fusedbean89

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About fusedbean89

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  1. iv made many attempts trying to make a command pod and a do have some command pods in my mod (Parts O' Plenty). but if i put a kerbal in them it says "no exit hatch". so how do i put a exit hatch on a command pod using unity and blender, and can you grab on to it when on EVA.
  2. i made a recreation of the soyuz in my mod (KerbalKIngsInc.) and the engine is big but the fx is not. anyone know how to make it bigger. video of my ship with small FX ---------------> note : i need to rescal it PART { name = soyuzFirstStage module = Part author = kerbal_king mesh = model.mu scale = 1.0 rescaleFactor = .82 node_stack_top = 0.0,5.036,0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.304782,0.0, 0.0, 1.0, 0.0, 0.0 mass = 44.5 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 20 maxTemp = 2000 // = 3600 TechRequired = heavierRocketry entryCost = 0 cost = 100000 category = Propulsion subcategory = 0 title = Soyuz First Stage manufacturer = KerbalKingsInc. description = we thought like the russians and just like that we got the soyuz first stage (2nd and 3rd stages will be coming in later updates). attachRules = 1,1,1,1,0 bulkheadProfiles = size2, srf tags = ascent (boar booster main propuls rocket (twin RESOURCE { name = LiquidFuel amount = 6480 maxAmount = 6480 } RESOURCE { name = Oxidizer amount = 7920 maxAmount = 7920 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 2.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX engineID = KSLFB runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 1 minThrust = 0 maxThrust = 5000 heatProduction = 375 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 10 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 280 key = 9 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 3 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationLFB responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FlagDecal textureQuadName = FlagTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustPoint } }
  3. so i have been modding kerbalspaceprogram for a while now but one thing i don't understand is how you make engines. when i try i make the model and texture it in blender and then i go to unity and add the collision mesh then i make the part-config when i test it in ksp the model, texture and collision mesh work but the engine doesnt when i throttel up nothing happens. anyone know why.
  4. is there a video of this process words are confusing
  5. how would you make a animated part such as a raising a flag???
  6. I will try to make that part i haven't made a animated part yet look foreword to learning thoght
  7. i will be sure to add that in the next update. thank you.
  8. I have been developing parts for my Mod (http://mods.curse.com/ksp-mods/kerbal/242459-kerbalkingsinc) for a couple weeks now and i wanted to know what the ksp community would like too see added to their game.
  9. ive been making a mod and desided to put a engine in the mod but i came across this atmosphereCurve { key = 0 4200 key = 1 100 key = 1.2 0.001 } what does atmosphereCurve do and what do the keys do ????
  10. ive had my mod on curse for a while now (http://mods.curse.com/ksp-mods/kerbal/242459-kerbalkingsinc) and i do whanted to fix some bugs and i did but how do i update my mod on curse????????
  11. i was creating a engine based of of the ion engine in ksp for an update for my mod and i created this... but the engine does not give any thrust not even in hacked gravity also is says it is when i right click on the engine. HERES THE CFG FILE AND PART. PART { name = ionicV2 module = Part author = kerbal_king mesh = model.mu scale = 1 rescaleFactor = .60 node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = nuclearPropulsion entryCost = 0 cost = 90000 category = Engine subcategory = 0 title = IONIC V2 manufacturer = KerbalKingsInc. description = This engine takes the "dark magic" ... And BLOWS THAT THOROUGH THE ROOF! attachRules = 1,0,1,1,0 mass = 10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size0 MODULE { name = ModuleEnginesFX engineID = Ion thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.5 minThrust = 0 maxThrust = 1000 heatProduction = .5 powerEffectName = IonPlume EngineType = Electric PROPELLANT { name = ElectricCharge ratio = 250 } atmosphereCurve { key = 0 4200 key = 1 100 key = 1.2 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 engineName = Ion dependOnThrottle = True } EFFECTS { IonPlume { AUDIO { channel = Ship clip = sound_IonEngine volume = 0.0 0.0 volume = 0.05 0.20 volume = 1.0 0.25 pitch = 0.0 0.2 pitch = 1.0 0.8 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/IonPlume transformName = thrustTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 //speed = 0.0 0.0 //speed = 1.0 1.0 } } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 112 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } }
  12. i was making a new part and i went to test it out and every thing worked... but my bottom attach node? heres the part cfg. also please suggest other changes. PART { name = uraniumGenerator module = Part author = Kerbal_King model = model.mu rescaleFactor = 1.30 node_stack_top = 0.0, 1.5, 0.0, 0.0, 0.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, 0.0, 0.0, 2 TechRequired = nuclearPropulsion entryCost = 0 cost = 70000 category = Utility subcategory = 0 title = Uranium Generator manufacturer = KerbalKingsInc. description = a useful generator used for powering things that need a LOT LOT LOT of charge (needs Uranium) attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 20 dragModelType = default maximum_drag = 0.4 minimum_drag = 0.4 angularDrag = 2 crashTolerance = 4 maxTemp = 2000 // = 3000 MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = UraniumGen StopActionName = Stop UraniumGen FillAmount = 1 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = Uranium Ratio = 0.09 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 250 DumpExcess = false } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 600 } }