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dboi88

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Everything posted by dboi88

  1. [quote name='MeCripp']Will run a little test on a fuel tank and see.[/QUOTE] Cheers i appreciate it
  2. [quote name='MeCripp']Did you add the node ? or are you using one already there ?[/QUOTE] Using one already there.
  3. I can't really find any explanations as to how to do this. What i can find suggests it should be very simple but i just can't get it to work. I'm trying to add a docking port to the top of a command pod. I'm using this; MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2 undockEjectionForce = 0.25 minDistanceToReEngage = 3.5 acquireForce = 3.5 acquireTorque = 3.5 acquireRange = 3.0 captureRange = 1.5 } It shows as having a docking port in VAB but then i don't get the dock options in flight and bringing two together doesn't engage dock. ANyone know where i am going wrong?
  4. Hi Guys, I've been playing KSP for a few months now and love the game, decided to have a go at making a mod and i'm pretty much complete, i could just do with someone to help me test it and balance the resources and engines. Anyone interested? Basically if you are I'll drop you a link to the mod, you can have a play around and let me know what you think. Any feedback on any aspects will be appreciated but it is the engine/resource balancing that i could really do with some help with. If anyone is proficient with module manager and is able/thinks it's a good idea to add some of the dependant modules into a patch that'd be great too. Basics of the mod: - A range of mission support vehicles from Tiny [COLOR=#000000][FONT=sans-serif]0.625m to Large 3.125m - 3 Matching Crew Capsules 6 kerbal, 3 kerbal and 1 kerbal - All vehicles are modular and can be tuned to the role required - Engines are powered by monopropellant and a LOT of electricity - Medium Thrust High ISP engines for orbital support roles - Built in KIS storage - Intergrated RCS - Very Low Part Count Ships Compatible With: - Mechjeb - Intersteller Fuel Switch - KIS - RemoteTech2 The roles i personally use these vehicles for. - Space Tugs - Resupply Missions - Final crew delivery to mission vehicle in orbit - Mission Support (delivering modules to space stations/interplanetary vehicles) - Crew transport between stations - Orbital return vehicles - Science Landers Other Notes: All models produced by forum user [/FONT][/COLOR][URL="http://forum.kerbalspaceprogram.com/members/134308-ctn"]-ctn-[/URL] and are an adaptation from his mod [URL="http://forum.kerbalspaceprogram.com/threads/122510-Phoenix-Industries-Cargo-Resupply-System-(KIS-MechJeb-Compatible)-v1-5-1"]Phoenix Industries Cargo Supply System[/URL] [COLOR=#000000][FONT=sans-serif]In their standard setup (Capsule/Cargox2/Rear Adapter & Engine) they have enough Deltav to get almost anywhere in the solar system but this is because their designed to be able to push fully loaded ships twice their size around Kerbin Orbit, any thoughts on this would be appreciated. [/FONT][/COLOR][COLOR=#000000][FONT=sans-serif] [/FONT][/COLOR][IMG]https://i.imgur.com/LgPMbKp.png[/IMG][COLOR=#000000][FONT=sans-serif] [/FONT][/COLOR][IMG]http://i.imgur.com/wkdACPY.png[/IMG][IMG]http://i.imgur.com/tIn8Osk.png[/IMG][IMG]http://i.imgur.com/hNEjkGX.png[/IMG][IMG]http://i.imgur.com/iqBSIx0.png[/IMG][IMG]http://i.imgur.com/k4T4nK2.png[/IMG]
  5. I still don't know what happened. This was my Duna colony ship with 20 Kerbals and 100 Civilians on board. Took me about a week to set that mission back up. [IMG]http://i.imgur.com/dojW1T8.png[/IMG]
  6. Great work! The new models look ace. I've been wanting to start modding myself and after downloading this part pack I decided to use this as a starting point, i've manged to amend the models slightly and do some re-texturing, I've now got a fleet of mission support vehicles all based on your parts. I'm just working on a crew capsule now. Thanks for the inspiration! Could i request that you include a rear adapter for the bottom of the stack in your next release, something the same shape as the capsule, rcs but no mono engine so we can mount an engine on the rear?
  7. [quote name='Porkjet']The Nvidia PS plugin can automatically flip the texture for you on import and export. For import settings: - Load using Default Sizes - DONT load mipmaps! Unless for some reason you wanna manually edit them but usually you dont - Load Flipped Vertically Export Settings: - Generate Mipmaps - Save Flipped Vertically - DXT1 for RGB maps, DXT5 for RGB + Alpha, DXT5nm for normal maps[/QUOTE] Cheers, i'd managed to get the texture loaded without mipmaps and flipped then saved as png which got the positions correct but still didn't know how to get it back to dds. I was trying [COLOR=#333333]DDS4KSP but i didn't know what to do with it. What is the difference between these? [/COLOR]DXT1 for RGB maps, DXT5 for RGB + Alpha, DXT5nm for normal maps? [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='NecroBones']Yeah, when I've imported DDS files into photoshop to look at them, I saw the same thing. I'm not sure if that's how they're actually stored, but those multiple scaled copies are the "mipmap" versions that are reduced in resolution for display at various distances, etc. The misalignment is partially explainable in that DDS images are inverted vertically, as compared to PNG, and I don't think the Photoshop plugin handles that for you.[/QUOTE] I didn't know what a mipmap was and your explanation made me realise i wanted to remove that when saving as a PNG. I previously assumed a mipmap was some sort of map as to where the sections of the texture applied to the model that you wouldn't actually see when loaded.
