Markelius

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About Markelius

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  1. The cheat doesn't function the same way this mod does, you still have to wait around for stuff to become efficient and with the cheat they'll just go into the dangerous range of heat and become inefficient. With the mod you don't need to use the cheat, and things function efficiently right off the bat.
  2. I'll take a look at the object hierarchy and try to see what's wrong with my .blend. Though I would like to eliminate the problem on the unity side of things as I don't want to eliminate the possibility of making parts in the future which are animated, use lights, expel projectiles, ect. It uses the "MODEL { }" syntax, and as I said, it worked fine when I was using a different .mu file. EDIT: Hmm, I just tested again and now the part loads fine in KSP! It still won't import into blender, and the UV map is messed up, but I suspect I can fix that.
  3. So, I've been trying to teach myself how to make parts for KSP, starting with a simple modification of one of the parts from Planetary Base Systems. I imported the original mesh into blender with taniwha's addon, made my changes, and saved the .blend. I then set up a simple unity project following the instructions in this tutorial, and despite the unity console not giving any errors on export, and the .mu's filesize being what it should be, KSP will not load the part (it won't show up in the list) and trying to import the .mu file into blender using the addon I linked above gives the error "Unrecognized format 76543 4". I know the part .cfg isn't the problem as it worked fine with a different .mu file (it's just an existing cfg that I made a few changes to). At this point I have no idea how to solve this problem. I tried to figure out how to export a working .mu only using the tool @taniwha made, but I couldn't figure out how to get it to export with the collider and I do want to teach myself how to use Unity for making parts so I'd like to figure out what's wrong. Let me know if there's any info I should add or project files I should include. I did some basic searches but couldn't find anyone with the same problem I was having. BTW I am using the part tools from this post.
  4. Thanks, I never bother with layers when I 3d model as I always end up forgetting that I have stuff on different layers, didn't even think to check them.
  5. Can you upload the .blend file for the workshop? The "workshop.blend" file that's there is for the IVA but there isn't one for the exterior. Thanks!
  6. Hey taniwha, do you think you could post some .blend files of the mod's parts on the github? I want to try my hand at making some stockalike textures for the mod but your .mu importer isn't being 100% cooperative and I don't want to go through the trouble of converting the meshes using unity but I would like to take a look at the UVs.
  7. Yeah, modulemanager is working and up to date, so is KIS. Though come to think of it, I don't know if this was intentional but with the latest version of KIS I can't stack connector ports anymore. Might have just been a balance change though. KSP.log, modulemanager.configcache (sorry, they were too big for pastebin or hastebin) EDIT: I figured out what was wrong! Since I'm using both Extraplanetary Launchpads and Simple Construction, I had forgotten to update the Launchpad.dll in Simple Construction, and there being two different versions of the same plugin seemed to have messed up the game.
  8. My Minimus base has both a Survey Station and a stake, it functioned before I updated the mod but as I said, now I can't open the build window at all.
  9. Hey taniwha, I tried out the newest version of this and I have to say I like the changes to the workshop mesh, nice to actually have a visible ladder on it now. Unfortunately, with the newest version (5.3.2), I can't get the Build Interface to show up at all, if I click on the build interface toolbar button, nothing happens, and right clicking on the Orbital Construction Dock or Survey Station won't even give me the option to open the build interface at all. I checked my modulemanager.configcache to see if anything was messed up (misplaced brackets, stuff being deleted, etc.) and everything looked as it should. I'm running KSP 1.1.2 and if it's any use, I didn't have this problem with 5.3.1. I'd go back to using 5.3.1 but I'd rather not have my game harass me at startup to update the mod. Let me know if you need me to post any logs or anything, I checked the OP and it didn't mention how to post issues.
  10. Which MKS parts overheat? I didn't include any patches for MKS parts, if that's what you're asking.
  11. Hello fellow Kerbalnauts! Have you ever started a drill or ISRU, only to be frustrated when it either takes forever to max it's efficiency, overheats, or needs a massive amount of NearFuture radiators or solar panels to dissapate the heat, which aren't always reliable? Wish the stock drills and ISRUs worked the same way Karbonite did before 1.0? Then you need... No Overheating Download on Spacedock [works with 1.1.2, probably 1.0+ too] This mod is just a simple couple of Module Manager patches, which completely remove the core heat system on Drills and ISRUs. Just start them up and let them do their thing. It also removes the core heat system on RTGs, I wasn't sure if they actually had any effect but I removed them just to be sure. It also works with Kerbal Planetary Base Systems, Modular Rocket Systems, and Near Future Electrical, but does not require them. It does however, REQUIRE Module Manager. You can get it here. That's all, and happy mining! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  12. Okay, thanks a lot for showing me what was wrong, I was tired last night and was sure I was making some kind of dumb mistakes somewhere. So now everything seems to work, only problem is while the containers show up in the Utility section and if you search for them, they won't show up in the "EL Items" section anymore. I can't seem to figure out why this is or how you define parts to be in that category in the first place, and it's inconvenient, but not a deal breaker. I think I'll release the mod today and if I can find a fix for making the ore containers show up in that category again, I will. If not, it's not the end of the world, the rest still works great. Thanks for all the help!
