Barar

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About Barar

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  1. I use this mod and it works well for me. Not exactly what you are looking for but might be worth to take a look.
  2. @zer0Kerbal When you say it fails, does that mean it doesn't load, part is distorted, parts are all one color? Shadowmage is smart on all the other stuff. I hope this helps and correct me if I am wrong on any of it.
  3. Hi @Stone Blue, Which issue are you trying to resolve? Is it the export model orientation or making the fairing collider? If you could provide the model or blender file for download. I could take a look and orient it properly and you could review it.
  4. It does looks like you have a bunch of NullReferenceExceptions for texturesunlimited. And it looks like it is not updated to 1.8 yet. Also on page 383 of the SSTULabs forum it mentions the fairing colours and shadows not working properly and need to wait for an update.
  5. The size is determined by the model and I don't think can be changed. What you need to use is ModuleEnginesFX This is a patch I made for an engine. I did have to add in some thrusttransforms from a model and to note. When using multiple prefab particles in the same effect, each must have a unique name. As you can see there is a localRotation, localScale, and localOffset. But depending on the FX, some dont work being rescaled. It has to do with a version of unity it was made with not supporting local scale. Don't have a list of which. Also the smoke trails tend to go sideways and needs reorienting. Not sure if localRotation does actually work or not. Its been a while since I played with it.
  6. Hi NadenH, The animation is contained in the model.mu file. Do you mean you want to add the USI_Harvester module to the restock part so you can mine resources with that drill? I have not used Restock so I am unfamiliar how it is set up. Here is some info on the ModuleAnimationGroup since you are referencing MKS. Some information is not complete. https://github.com/UmbraSpaceIndustries/MKS/wiki/Modules This is for the KSP wiki which may help with some modules. https://wiki.kerbalspaceprogram.com/wiki/Module To read up on what the @ symbol does and making patches here is the Module Manager handbook. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook I hope these links will help you make the changes you want.
  7. Well you have 52,450 System.NullReferenceException. It looks like a bunch are from the BonVoyage mod. You are currently running the version for KSP 1.3.1. BonVoyage v0.13.2.1 Version 0.13.2.1 for Kerbal Space Program 1.3.1 Version 1.0.1.1 for Kerbal Space Program 1.8.1 Looking at the other mods, it seems many of them are out of date also. Like Kopernicus, it is not out for 1.8 yet and is version locked. My suggestion would be to do fresh install and use CKAN to install 1.8 mods. If you want Planet Packs, you will need to revert to a 1.7 or earlier version compatible with Kopernicus.
  8. My favorite is probably moons in the rings around a large gas planet. Lots to see and explore. If there's a planet off by itself, that is hard to get to and doesn't have much for resources. I only hit it up to check it off a list. Even if it may be a wonderful planet. I do like the idea of it around Valentine, that way you don't need to worry about compatibility as much with other mods. It would be neat to have some small body or bodies between Kerbol and Valentine to act as a way station. Something in a really high orbit around Kerbol that is caught between the gravity of both stars. Just to build on your mod. I do look forward to your planet, are you going to wait for Kopernicus 1.8 Version release or release for 1.7?
  9. I think you need to add the resource definition. This will determine its weight, cost and various other properties. If you want it to be found on planets for mining. You will need to define planetary resources. See this example for Dirt from the mod Community resource pack. Then you would need to set up the scanners and drills to find and mine them. You may also need to use ModuleRCSFX to have the thrust show properly. One last thing is the name Artron Banks. I am not sure since I have not tested it. But you may need to put it in as ArtronBanks with no space for it to work. This would apply to the above configs.
  10. Planet looks great. I always liked Extrasolar since it give me something farther to reach for and pack a big mission to send out.
  11. Go back to page 50, its the second post from the bottom. Its just the DLL so you will need to grab everything else and do a manual install.
  12. You need to add an empty object plain axis labelled "dockingNode" and orient it correctly to your part. Load up one of KSP's docking ports if you can to see.
  13. Not sure if you figured this out but you need to add this to you config. You need to add this to your config. %vesselType = Probe You need to use the % sign, this does edit/add if not in the config. The @ symbol only does edit, so wont add it if the definition doesn't exist. You could just put vesselType = Probe ,but if squad put a definition for vesselType it may break one day. I tested this and it works for my set up.