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Posts posted by Xyphos
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Not sure what went wrong but here's an Imgur Gallery to illustrate: http://imgur.com/a/Ooaz4 my custom parachute is the white cylinder with the off-center red arrows. (I need to fix the texture later)
- Test Craft, Initial takeoff
- In-Flight
- Engines off, decoupler activated (nose cone flew off)
- XLI-SP1 Stack Parachute activated, the cap flew off but the canopy isn't visible. not sure why the stage icon is yellow.
- The stage icon turned green? canopy is still not visible.
- The craft lands and only the engine is destroyed. stage icon red?
- Test Craft, Initial takeoff
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I just read the parachutes thread linked in the START HERE sticky and it makes mention that a parachute requires 2 animations.
okay fine, I figured out how to make animations in blender on my own, but I have no clue how to create multiple animations.
I'm using Blender v2.73, please help?
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Ah, nevermind, I found a good tutorial here:
but the sound is low so you might want to download it and amplify. -
I'm new to modeling KSP parts and I've made a few in practice, but I noticed whenever I attempt to place a part off-center from the model's Point of Origin, it rotates itself to some unknown, obscure angle that can't seem to be easily fixed in the vessel editor. what I want to do, is prevent the automatic rotation because how the part is positioned on my cursor when I select it, is how I want it to be oriented. any ideas?
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I guess not. why doesn't Squad use a binary flag system in the cfg file instead?
// stackSymmetry rules: 2,3,4,6,8
stackSymmetry = 1,0,1,0,1 // 3 and 6 disallowed -
+REP
you're awesome! thanks a ton!
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"Why do we have to learn this stuff, we're never going to use it in real life. our lives revolve around the dollar and we only need to know about fractional reserve banking."
--a direct quote from myself, to my former college professor that one semester I took at community college, to which my professor only smiled and continued with the boring lectures.
After choking on my own words, I need help calculating the required height of a nose cone, given a radius of 0.625 and a desired slope angle of 75 degrees, and I'd appreciate the formula used to calculate the answer for future reference/use.
thanks in advance.
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Would you mind uploading screenshots of your blender, unity and cfg file?
we can't help if we can't diagnose.
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is there a way to specifiy multiple stackSymmetry definitions?
like, if my part can allow 1,2,4, or 8 but not 3 or 6
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PM helped a ton, thanks alot sir!
here, have a reputable cookie.
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still nothing, I closed the game to release any open files, moved the files, restarted the game.
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like this (3 windows open)
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also remember KSP sizes are diameter; radius 2.5 = 5m tank in KSP.
aw bloody hell, I always get radius and diameter confused.... I guess I should remake my part then.
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It only shows in VAB pretty sure you click the toolbar button and then right or left click the part and it opens a window.
but there is no button or toolbar in VAB.
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imported scale? say what now? I just drag and drop like the tutorials said, and they mentioned nothing about scale.
In Blender, I just put a radius of 2.5 for the center and expected it to fit 2.5m tanks
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Yes, I copied that too, it's kind of hard to miss on the downloads page.
still, no interface or button.
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I can't get this to work, I copied to gamedata dir and I don't see any interface or button
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Like this?
and it worked!
thanks a bunch mate, but now I see that it's too big. the center node can dwarfs a kerbodyne tank, it's supposed to fit a rockomax. trying to scale it doesn't seem to work.
also, got any tips on node placement? this is the final step I believe and it's a bit perplexing.
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OK, so I spent a few weeks learning how to CAD model and I've developed a new part using blender
Then I loaded the model into Unity
I have the cfg written
these are the files copied into KSP folder
and this is the NOTHING I see when I select my part.
I don't understand, I followed the cryptic tutorials closely so it SHOULD work, right?
why does this have to be so hard?
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as you burn, you use it up, but, as long as you leave a little left in the tanks and let ship sit, the fuel will slowly begin regenerating)
*fixed, and are you suggesting an renewable-energy source such as alcohol-based bio-fuel, where you have a microbe tank absorbing sunlight and converting biological waste into a fuel source?
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I've been playing KSP for a while and I absolutely love it. I was wondering if anyone would make some custom parts as I am absolutely bewildered and daunted when I attempted to do it myself.
