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Derpistheword

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Everything posted by Derpistheword

  1. FAR's Github is not in a great state right now, there's half implemented features that refuse to turn off, broken water and an ever decreasing stability with each new version of KSP. I fear for the worst. Someone must reach out and attempt to maintain FAR. there's simply nothing else like it.
  2. well i knew about the documentation link already, this isnt my first rodeo, and i did use the blender transform names in the config, ill just keep trying, thanks for confirming that at least.
  3. @Astra Infinitum Well i know how to configure the config file for them, i just do not know how to set animation transforms within the model, i have to way to open up one of the mu files and see how it works, so how does one set an animation transform? Also that PDF will be handy, i have been looking through every page by the way it just sometimes references things like these animation transforms with no context. Would these be set in Unity with the parttools addon or is it some functionality i was never told about in the mu addon for blender?
  4. Hello! I am working on a simple kerbal konstructs add-on, I intend to place bases throughout the system however I am running into several problems. Ive combed through as much documentation as I can however there is alot I do not understand yet: For the StaticModule: DishAnimate: What is it referring to when it mentions transforms? are they in the model itself or defined elsewhere? my bumpmaps don't seem to be behaving properly, its as if they are scaled improperly, but the UV mapping in blender shows fine, both diffuse and normal textures are the same size I need these bases to be capable of holding a runway, launchpad and merchant type. I'm assuming i have to separate these into different parts but this once again leaves me wondering what the transforms are referring to (specifically DefaultLaunchPadTransform) last problem is window lighting, allowing them to turn on and off like the KSC lights do, i have yet to find any resources explaining those I will say ive gotten as far as collisions and the model itself showing up fine. Eventually my goal is to add a new button on the toolbar that brings up a trade window, one a bit nicer than the existing un-scalbale-no-search-having one, but ill cross that hurdle when I get to it. and if it matters these bases will be scattered throughout the Kcalbeloh System. Any and all tips tricks and advice is welcome when dealing with Kerbal Konstructs
  5. Im in the process of making some buildings and i have a few questions: will we ever get UI scaling for the menus? Is there a discord for this yet? and DefaultLaunchPadtransform, how is that position configured, is it something to do with the model or something else?
  6. Knock Knock, anyone home? itd be a shame for this idea to die
  7. Is this even being maintained anymore? the previous two versions (mach and mader) have had crippling issues with water for two years without a single word on it. I'm not trying to sound rude but some response would be nice.
  8. Would it be possible to have the nebula trail a planet, as in align itself with the tailing edge of its trajectory so that a pseudo comet trail could be made? It would be interesting if minmus could have a dust trail behind it
  9. I have a partial solution. Deleting parallax Stock textures and moving terrain quality all the way to the right (mine has more than just the there usual settings for some reason) has gotten rid of the squares.
  10. Yeah its surface level textures that are busted, everthing is black no matter what body it is, but only when the ship is actually near surface level. Tried running with some different parallax settings with no luck either.
  11. Plenty of people dislike it simply for the fact its completely redundant in every way possible, is that not valid enough reason? Plenty of people hate it because of the company associated with it and potential data collection routes. Let the reviews speak for themselves, unless this launcher is mandatory for functionality in the sequel (in which case its still redundant for KSP1) most will not like it, myself included. For Jools sake i even reactivated my old KSP forum account just for this issue specifically.
  12. Yeah this useless adware isnt gonna fly on my install. I can understand why theyd do it for KSP2 as some sot of inefficient multiplayer system but if that was the case they could just use steam's API. This just seems like another detached CEO's hairbrained idea on how to potentially increase sales of their other non-existant games. Making a game that takes forever to get working and launch, have another piece of software hug onto it is a terrible idea. The way to remove it is to go to C:\Users\yourPCName\Local\PDsomthing something And then go into your KSP install's main folder and remove the PD folder from there as well.
  13. Hey man, you packs are amazing, im enjoying the total rebuild one as we speak (although kopernicus is being a lil grumpy) and im was wondering, possible release date?
  14. I have a name suggestion that I tried using for my own (failed) planet mod (it was a purple gas giant and was a twin of jool), Yanora (yah-nor-ah), just a random name I came up with an I thought it would sort of fit the fancy name theme of the planet names. also wouldn't mind beta testing for you!
  15. The physics are super jumpy when landing on bodies, i landed on minimus, and well, Jeb ,bill and bob don't have a ship anymore, it seems like the rocket is acting like its hitting minimus at orbital speeds, even though i was only going 1.2 m/s , i don't mean that its exploding, its sort-of , rubber-like, its very springy like when a part is scraping the ground, or a broken rover wheel, except im only touching the ground, oh and the kerbals get KO'd when i touch the ground, other than that, this mod is a work of beauty i love messing with it too! great job, your a true physicist. yes it does, im testing it currently
  16. Well your correct thats whats happening. the models natural direction is down, but the thrust is going the correct way
  17. Its a warp engine, it doesnt have one, or does it need one?
  18. that seems like a good idea, ill try both, but i'm at work right now (shhh! dont tell my boss) XD Although, that still doesnt solve the problem with the stock version not providing thrust, or fuel from the alternator.
