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Rukongai

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Everything posted by Rukongai

  1. So I am completely new to modding, this is the first time I've looked into this at all, but I have an idea and I would like to see if I can make it. I have some experience with Unity, Blender and coding so I have some of the basics down at least. I want to create a UI element basically, something like the Docking Port Alignment Indicator and Lazer Docking cam mods do but I have no idea how to go about it. I don't even know how it works exactly or how stuff like that displays on the screen. Obviously I have a big trip to make in order to reach the point I want, but I can't find any sources to help me in this trip, so if there are any suggestions or sources you can provide it would be awesome. Thanks a lot for your help!
  2. Yes as far as I can see that was the problem. Kinda sucks but I changed the config to be a maximum of 1000kW of cooling and that seems to work perfectly.
  3. So I am testing out stuff with the Modular Kolonization Mod by RoverDude so that I can make it work when I go out on other planets. I am testing the drills currently and I am running into a problem with the Industrial Strip Miner. No matter how many radiators I put on the craft they don't seem to reduce the heat output. They work for only 1 of the operations being active, but after that the temperatures just keep going up no matter how many more radiators I add on the craft. I tested this with both Thermal Control Systems and radiators attached next to the drill. The info in the VAB says the drill needs 200kW of cooling. I am guessing that is per operation active so in total we need 200 * 5 operations = 1000kW which 1 Thermal Controls System large should be able to provide. However even with 10 of them nothing hapens. So what am I missing here?
  4. Well I figured it out leaving this here if anyone has the same problem some day. Apparently the way ReStock works is it prevent the stock parts from loading at all so that it can save up memory(which is really cool if you ask me xD). This means that parts of mods that are dependent on this such as the drills from MKS won't be able to load since they can't find the model. Only thing I had to do was whitelist the specific part that the drills needed(which was the TribitDrill). ReStock has an excellent wiki entry on this take a look here if you are interested.
  5. As the title suggests I tried installing Modular Kolonization Systems and Life Support by Umbra Space Industries yesterday, but for some reason some parts didn't show up in the VAB but they were there when I looked in the folder. So I tried uninstalling mods and reinstalling them to see which one was the culprit and apparently it was ReStock and Restock+. I don't know what causes this problem maybe a patch from Module Manager I don't know. If anyone has any input or any ideas so I can have all of these mods work together please let me know.
  6. Aight I see I see well makes sense I have run into some problems with the game desing in the past when trying to create an auto lander. Well guess I'll try and see how it can be done differently. I can just split a part of the spaceship mesh and put it outside and make it the legs it all should be perfectly fine. Thanks a lot m8 for helping me out and letting me know :D. Though I'm still not sure how all the stuff works I'll figure it out as I go I guess!
  7. So I'm trying to create mod of sorts. Well not a mod per say but it's a custom part and it has a lot of functionality. In a nutshell I am trying to create Space-X's Starship. I have created the model etc but I am stumped on the config for it and how to create the functionality I want. I want to have soundFX on a door animation, I want to have deployable landing legs from inside the spaceship(3D Model created), I want to have the wings on the side move for turning etc. And I want to add custom engines and SFX and VFX in general. This is the first time I have created a mod and I can't seem to find any more in depth documentation online so if anyone knows about the internals and how it works then please help me out. I have moderate experience with blender and C#.
  8. I am currently creating a part and it has many functionalities. One of it is a cargo door. Is there any way I can add a sound effect to the door opening animation. How would I go about doing this? Any help and feedback is appreciated.
  9. TL;DR Is it possible to create a part that has all the functionality I need it to have like and also have deployable landing legs? Long Version I am trying to create Space-X's Starship and I want to have the Starship(the top piece) have deployable landing gear built in to it. I want them to have exactly the same functionality as normal landing legs but I do not want to add as secondary pieces outside. I can build them in the model and create animations in blender for them but other than that I have no idea how to procceed in order to create my idea. Please give me any tips you have and ideas. Any feedback is welcome.
  10. I have tried both connecting my custom part with a normal docking port and with another same part. But the undock option doesn't show up on neither of them when I do that. It shows up just fine on the docking port, but when it's two of the same part together I get no option to undock on either of them.
  11. So I am trying to create Space-X's Starship in the game. I attach the ModuleDockingNode in the part's configuration file but in the game I can't see the decouple node option. I can see all the other options just not that one. But I can see it on the opposite side docking port I have connected it to. So what seems to be the problem. As fas as I can tell everything is done correctly. I thought maybe it was the NodeSize because it was size3 but even with the same piece attached to one another it still wouldn't do anything. PART { name = superHeavy module = Part author = Rukongai mesh = SuperHeavy.mu rescaleFactor = 1 node_stack_top = 0.0, 34, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -33, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = start entryCost = 46600 cost = 13000 category = Propulsion subcategory = 0 title = Super Heavy manufacturer = Space-X description = The pinnacle of Space-X boosters. This beast equipped with 37 Raptor engines is capable of lifting over 5000t to orbit. attachRules = 1,1,1,1,0 mass = 200 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 1000 breakingTorque = 1000 maxTemp = 5000 bulkheadProfiles = size3, srf tags = fuel fueltank ?lfo propellant rocket berth capture connect couple dock fasten join moor rockomax socket MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size3 stagingEnabled = False } RESOURCE { name = LiquidFuel amount = 300000 maxAmount = 300000 } RESOURCE { name = Oxidizer amount = 360000 maxAmount = 360000 } }
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