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AyeLmao

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Posts posted by AyeLmao

  1. Just now, martinezfg11 said:

    I think the "stock" screens you are referring you are modeled/textured into the asset. You could always just put RPM MFD's over the top of them..

    Is there Any possible way i can import the .mu into blender and re-export it but use the same prop Cfgs, I want to put some manual instruments in their place.

  2. Just now, SpannerMonkey(smce) said:

    Hi, you're welcome, and great that you've got it all sorted,  and welcome to the wonderful (frustrating) world of IVA creation

    actually it was pretty Straight Forward. i plan on making a Kerbalized Shuttle cockpit, Anyone know how i remove those Horrible screens that the stock one has?

  3. Just now, martinezfg11 said:

    Show a screenshot of your setup tab. Did you assign your GameData directory? Keep in mind the directory needs to actually contain the .mu files.

    I got it all set now, Adding in some ASET Avionics Bits. I might need to reset the texture Directories for the Aset bits though. Do i need to add the textures in unity? Also how do i export the Cfg. EDIT - Also do i need to add in the Crew seats and Cameras/lights/Transforms/Misc Bits again.

  4. Just now, SpannerMonkey(smce) said:

    Hi, in unity on a scene of your choice click the tools tab at the top of the screen , it will if part tools is installed correctly show a KS part tools tab. Click it, a litle gui window will open, and there you can find (once you've set the gamedata path) all the props and iva's that are in your game. They can all be spawned into your scene, there are 3 parts to the window Props spaces and setup, fairly self explanatory.

    Simply spawn an IVA in your scene and it already have all the instruments etc in place, and you can add or subtract as you wish. Once complete the created cfg is saved to the prop cfg for the IVA you are working on

    Wish i had read that earlier, i went the hard route and Ported the .mu into blender Redid the Texture mapping(Because blender likes misaligning things) Then Ported it into unity and got to setting up the props.

  5. Just now, MOARdV said:

    First, you need to get Unity.  For KSP 1.1.3, you will need Unity 5.2.4f1.

    Second, you need KSP PartTools for KSP 1.1.2 (works in 1.1.3, too) - there's a link for it stickied to this forum.

    Third, you'll need to set up Unity / PartTools.  There's a post for that stickied as well.

    After that, you start Unity, load the IVA, open the PartTools window, and start adding props.  This will be the fiddly part if you're not used to it.  Once you're done, save the new config.  You most likely will want to make a MM patch so you can replace the IVA without editing the original - take a look at the other example IVAs to get an idea how that's done.

    I already got it but thanks for the Tip MOARdV(Love your username btw), Also the unity and parttools bit is Obvious to anyone who isn't lazy and clicked on the several Mod related Posted Stickied at the top. I already have Unity and parttools setup but I needed to know how I get the Cfgs for the props, If I have to write it manually or something. is it possible to Import the .cfg for the IVA So i can keep the current props/Replace them without replacing ALL of them.

  6. Just now, Scientia1423 said:

    Did you check every mods on the list is compatible? Download the rar file and mods, put them in the folders and run the save. 

    The last time I checked the error came up with missing Auva.RCS.B and the station cannot load and I've requested the Tantares dev to fix this but when I checked the changelog I did not find anything...

    Sure it was from tantares, Auva does not sound like anything from that pack. if it is and it got lost somewhere along the line of development then you can always rename a Random Part of similar spec in its Cfg.

  7. Just now, ZooNamedGames said:

    Hm. Would be cool if we found out that the Kerbol system was in fact created by the Magrotheans and once the economic collapse occurred all races abandoned this star system and moved elsewhere leaving it as it is now.

    Explaining why the planets have above average densities and why the Kerbals are the only life forms- they naturally formed.

    Thats one of MANY ideas.

    One theory i have heard is that the kerbals wear space suits all the time even on their home planet because the Radiation is higher then normal, so they live under ground.

  8. Just now, CobaltWolf said:

    No, but thank you. Its not necessarily time intensive to get them in, its just they'll have to be iterated a bunch to make sure everything works. Once they're all in game (albiet with some missing texturing here and there, etc), I think Jso will start running batteries of playtesters through to test the balance and find bugs. The Saturn will be the easiest part to balance - the dV margins on the CSM and the LEM will be much lower.

    Can i playtest?

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