  13. Hey, I'm back. I seem to have gotten all my tweaks working except a few things with the metalore to ore patch. The way you're supposed to handle modifying entries that are nested under other entries is confusing me so I know I'm probably doing something wrong here. The names and descriptions of stuff changed, but the smelters don't work and the ore containers do store ore now, but they also store metalore as well? Don't know what's happening there. I modified the Augers too but I haven't gotten a chance to test them since I'm pretty sure in all my time playing Extraplanetary Launchpads I've always used Roverdude's drills or stock drills. Anyways, here's my patch: @PART[*Auger]:NEEDS[Launchpad]:Final { @MODULE[ExExtractor]:HAS[#ResourceName[MetalOre]] { @ResourceName = Ore //With how tough the EL Augers are to use, I don't think their ratio needs to be changed. } } //Below section changes resource storage containers and modifies their titles and descriptions. @PART:HAS[@RESOURCE[MetalOre]]:NEEDS[Launchpad]:Final { @RESOURCE[@name[MetalOre]] { @name = Ore } } @PART[HexCanOreHuge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Huge @description = A 6m long resource canister containing Ore } @PART[HexCanOreLarge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Large @description = A 3m long resource canister containing Ore } @PART[HexCanOre]:NEEDS[Launchpad]:Final { @title = HexCan-Ore @description = A 1.5m long resource canister containing Ore } @PART[HexCanOreSmall]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Small @description = A 0.75m long resource canister containing Ore } @PART[ELTankLargeORE]:NEEDS[Launchpad]:Final { @title = MSV-2000 Ore Container } @PART[ELTankMedORE]:NEEDS[Launchpad]:Final { @title = MSV-1000 Ore Container } @PART[ELTankSmlORE]:NEEDS[Launchpad]:Final { @title = MSV-500 Ore Container } //use Simpleconstruction ratio for turning ore into metal (ie. 1 ore + 60 ElectricCharge = 0.5 metal) //tiny smelter should produce metal at 0.4x the rate, & small smelter should at 0.7937005259840998x (round to 0.8) the rate. @PART[Smelter] { @MODULE [ExConverter] { @INPUT_RESOURCE:HAS[@ResourceName[MetalOre]] { @ResourceName = Ore @Ratio = 1.0 } @INPUT_RESOURCE:HAS[@ResourceName[ElectricCharge]] { @Ratio = 60 } @OUTPUT_RESOURCE:HAS[@ResourceName[Metal]] { @Ratio = 0.5 } } } @PART[SmallSmelter] { @MODULE [ExConverter] { @INPUT_RESOURCE:HAS[@ResourceName[MetalOre]] { @ResourceName = Ore @Ratio = 0.8 } @INPUT_RESOURCE:HAS[@ResourceName[ElectricCharge]] { @Ratio = 48 } @OUTPUT_RESOURCE:HAS[@ResourceName[Metal]] { @Ratio = 0.4 } } } @PART[TinySmelter] { @MODULE [ExConverter] { @INPUT_RESOURCE:HAS[@ResourceName[MetalOre]] { @ResourceName = Ore @Ratio = 0.4 } @INPUT_RESOURCE:HAS[@ResourceName[ElectricCharge]] { @Ratio = 24 } @OUTPUT_RESOURCE:HAS[@ResourceName[Metal]] { @Ratio = 0.2 } } } // Fix resource detection @PART:HAS[@MODULE[KethaneDetector]]:NEEDS[Launchpad]:Final { @MODULE[KethaneDetector] { @Resource:HAS[#Name[MetalOre]] { @Name = Ore } } } // Fix resource detection @PART:HAS[@MODULE[ModuleResourceScanner]]:NEEDS[Launchpad]:Final { @MODULE[ModuleResourceScanner]:HAS[#ResourceName[MetalOre]] { @ResourceName = Ore } } // Fix resource detection @PART:HAS[@MODULE[ModuleAnalysisResource]]:NEEDS[Launchpad]:Final { @MODULE[ModuleAnalysisResource]:HAS[#resourceName[MetalOre]] { @resourceName = Ore } } EDIT: Okay, I messed with the patch but it didn't seem to do anything, descriptions and titles still work but the resource storage doesn't, and neither do the smelters. I think the smelters store ore now but they also store metal ore? Honestly I'm gonna call it a night for now. I have something else in mind that might work but I'll try it tomorrow Here's the updated code: @PART[*Auger]:NEEDS[Launchpad]:Final { @MODULE[ExExtractor]:HAS[#ResourceName[MetalOre]] { @ResourceName = Ore //With how tough the EL Augers are to use, I don't think their ratio needs to be changed. } } //Below section changes resource storage containers and modifies their titles and