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Posts posted by BaelRathLian
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Seems to be a glitch. Made a fully functional Sat for the new base. I've used this sat many times on Kerbal with out a problem. When the ground factory finished the build it is stuck in a green shape and does not load the sat. Looked for a while trying to find some info before writing here.
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Something that everyone seems to forget is L, T, and angle trusses! I have looked over many mods and it is almost always the same story or the old ones are not updated.
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Maybe you could help with this. I just upgraded to 1.8.0 and all the parts are greyed out with no details at all. I got the zip file as usual for the mod, etc.., but this is what I got.
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Love this mod.
I was just looking at an old mod called "Radial Engine for spacecraft - T.G.O.L group", think it was on spacedock. I didn't see a way to contact the mod maker. Do you know anyone that has been updating old mods like this one?
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Love this mod / work. Is it upto date with the current version of the game? IVA is a lot more fun when the controls actually work.
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10 hours ago, linuxgurugamer said:
Ummm, it's a tug, like a tugboat. It doesn't need more power, just like a real tugboat doesn't need to be able to cross the ocean. I don't think it needs to be tweakable.
The engines are reasonably powered for their size. If you want to move more, add more engines
and, my thought is that the tug is only meant to be used for short periods of time, not for long burns, especially not long burns at full power.
I would assume they are solid core, and yes, the propellant would cool the core, but what if the core is hotter than the propellant can cool?
When I said tweakable I was talking about the SIZE of each part. Larger or smaller etc. Using the tweak anything mod. As for the Tug boat analogy Have you ever seen in person a tug boat? I have. You would not believe what those little boats can do. I have seen just 2 of them push an aircraft carrier. So being able to get back into orbit with this mod should not be a problem for the engines even if it is a slow climb.
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Really miss the storage area my self. I used the heck out of that thing. And the O.U.V. needs a bit more power. I got caught in a gravity well and could not break free. This of course happen after it had become stand alone. <Burned up on reentry> IDEA : Make all parts tweakable. Had a design in mind to try but need the pusher to be tweaked.
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Going by real world or sci-fi world, and are you talking about in space or in atmosphere? You will have different verbalizes in each case or each combination. Also depends on how much mass you are trying to move or slow down.
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Really good information, but you left out one vital part. The fuel. For example switching an RCS thruster from using xenon gas to using electric. I am still trying to figure that one out.
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Angel, I might have found a glitch. I have the gens running etc and yet the fuel is staying at zero. Only way the ship is flying is if I use f12. Thought you should know.
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I am curious, is there or are you going to add, an on-off switch for the lighting? I like it, but sometimes it's a bit too much for certain view points.
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Is there something I am missing? I have Konstructs installed and then put in the WaterLaunch, but NO WATER ANYTHING. Thought I S.N.A.F.U.'ed so deleted and re-installed. Same thing. Nada.
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Great to see you actually read these posts. Idea / Question: I had to shoehorn the wave generator into the mother-ship for a power supply. Could you make a copy of each generator so it is small enough to fit into any thing built like using the J2 engine and generators in a prob? I was thinking of something like the PMI fuel gen design. Small and easily put in a storage compartment.
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This mod is exactly what I was looking for! I love all the Classic Lost in Space Jupiter 2 bits and looks. What ever you plan for the future please don't loose those. Could you make some landing gear like the Classic J2 also? I think it would look really cool and I really want to finish building the J2 with as much detail as possible. Oh one other thing the multi-part one, If it is not already, could you adjust the parts so they could be tweak scaled? I was looking at your pics above and got a few ideas, just need to sizes things to match. Keep up the GREAT work.
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I am posting on different sites looking for a mod Dev that might be able to help. I am looking for shareables, Mods, parts, etc.. compatible with 1.6.1. and newer. To build CLASSIC Flying Saucers like in the old movies and TV shows. I have found some, but they are not compatible with KSP newer than 1.3.x. I was told to use procedural tanks, but that mod died a long time ago.
I do not do much posting so I am not sure yet how to add a picture to this post.
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12 hours ago, Snark said:
Might want to take a look at @Starwaster's post, just a couple of posts above yours.
Yeah saw that. Does not say it was updated just that he released it. Saw that on another page and it was just a re-post of the old mod. I'll give it a shot though. UPDATE : Just tried it out and it has some strange white flare when using the thrusters. A glitch or maybe it is goofing because of another mod?