- L.A.N.C.E. (Large Adjustable Non-Compliant Engine) This is a 3.5m 2-mode heavy propulsion device mounted to a swiveling bracket, and that bracket is connected to a pivoting base, and the pivoting base can be radially attached to almost any surface, allowing the engine to point in any direction, the engine should have full VTOL capability, VTOL steering and positional profiling like that of B9 Areospace. the engine's bracket should swivel near the center of lift, allowing for low ground clearance when aimed downward and minimal center-of-mass movement when re-pointed in any direction. To better express this, imagine B9's VTOL Engines attached to an Infernal Robotics' Rototron, but all in one 3.5m part.
Mode 1 is an air-breathing jet turbine complete with it's own turbo-compressor intake built in to the engine, Thrust=2250
Mode 2 is a closed-cycle rocket, toggling to this mode will automatically close the built-in intake and visa-versa, Thrust=1700
You'll notice that the rocket mode has slightly less thrust than the jet mode; that's what makes it non-compliant. the reduced thrust is because gravity and air-resistance is reduced at 30kM, and the fuel-conservation will ensure that the craft can make it in to orbit.
Uses for this engine could include heavy-cargo transport, VTOL rocket launching platforms, etc...
--- - A new kind of engine & fuel, unlike any other; it requires at least 1 fuel rod to use. the engine can be used as many times as there are fuel rods but when activated, it cannot be shut down, it begins to charge up for 30 seconds then releases a single, powerful burst of energy, propelling a craft with a great force. if anyone has played EVE online, it will be the KSP equivalent of the Jump Drive used in cargo ships. purposes for this engine is strictly for cargo transport to get the heavy craft moving from a standstill, (because not using this engine from a standstill would waste too much fuel.) warning: excessive gee force will turn kerbals into jelly.
--- - a simple 1.25m x 5m passenger tank; uncomfortably seats 4-6 kerbals in a sardine can headed for orbit, used for small passenger-purposed space planes. the fact that stock KSP lacks such a thing surprises me. MUST HAVE IVA so I can watch their miserable faces in total contempt of the person holding a crying baby and kicking their seat from behind.
--- - Solid Ballast - This is just an inline adjustable dead-weight part used to balance end-heavy VTOL crafts. Must come in various diameters from 1.25m to 7m, TweakScale is OK to use if you can manage it.
--- - Liquid Ballast Tank, Tubes and Pump - This is a radially-mounted adjustable dead-weight parts system, the pump and tubes can automatically transfer the Liquid Ballast between ballast tanks as the fuel is used up, to maintain near-perfect balance while the craft is in flight. to use, simply place an empty ballast tank where the center of mass is while all fuel tanks are full, then empty all of the fuel tanks and place a full ballast tank in a location on the craft that would move the center of mass back to where it originally was, then connect the tanks with tubes and an electric-powered pump. and finally transfer the liquid ballast to the empty ballast tank. and refill your fuel tanks. The Liquid Ballast resource should weigh about 2 or 3 times more than LFO, making it possible to re-balance large crafts with the shortest tank-transfer distance.
--- - VTOL Accelo-Gyro - a place-anywhere part that can, when toggled, automatically maintain level-flight (pitch & roll zeroed) and controllable hovering height, as well as a separate, toggled acceleration detection mode to automatically counter-pitch and counter-roll in a direction to keep the craft in a single spot without drifting away. used in VTOL crafts that use non-VTOL engines.
--- - Bi-Directional Fuel Duct - remember that recalled fuel duct described in v2? well it's back, painted orange, and transfers fuel in both directions, essentially turning multiple fuel tanks into one big, oddly shaped tank.
The parts pack is made bipartisan from <insert your manufacturer> & Xyphos Labs Inc.
Thanks and best of luck.
- L.A.N.C.E. (Large Adjustable Non-Compliant Engine) This is a 3.5m 2-mode heavy propulsion device mounted to a swiveling bracket, and that bracket is connected to a pivoting base, and the pivoting base can be radially attached to almost any surface, allowing the engine to point in any direction, the engine should have full VTOL capability, VTOL steering and positional profiling like that of B9 Areospace. the engine's bracket should swivel near the center of lift, allowing for low ground clearance when aimed downward and minimal center-of-mass movement when re-pointed in any direction. To better express this, imagine B9's VTOL Engines attached to an Infernal Robotics' Rototron, but all in one 3.5m part.
[HELP] Parachute not deploying?
in KSP1 Modelling and Texturing Discussion
Posted · Edited by Xyphos
My screenie resolution may break the forums so here's the links instead.
Blender: http://i.imgur.com/alc9WdU.png
Unity: http://i.imgur.com/Ij3CTjV.png
the cfg file is a direct copy of the stock MK25 "drouge" parachute but edited where needed. here's the pastebin link: http://pastebin.com/5VN27MNT