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Starlord Kerman

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Everything posted by Starlord Kerman

  1. I think an adapter or two would be a good idea. I'll probably add one to adapt to a 2.5m round cross-section soon. Are you looking at building something like the x-37? That might be cool. I'll also look at adding a shroud to the tail-section/engine mount.
  2. Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 3/17/2019 The latest update includes surface-attachable wings, added adapters for Mk2, Mk2.5 and Mk3, and new engine mounting plates. Now uses B9 Part Switch. Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  3. Unfortunately reinstalling didn't fix it. I'll keep trying stuff though. Any more suggestions?
  4. I've made a few parts with animations and they worked fine in KPS 1.5, but in 1.6 if I put one of my animated parts in the hangar the animation immediately plays once, then if I click the part at all a bunch of the blue "Variant: Variant Name" boxes show up and the part freezes. I'm sure there's just something I need to update but idk where to start, the text cfg. or unity?
  5. Testing some Dreamchaser inspired wings I made to fit with some flat-bottom space plane parts I've been working on. Here's the launch
  6. That worked, thanks! I increased the pixel light count to 18 and none of the lights flicker, even in an assembly with 4+ greenhouses.
  7. @wasmlmy current project doesn't deal with emissives, but I'll definitely look into that in my next project. I figured out how to use the spotlights, and I have almost finished lighting a greenhouse I'm making, however some of the spotlights flicker and I can't seem to figure out why. I use the same animation to turn all the spotlights on and off by changing the intensity between 0 and 5. In the current set up I have 8 spotlights in a circle and a 9th spotlight in the middle, and only the middle spotlight flickers, I made a video of the issue: https://youtu.be/w_6xQUnkxpE If anyone has dealt with this issue before, I'd like to hear the solution.
  8. Could I get a bit more detail on how to add a spotlight to a part in Unity? I am rather new to unity and, although I have gotten a part into Kerbal with textures and motion animation, I have been unable to figure out the lights. After following the steps above I got a spotlight to turn on and off in the hanger, however it did not work when I launched and I could not change the size.
  9. Thanks for the reply, but I'm not sure I understand what you're saying. If I rotated the exterior mesh in unity, then exported it, it would just look upside down to begin with right? Or would I then reorient it using the config file?
  10. Hi. I'm having some trouble with a command pod I made and could use some help. When I launch my pod it from the hangar it works fine. The interior is the right way up, the lights work, etc. But then when I revert to launch the command pod thinks its upside down according to the navball, and the controls are reversed accordingly, but it doesn't look upside down and the interior is the right way up as well. I'm not sure how to fix this or even where to start, I'm rather new to mod making. Thanks for any help. Here's a video of the issue:
  11. Thanks for the response. So the depth mask is how to get an effect like below? So for the cockpit below the depth mask would cover everything except the windows and that part of the roof right? Is the depth mask an additional separate mesh with the windows and roof cut out then? I figured out the ladder/airlock problem with that thread. It looks like the box I had wasn't big enough for the Kerbal to spawn in and I didn't have the layer set to part triggers. But it works now! Thanks again for the help.
  12. So I've been working on an interior for a pod I made. Does anyone have some tips on prop placement? What props should I definitely include and which should I stay away from (if any)? So far I've just been placing in parts which I think look cool. Also, I downloaded the RasterPropMonitor and ASETProps. Here's what I have so far: Is there anything I should change? Another question: I put in a ladder and airlock which work fine for getting in the pod, but when I try to EVA it says the hatch is obstructed. Here's the placement in Unity of the hatch and ladder. (The ladder is a copy of the airlock and at the same coordinates) The Airlock mesh and collider overlap a bit. Are they supposed to? Sorry for the picture-heavy post. I'm new to this so any help is appreciated.
  13. Hi all, I have been working on a quick command pod just to get a feel for what goes into making a mod and I'm having some trouble with the window lights. I've been trying to use the ModuleColorChanger method mentioned here: I can get the lights to kind of work if I apply the texture to the window mesh which I want to be visible when the lights are off and then include the ModuleColorChanger in the CFG file. This method, however, just makes the "lights on" solid white. What I'm having trouble with is that I can't seem to apply a texture to be visible when the lights are on (the black texture except for the lighted features). How do I apply both the "lights off" and "lights on" textures to the same part in Unity? Or do a make a duplicate of the window mesh? Here's the current hierarchy in unity:
  14. Here's a quick plane I made to test out a bird-shaped cockpit I've been working on (just for fun).
  15. I made a tilt-rotor which works reasonably well! It can carry a small rover around. And its easily transported on top of a shuttle.
  16. What engines are those spelling EVE on the back? Look like they'd be good for a VTOL plane.
  17. I'm alright at 3D modeling but when it comes to texture maps, animations, config files etc. I'm at a loss. I looked into making a mod in that I downloaded Unity and played around a bit but getting a static part into ksp is as far as I got.
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