  19. Thank you, both of you! ill try to upload some screenshots soon thanks again!
  20. Okay , your first thought might be, Hey this isnt a tutorial!, well your right, it isnt,but since im creating a mod, and im having difficulty, i figured it would be logical to put it somewhere where experienced modders browse. Okay my mod is a simple engine mod, ive made the model ive textured it, but for some strange reason when i add it to my vessel in the editor, its pointing downwards, but when i let open the throttle, the thrust is going the right way while the model is pointing down, im going t share two code sets, one is working with the warp plugin, and the other uses stock code PART { name = Warp nacell //This MUST be unique!!! module = Part author = mesh = Model.mu //This is case sensitive, and assumed the config is in the same folder as your .mu rescaleFactor = 1.0 // default is 1.25 Use at your discretion. node_stack_top = 0.0, 0, 0, 0.0, 0, 0.0, 0 //this defines a stack node. See Note below. node_stack_bottom = 0.0, -1.0, 0.0, 0.0, 0, 0.0, 0 node_attach = 0, -1.37, -0.44, 1.0, 0.0, 0.0 //this is the surface attachment node. TechRequired = basicRocketry //defined the tech node entryCost = 120000 cost = 150000 category = Engine //Only certain categories are pre-defined. Be careful to choose one of them. subcategory = 0 title = The mk1 warp 2 naccel //This is what appears in the editor tool tip box manufacturer = Eadge rotary's laboratory description = This fine peice of machinery will do one of three things, 1 work, 2 destroy your ship , 3destroy the solarsystem, use at your own risk. attachRules = 1,1,1,1,0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision mass = 9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 200000 breakingForce = 500000 //how much force before the joint breaks breakingTorque = 500000 //how much twisting before the joint breaks bulkheadProfiles = size3, srf //part size for sorting in the editor. Does not affect part physics. //PART MODULES AND RESOURCE DEFINITIONS GO HERE MODULE { name = USI_ModuleWarpEngine WarpFactor = 5 deployAnimationName = Engage warpAnimationName = WarpField MinThrottle = 0.05 DisruptRange = 2000 BubbleSize = 200 MinAltitude = 1 MaxAccelleration = 6 unfoldAnimationName = } MODULE { name = FXModuleAnimateThrottle animationName = EngineThrottle dependOnEngineState = True responseSpeed = 0.05 } MODULE { name = ModuleResourceConverter StartActionName = Start ExoticMatter StopActionName = Stop ExoticMatter INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10000 } OUTPUT_RESOURCE { ResourceName = ExoticMatter Ratio = 1 } } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1 heatProduction = 10 fxOffset = 0, 0, 0 PROPELLANT { name = ElectricCharge ratio = 2.9 DrawGauge = True } PROPELLANT { name = ExoticMatter ratio = 1 DrawGauge = True } PROPELLANT { name = XenonGas ratio = .1 DrawGauge = True } atmosphereCurve { key = 0 15000 key = 1 7500 } } RESOURCE { name = ExoticMatter amount = 15000 maxAmount = 15000 } RESOURCE { name = XenonGas amount = 3000 maxAmount = 3000 } } PART { name = Warp nacell //This MUST be unique!!! module = Part author = mesh = Model.mu //This is case sensitive, and assumed the config is in the same folder as your .mu rescaleFactor = 1.0 // default is 1.25 Use at your discretion. node_stack_top = 0.0, 0, 0, 0.0, 0, 0.0, 0 //this defines a stack node. See Note below. node_stack_bottom = 0.0, -1.0, 0.0, 0.0, 0, 0.0, 0 node_attach = 0, -1.37, -0.44, 1.0, 0.0, 0.0 //this is the surface attachment node. TechRequired = basicRocketry //defined the tech node entryCost = 120000 cost = 150000 category = Engine //Only certain categories are pre-defined. Be careful to choose one of them. subcategory = 0 title = The mk1 warp 2 naccel //This is what appears in the editor tool tip box manufacturer = Eadge rotary's laboratory description = This fine peice of machinery will do one of three things, 1 work, 2 destroy your ship , 3destroy the solarsystem, use at your own risk. attachRules = 1,1,1,1,0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision mass = 9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 200000 breakingForce = 500000 //how much force before the joint breaks breakingTorque = 500000 //how much twisting before the joint breaks bulkheadProfiles = size3, srf //part size for sorting in the editor. Does not affect part physics. //PART MODULES AND RESOURCE DEFINITIONS GO HERE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 65000 heatProduction = 350 fxOffset = 0, 0, 1.2 EngineType = LiquidFuel PROPELLANT { name = ElectricCharge ratio = 0.9 DrawGauge = True } PROPELLANT { name = XenonGas ratio = 1.1 DrawGauge = True } } MODULE { name = FXModuleAnimateThrottle animationName = ksp_l_midrangeEngine_anim responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } } Theres the code, the warp version provides thrust, while the stock coded one doesnt, and i cannot figure out why. Advice and constructive critisism are welcomed. thanks for reading
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