the model -
Trouble Shooting Thread
amankd replied to nli2work's topic in KSP1 Modelling and Texturing Discussion
any idea how to fix this one? File error: Object reference not set to an instance of an object at KSPPartTools.PartWriter.WriteMesh (System.IO.BinaryWriter bw, UnityEngine.Mesh mesh) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.WriteMeshFiler (System.IO.BinaryWriter bw, UnityEngine.Transform t) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.WriteChild (System.IO.BinaryWriter bw, UnityEngine.Transform t) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.WriteChild (System.IO.BinaryWriter bw, UnityEngine.Transform t) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.Write (System.String modelName, System.String filePath, UnityEngine.Transform target, TextureFormat textureFormat) [0x00000] in <filename unknown>:0 UnityEngine.Debug:LogError(Object) KSPPartTools.PartWriter:Write(String, String, Transform, TextureFormat) KSPPartTools.PartToolsInspector:DrawWriterGUI() KSPPartTools.PartToolsInspector:OnInspectorGUI() PartToolsEditor:OnInspectorGUI() (at Assets/PartTools/Update 0.23/Editor/PartToolsEditor.cs:18) UnityEditor.DockArea:OnGUI() occurs when attempting to write -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
amankd replied to BahamutoD's topic in KSP1 Mod Development
sorted issue no1, i is possible to add guns to engines no problem there, but an inflight issue, how do i get my muzzleFX to stay on the end of my barrel, inflight they seem to trail off behind -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
amankd replied to BahamutoD's topic in KSP1 Mod Development
is it possible to add guns to things like prop engines? im trying to do it for an ME bf109e to add the twin machineguns to the top of the engine but they dont want to fire and the prop stops spinning -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
amankd replied to BahamutoD's topic in KSP1 Mod Development
not sure if this has been done before, im gonna make it even bigger, but this is 4v4 dogfighting with just the AI's -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
amankd replied to BahamutoD's topic in KSP1 Mod Development
whast the best shader for the smoke so it can be dark (im using the one that comes with bda but it looks more like steam than smoke -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
amankd replied to BahamutoD's topic in KSP1 Mod Development
how do you make it activate on firing? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
amankd replied to BahamutoD's topic in KSP1 Mod Development
im making a ww2 mod and im making my own guns with the author of MDW mods but he dosnt like muzzle flash or smoke (i dontknow why) ive accepted muzzle flash buyt i want to add somke, how do i go about it? -
ive removed the adative texture i favor of translucent but it still wont load