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This is ABSOLUTLY the best utility TUG in the whole KSP universe! I really wish you would update it for the newest version of the game. I have seen far to many gems like this one that have been left to die and rust by the way side. Sadly I am not a programmer.
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On 7/30/2013 at 8:41 AM, taniwha said:
Hello, I have been working on an addon for Blender to import and export .mu files. It is still very incomplete, but I have released it under the GNU General Public License (version 2), and it is available from github.
NOTE: The addon is now targeted for Blender 2.80. Those requiring 2.79 support should checkout the blender2.79 branch.
NOTE 2: Blender won't load the plugin if the directory name has periods in it, so if the resulting directory has periods in it, you will need to rename it.
NOTE 3: I haven't done an actual release for a long time, nor do I have plans to do so any time soon, so ignore the release section on github and just clone the repository. I do update the code whenever something comes up.
For help with Blender in general, #blender on irc.freenode.net is generally full of experts.
However, thanks to @Snark, here are some installation instructions:
- Clone the github repo
- Copy the entire folder (io_object_mu) into Blender's scripts/addons folder
- Start Blender
- Go to File -> User Preferences... -> Add-ons tab -> Import-Export category
- Find "Import-Export: Mu model format (KSP)" in the list
- Check the checkbox next to it
- Click "Save User Settings"
- If you go to the File -> Import menu, it now has "KSP Mu" and "KSP Craft" in the list.
Working features
- Import .mu into blender. Meshes, materials, textures (including .mbm) and colliders supported. Many animation properties are supported (transform, light, material (not texture))
- Export from blender to .mu. Same as features and limitations as import, however .mbm is not written.
- Unity colliders can be added via the Add menu. Updating the collider via the tool panel or the object panel works as expected (ie, visual updates). Note that other than mesh colliders, editing the mesh of the collider will have no effect.
- Create mesh colliders from multiple selected mesh objects. Optionally (default) "convert" the mesh to a convex hull as Unity (and thus KSP) requires part mesh colliders to be convex.
- Convex hull creation can be used separately as a modeling tool.
- KSP shaders can be created by selecting the shader type in the materials panel. The material will be built automatically any time something is changed (a little inefficient, but it works (actually, it doesn't right now)). The material setup is really just a best-effort WYSIWYG thing.
- Standalone (still requires python to run) command line script that lets you view and edit wheel collider parameters.
- Skins work for import-only.
- v4 materials for import, possibly for export (not fully tested).
Plans (no particular order):
- More animations.
- Bones and skins (WIP).
- Better IVA support (WIP?)
Export is simple: select the root object, then File->Export->KSP Mu. The active object and all of its children (of supported types) will be exported to the one .mu file.
Okay I must be doing something wrong here I did EXACTLY as instructed and it is NOT on the list to select. Even tried putting the zip file there too. Any ideas why it's not working?
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Question : Which version is best for the 1.2.9 Pre-release? Found an old version of the game and desided to mess with it for a while, but still want my extended hanger.
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What's with all the broken links? EVERY ONE I clicked on gave an error of some type.
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Well I just tried Hyper-edit and none of the versions on the site work with 1.2.9 pre-release version of the game. Guess I will just have to get the newest version and figure out which mods I like still work with the 1.3.1 KSP.
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On 12/25/2017 at 5:34 PM, BaelRathLian said:
Thanks. Google search only went here.
Tried several versions. Does not seem to work with 1.2.9.
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1 minute ago, Ezriilc said:
Same place as all versions - on our site. http://www.Kerbaltek.com/hyperedit
Thanks. Google search only went here.
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2 hours ago, regex said:
Launch it.
Nonsense. Split it into discrete pieces if you have to. Those 3.75m parts make it ridiculously easy to get things to orbit.
Nonsense. You can put pretty much anything into orbit in KSP.
Skycrane. In pieces. However you gotta do it. That's the fun of the game.
It's ALL ONE PEICE. Can't be broke down.
[Min KSP 1.12.2] Blueshift: Kerbal FTL
in KSP1 Mod Releases
Posted
Looking.... Looking.... Nuts! I don't see a download link. Guess it's not ready to play with yet. LOL. Looks like it will be fun though. Reminds me of the beacon one. That one you have to send out satellites and get close to them to jump to another sat area. My old game looked like sonar buoys all over space out side of the system.