L0ck0n

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About L0ck0n

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  1. Yes, and i have many custom parts working in KSP without any problems with textures.
  2. Hello i have problem with one custom part. It looks great in unity but in game there is no texture, model is just all gray. Model is properly imported to unity, all faces are triangles, texture and material created, exported to game as .tga file. There are some errors in ksp.log file: [LOG 20:35:43.119] Load(Texture): ColdWarAerospace/Parts/Fighting Falcon Cockpit/F-16_cockpit [LOG 20:35:43.148] Cannot create texture: No header created [WRN 20:35:43.148] Texture load error in 'G:\Steam\steamapps\common\Kerbal Space Program\GameData\ColdWarAerospace\Parts\Fighting Falcon Cockpit\F-16_cockpit.tga'
  3. Great mod, but since last KSP update flickering got worse even at short ranges like 30 or 50 kilometres (im using last version of Physics range extender).
  4. You can do it in normal bda turret, like s-8 launcher For example: RESOURCE { name = S-8KOMRocket amount = 23 maxAmount = 23 } But reloadablerail module works different. Reloadablerail reloads missile attached to it in game. Sadly you cant set "amount" of reloads in reloadablerail.
  5. Thx, but im thinking about my custom reloadable missile rails made by me. I would like to set maximum number of reloads, its hard-coded in bda?
  6. Hi, im experimenting with reloadablerail module and some custom missile launchers, is there any way to change default number of reloads in config file (or in some other way)? If not, are you planning to develop it further (maybe adding possibility to set reload limit, autoreload, without action group and reload limit per minute)? There is soooo much potential in this thing.
  7. i see now, i missed that dock button in RTS part, now its even better for me than legacy struts. Thx for help!
  8. Thx for reply Longer struts/parts will help with turning when towing large vessels example: Now its hard because parts collide with each other because strut is too short. Also im thinking about using KAS with other mods, for example you can join vessels with parts from BDarmoy and almost build military base (rigid joints needed), exasmple: These joints are kinda short. Now with legacy parts: When you join vessels with rigid joint, they act like one vessel, so you can transfer crew or command them all.
  9. Great mod! Are you planning on adding longer versions of telescopic joints and tow bars in future (maybe like 10 meters long). Because now its kinda hard to tow and turn with very big vehicle. "Legacy connector port" allows to connect things at bigger ranges, but well, its legacy part. Winch allows to connect distant objects, but then you cant turn them into single vessel.
  10. Hello, im looking for some info regarding creating wheels from scratch in newest KSP. It looks like black magic to me. There are some images and topics, but they're really old and incomplete. Im looking for some info regarding hierarchy in unity, maybe example cfg file, info regarding collision meshes in unity and layers. Buidling wheel based on exported stock Squad parts doesnt work for me, i think that parts hierarchy in Unity edtor may be wrong or sth. Maybe there is somewhere Unity Project example file showing wheel ready for export to game?
  11. How to recreate stock textures luminescence/shininess? I know that KSP textures use alpha channel as a luminescence channel. I can extract this channel in GIMP to separate layer. But i can't recreate this in my textures, creating simple alpha channel transparency doesnt work. Do you have any tips on how to create textures with luminescence/shininess like that in KSP stock textures?
  12. Hello, how to create textures like stock ones? Textures that match the style and brightness. Stock textures have some alpha channel or sth in it that makes them less shiny and bright. Is there some way to recreate this?
  13. Is there some problem with Rbs-15 missiles? Terminal radar guidance seems to be broken, missiles flies straight to coordinates without attacking nearby hostile vessel?
  14. Well, it's possible: This mod contains automatic reloading part with plugin: (which works) https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/ But sadly its too complicated- reload is only when refuelling to another vessel and there is no delay between shots. Slightly rewrite plugin from this mod, make reload process only in vessel, not when refuelling, add some options in gui to set delay time and max reload amounts and voilà! But i dont know anything about writing plugins...