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Battou

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About Battou

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  1. In 1.11 I find all command pods in wrong nodes, the ones with RCS.
  2. Sorted out. Somehow commnet was disabled in difficulty settings and surface experiments dont work without it.
  3. Hi. I have deployed Control station, Comm dish, 3 solar panels - all with 0ne star engineer near KSC, placed 3 experiments there with One star scientist. There is enough power, but Control station says that there is no connection to Comm Net. Why??? Is 1.11 broke Surface experiments? Or are they not supported by Kerbalism? https://imgur.com/87PMRPu
  4. Trying to load a save after adding Restock causes HighGainAntenna missing error along with some RCS. In case you have not stubbled apon it yet.
  5. Ive noticed update to repo. Tried to import Solar panels and it worked. But when I tried to export I got this: Traceback (most recent call last): File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\operators.py", line 63, in execute return export_mu(self, context, **keywords) File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\operators.py", line 34, in export_mu mu = export.export_object (context.active_object, filepath) File "D:\Program Files\Blender Foundation\Blen
  6. No. I mean something like that: KSP_MODEL_SHADER { model = Squad/Parts/Command/mk2CockpitInline/model model = Squad/Parts/Command/mk2CockpitStandard/model model = Squad/Parts/Utility/mk2CrewCabin/model MATERIAL { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive texture = _MetallicGlossMap, metalSmoothness PROPERTY { name = _Metal float = 0.20 }
  7. Is there a way to assign to _MetallicGlossMap a texture that is unique to every used model but have same name. So every model in KSP_MODEL_SHADER used its own _MetallicGlossMap texture?
  8. I read that EVE clouds are supported after all? But I have strange issue with reflecting atmosphere when in orbit. In reflection its like atmosphere sphere object is partially disappear closer to craft. Here is a screenshot. Any way to fix it? Already tried to force dx11.
  9. Glad that I pointed you into this.)))) Hope you can figure out how to handle it.)
  10. Dont know. Any .mu file that I import and then export, even if I havent done anything, is always bigger. No, they are not. Upon import animations are wrong in blender, they do not unfold. Its like some animations do not import. try for yourself, take 1x6 solar panel from ReStock mod and try to import.
  11. Oh, and I noticed that exported file always about 1.5-2 times larger than original before import. Also!))) Importing and then exporting extendible solar panels breaks their animations. They just extends as block through closed door and do not unfold.
  12. Thanks! Submitted. Good to know that I can just delete that addition. Another question. I tried to import Centrifuges from Station part extension redux but they do not import correctly or when exported become messed up in game. Do complex animation or whatever do not supported yet?
  13. Odd thing. Tried marking separate and still get error. BUT removing ".collider" from collider transform names resolved issue. Do those ".collider" addition to names needed?
  14. I noticed that applying different materials to separate meshes in model do not work if part uses MODULE { name = ModulePartVariants } Is there any way to overcome that other than creating patch to replace if with B9 part switcher? Using B9 resolves issue, but it is very inconvenient.
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