descriptions. @PART:HAS[@RESOURCE[@name[MetalOre]]]:NEEDS[Launchpad]:Final { @RESOURCE[@name[MetalOre]] { @name = Ore } } @PART[HexCanOreHuge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Huge @description = A 6m long resource canister containing Ore } @PART[HexCanOreLarge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Large @description = A 3m long resource canister containing Ore } @PART[HexCanOre]:NEEDS[Launchpad]:Final { @title = HexCan-Ore @description = A 1.5m long resource canister containing Ore } @PART[HexCanOreSmall]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Small @description = A 0.75m long resource canister containing Ore } @PART[ELTankLargeORE]:NEEDS[Launchpad]:Final { @title = MSV-2000 Ore Container } @PART[ELTankMedORE]:NEEDS[Launchpad]:Final { @title = MSV-1000 Ore Container } @PART[ELTankSmlORE]:NEEDS[Launchpad]:Final { @title = MSV-500 Ore Container } //use Simpleconstruction ratio for turning ore into metal (ie. 1 ore + 60 ElectricCharge = 0.5 metal) //tiny smelter should produce metal at 0.4x the rate, & small smelter should at 0.7937005259840998x (round to 0.8) the rate. @PART[Smelter] { @INPUT_RESOURCE,0 { @ResourceName = Ore @Ratio = 1.0 } @INPUT_RESOURCE,1 { @Ratio = 60 } @OUTPUT_RESOURCE,0 { @Ratio = 0.5 } } } @PART[SmallSmelter] { @INPUT_RESOURCE,0 { @ResourceName = Ore @Ratio = 0.8 } @INPUT_RESOURCE,1 { @Ratio = 48 } @OUTPUT_RESOURCE,0 { @Ratio = 0.4 } } } @PART[TinySmelter] { @INPUT_RESOURCE,0 { @ResourceName = Ore @Ratio = 0.4 } @INPUT_RESOURCE,1 { @Ratio = 24 } @OUTPUT_RESOURCE,0 { @Ratio = 0.2 } } } // Fix resource detection @PART:HAS[@MODULE[KethaneDetector]]:NEEDS[Launchpad]:Final { @MODULE[KethaneDetector] { @Resource:HAS[#Name[MetalOre]] { @Name = Ore } } } // Fix resource detection @PART:HAS[@MODULE[ModuleResourceScanner]]:NEEDS[Launchpad]:Final { @MODULE[ModuleResourceScanner]:HAS[#ResourceName[MetalOre]] { @ResourceName = Ore } } // Fix resource detection @PART:HAS[@MODULE[ModuleAnalysisResource]]:NEEDS[Launchpad]:Final { @MODULE[ModuleAnalysisResource]:HAS[#resourceName[MetalOre]] { @resourceName = Ore } } .
  14. Okay, my edits to the patches are going well, I got the names and descriptions on things to change, and my DisableProgressiveBuilds patch seems to be working, I couldn't get builds without a crew to work, but hey, I'll take my success for now. I'm gonna finish writing the ore patch and then I should be able to release my mod. I have this mod to tweak extraplanetary launchpads and another to disable the core heat system on ISRU's and Drills (which is working perfectly). I'll post in this thread again if I hit another snag, but I think it's just a matter of finishing touches now, thanks for the help! I appreciate it.
  15. Hey, thanks for the in depth writeup. I'm going over my patches now and I see where I've gone wrong in a lot of places. Also, you were right, "period+asterix" is not proper syntax, I mistook it for "comma+asterix" which searches all keys of the name you specified and edits them all. It's in the module manager handbook. As for the ore stuff, I'm gonna take a look into the converters and do the math to make sure the balancing is right for the final patch, thanks for reminding me of that. I'm also gonna try changing the " @ " to " % " for the descriptions and titles and see if that works. As for the Survey Station, I forgot that it already had a workshop, so I'm just gonna exclude those lines from my patch, as they seem to conflict with the DisableProgressiveBuilds patch I made. I added ":Final" to the patch too, so it should hopefully actually apply now. Finally, with the texture replacer, that is what I wanted the patch to do, but since changing the texture paths in the part file doesn't seem to do anything, I might just give up and open the model in unity to manually change the texture. It's not ideal as it's more work for me and I have to redistribute a modified model that is essentially the same, but I suppose if there's no other way to change the texture without replacing the original it's what I'll have to do.