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Everything posted by kerbmario

  1. Physics vessel range can be more than 200m, just install PhysicsRangeExtender (PRE) How about EngineIgnitor (or EngineIgnitorReIgnited), would that satisfy what u want in things engine restarts???
  2. how about you try cheat engine and see if it works??? @N9 Gaming
  3. So the CF34-8C and the CF6 iirc could you show me your problem? i don't see anything unnormal with the flags, they work for me!
  4. i have been trying to do a pylon config for a turbofan jet engine, but i have a few questions! is transform the correct way for mesh switching? i have two .mu files, one is pure engine, one is the engine WITH pylon attached. should the second mu be with engine or pylon only? does transform support paths? if yes, how exactly it would also be nice if anyone could provide some example code for mesh switching or any mods that use it
  5. this isn't exactly KSP, but the Balsa Section of Spacedock (Which is primarily a KSP mod site) has some weird "Mods", uploaded by an user called "gotik", all these mods contain a docx document. but "gotik" seems to be some ITS (Qoute is Profile description of spacedock account gotik i have written an email to spacedock support like 1.5 weeks ago (on 9th of June 2022) and they haven't replied! is this email ([email protected]) dead or dont the spacedock people check the support email? has anyone information about why they won't respond? thx in advance
  6. first status message idk what to write here. ?author=kiwi%2520time&image=https%253A%2

  7. so the importer only is able to import simple rockets?
  8. would it be the same case with 31-37AD, which i renamed to 37-50AD? +PART[37-50AD] { @name = 31-37AD %category = none }
  9. i think only cones or fairings are kinda able do this intake-to-exhaust transition, but it would look bad. we would need smooth curved parts for that
  10. a shape like this _________ / \ | | | | \________/
  11. are those parts compatible to be imported correctly to blender using the mu plugin? also another question i asked in the old thread before being you are now maintaining this cool mod. When will we get more included Textures, like Turbofan inlets? (I want to create engine 2 of a Klockhead K-1011 with the cool looking elliptical/tube shape, with CRFP)
  12. are you still working on this mod @Kartoffelkuchen???
  13. When will we get more included Textures, like Turbofan inlets? (I want to create engine 2 of a Klockhead K-1011 with the cool looking elliptical/tube shape, with CRFP)
  14. If I import crafts that used TweakScale, the scaled parts aren't scaled when imported. Kinda same thing for B9 Procedural Wings. Any Procedural (Wing) Part will revert to standard shape of the given part (the shape you get when you want to place that part in VAB!) someone needs to try and import CFRP CarnationRed Flexible Fuel tanks and see if they have the custom shape or the "normal shape". @CarnationRED @linuxgurugamer(lgg, current maintainer)
  15. can ingame assets and/or crafts or 3d models (from the game)be included?
  16. am i allowed to use some of these patches to be included in the mod?
  17. i have just created a discord server for my ksp modding. everyone who wants to join, PM me (i wont post it here, otherwise maybe spammers and such join the server) in the server i post daily progress reports. ( @doctorbai you might find this interesting
  18. i have been trying to export my part, what is this error and how can i fix it??? Python: Traceback (most recent call last): File "C:\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu-master\export_mu\operators.py", line 63, in execute return export_mu(self, context, **keywords) File "C:\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu-master\export_mu\operators.py", line 34, in export_mu mu = export.export_object (context.active_object, filepath) File "C:\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu-master\export_mu\export.py", line 173, in export_object mu.obj = make_obj(mu, obj, "") File "C:\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu-master\export_mu\export.py", line 116, in make_obj return make_obj_core(mu, obj, path, muobj) File "C:\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu-master\export_mu\export.py", line 92, in make_obj_core muobj.collider = make_collider(mu, col) File "C:\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu-master\export_mu\collider.py", line 53, in make_collider col.mesh = make_mesh (mu, obj) File "C:\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu-master\export_mu\mesh.py", line 234, in make_mesh mumesh = make_mumesh(mesh, submeshes, vertex_data, vertex_map, num_verts) File "C:\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu-master\export_mu\mesh.py", line 204, in make_mumesh if tangents[0] != None: IndexError: list index out of range location: <unknown location>
  19. geht auch mit 9. Klasse englisch
  20. I want to have some lights in my cabin, how can i do this? i heard its about texturing, also i use blender and i hope its possible without unity
  21. the *** malicious site we no longer use *** site is down, and https://*** malicious site we no longer use ***.com/mod/473/Lunatic%20Aeronautics%27%20Anty-gravity%20Room isnt archived in there? where can i download anti gravity room then?
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