  8. [quote name='xEvilReeperx']Oh, for some reason I read your post and thought "part icon" when you said selected. You should be able to create a new CFG using a MODEL{} node with the original model rotated. You'll have to edit the AttachNode locations manually but that should be straightforward. Here's a quick example of the mk1pod being flipped: [/QUOTE] Many thanks I really appreciate the help
  9. I saved as a png in photoshop and the texture now loads but the location is all wrong, see below. The image when loaded into photoshop is also different to any tga files i've edited before, there are multiple copies of the texture with a full size on the left and the other copies on the right at a 50% reduction each time until i count about 7 copies before it's only a pixel wide. I've no idea what i'm doing at this point. If anyone could point me back in the right direction i'd appreciate it. [IMG]http://i.imgur.com/Ch7U8yl.jpg[/IMG]
  10. [quote name='xEvilReeperx']If a plugin is an option, you can simply rotate the icon prefab (AvailablePart.iconPrefab) to point upside down[/QUOTE] My only experience coding is with python so i'd probably look to modify the model before i tried writing a plug in. If I was to use the iconprefab would this just turn around the thumbnail in VAB? I actually want the part to be upside down once selected. If I was to try editing the model would it be a simple affair to just flip the whole model upside down?
  11. Hi Guys, I've been getting into modding recently, i've re-purposed some models, edited .cfg files and done some re-texturing using photoshop and had great success with tga files but i just can't get a DDS file to work. I've got the Nvidia dds plug in installed and so can open and save dds files but any file i do save doesn't then work. My work flow is as follows; Load dds file edit it with multiple layers flatten the image save as a dds file and chose the option for saving using the existing map. But this always results in the texture not loading and my parts just being white. Does anyone know where I am going wrong? I could upload the model, original and edited texture later if this will help anyone spot the problem. Cheers
  12. Is it possible to create a new part from an existing part that appears flipped around when selected in the VAB? Basically i have a command pod and fuel tanks and i want to use the pod as a matching rear adapter soi want it to appear in the VAB upside down when it is selected. Anyway of doing this without editing the actual model?
  13. I get this bug all the time, sometimes with a certain ship, sometimes with them all. I don't know what causes it but i as a work around I always have a flag planted somewhere. I can then switch to this in map view and then back to space centre. It never crashes this way.
  14. I'm quite disappointed i haven't had any further help with this. Was it something i said? Anyway after 3 days of messing around i noticed that activeVessel = 0 in my persistant file which seemed odd. I changed this to 39 to match the number of vessels i had at the time it corrupted, it's now working perfectly again! I leave this here in hope anyone else with the same issue can get it fixed asap. Many thanks to Tex_NL for the help in recovering the quicksave.
  15. Luckily i was having trouble building a new module last night that kept tipping over on launch so i had actually been quick saving a lot. My last quicksave should only be a few minutes from when i stopped playing last night. I'll try this now and report back. If anyone knows why this has happened in the first place though i'd really appreciate the knowing so i can avoid it happening again. - - - Updated - - - Ok it's fixed the save but it's gone back a weeks worth. I remember hitting quicksave number 40 last night, i've renamed quicksave42 which has to be from last night so i don't understand where all the work i've done over the past week has gone? - - - Updated - - - Ok, so all the random characters i thought was jibberish is actually present in the working quicksaves as well. Seems i haven't looked at persistent file since i've installed a few mods. - - - Updated - - - I've tried using a text comparator and there are lots of differences between the persistent file and quicksave but nothing that looks game breaking to my untrained eye. Here's the working quicksave if this helps anyone pin down the problem. https://drive.google.com/file/d/0B_nRjcqonDoURV90eE1CYkRVS2s/view?usp=sharing
  16. Downloaded KSP about 2 months ago and have literally played every night since, i LOVE the game. I've built two space stations, a whole fleet of in orbit ships, and two mun bases. I was just about to launch a mission to duna that i've been working on for two weeks. Tonight i've come to load the game and it says 'Just Started' instead of 30 flights in progress. I've taken a look at the persistent file and there are loads of lines of random characters that shouldn't be there. Does anyone know, what could cause this? can i fix this using the last quick save file? You can view the save game file here https://drive.google.com/file/d/0B_nRjcqonDoUUk9HVWJEYkFyZFE/view?usp=sharing Thanks for any help you can give me.
  17. Hi, thanks for the help, i reinstalled both ksp and hyperedit and it worked fine. Trail and error showed it was the fact i had 3 versions of module manager installed, probably not the best idea. It's now working again with all my mods. Thanks for your awesome input to the community! Keep it up
  18. Sorry, the problem's a lot more basic than you'd probably expect, sorry if it turns out i'm just being stupid, it feels like i am, but there isn't much more to say. I press Alth + H to bring up the menu. I press Ship Lander and then nothing happens. When i had this installed on 1.0 it brought up the Ship Lander menu.
  19. Hi i'm having trouble with the Ship Lander function, it just doesn't do anything when i press it. Any ideas why that might be? I'm using KAS, KIS & Mechjeb. V1.0.4
  20. I've updated KSP and they're now working as intended. I've had to reinstall a few times now so I managed so save everything. Many Thanks for the help. Keep up the good work!
  21. Hi, thanks for responding so quickly. I love the mod by the way, i can finally get my big mining unit working without over heating! I'm running 0.26 HeatManagement and KSPv1.0.0.830, your post confused me as i had never seen radiator parts in stock, i guess my KSP is out of date?
  22. are the radiators supposed to expand like a solar panel would? i only get the activate button and they don't move, they look like they should expand
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