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Posts posted by kerbmario

  1. 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> 


  2. 6 hours ago, Padrone said:

    Recently downloaded this and I'm liking the parts.

    I'd like to point out that in the 50PC.cfg file in Passengercabins, the TweakScale node has the line "defaultScale = 5.0" twice.  I only mention it because Tweakscale had a hissy-fit about double definitions and issued an end of the world warning about my save games. 

    I removed one of the two lines and Tweakscale regained its composure.

    I'm at 183 mods, so Tweakscale may well be  kinda leary about running in my environment.  ;)

    Alright! Will be fixing this bug!

  3. 3 minutes ago, ColdJ said:

    Curved shapes take alot of work to get right in blender, then there is the adding of the windows, Curved shapes use far more vertices and you have to compensate for the vertice limit per mesh section that the Unity engine has.

    Have you any experience using blender?

    If yes, have you used the .mu plugin for blender?

    If no to these 2 then you need to start very simple and learn bit by bit how things work until you feel confident with creating a complex model that matches the scales used by KSP. Then there is the internal model to go with it.

    Let me know your experience level and I can see about linking you to posts that can help to get you started.


    i have some blender experience.....

    creating and scaling cubes/cylinders 

    I dont even know how to connect 2 meshes (i wanted to do that for a part)

    Also i kinda know animations as i created a new animation for the door part 25PD!



    yes, i used the mu export plugin....

    but i just edited imported mu parts and export worked


    at like creating cube, exporting it or such never worked

    i also need to get used to MU export plugin more.



    but i do have quite good sketchup skills which wont help

    (sketchup exports "circles" with like 24-edges)



  4. 9 minutes ago, Coldrifting said:

    Really? I'm not at my PC right now so I can't double check, but I swear I have a custom config with icons in it's own separate folder and it seems to work just fine. I do delete the stock config folder though if it makes a difference.

    if you are at your PC, could you give me CFG? 

  5. 12 hours ago, doctorbai said:

    Wow If this comes true, I will be too happy to sleep. Thank you:D


    i have two ways:

    I learn blender (as i am not the OG creator, its neistridlar created it including 3d models)


    or i ask neistridlar


    I will probably learn blender somewhen


  6. License: CC-BY-NC-SA, see license.txt in folder NeistAir

    UPDATE P9.0 is finally brought out! Check SpaceDock link for further info + download

    Now B9PartSwitch is a dependency (but also bundled in the mod zip!)


    today, i took my time, and updated some stuff on the NeistAir Mod, made by neistridlar, and here we are - i am uploading my first reupdated version.

    Original NeistAir Thread:







    P9.0 - 19th of June 2022 (KerbMario)

    - Proper Lighting Support for all Cabins 
    - Put some Tweakscale MODULES into MMPatches
    - added PartList.txt, for CommunityTechTree support in the future (or other things ;) )
    - added a new Variant of the CF6 engine, which is lighter and therefore more efficient(Titanium and Composite Blades)
    - various other stuff
    - B9PartSwitch is now a dependency, but also bundled (blowfish is credited)

    P8.1 - 13th of June 2022 (KerbMario) --- H O T F I X ---

    - added license.txt, featuring the CC-BY-NC-SA license.


    P8 - 5th of June 2022 (KerbMario)
    - added SimpleFuelSwitch Support for all Fuel Tanks
    - added FilterExtensions as bundled (for now, i will hopefully find a workaround that doesn't need FilterExtensions bundled :P)
    - added FilterExtensions Support
    - fixed some Parts and their Tweakscale configs
    - renamed 31-37AD to 37-50AD, as it was named wrongfully 
    - added a custom animation to 25PC, i thought it was better (also i now know how animation works in Blender :D)

    P7 - 3rd of June 2022 (KerbMario)
    - added Tweakscale support for all parts
    - fixed most part names.
    - made some part descriptions better.
    - Added EngineIgnitor Support to the 2 Engines.

    all the following were made by neistridlar, previously

    P6 - 9th of September 2020 (neistridlar)
    - Fixed flipped nodes on TCS parts

    P5 - 29th of March 2020 (neistridlar)
    - B73 cockpit added
    - 12NCS-B73 added
    - CS22 cockpit added
    - 12NCS-CS22 added
    - A38 cockpit added
    - 18NCS-A38 added
    - 50PC added
    - 37-50AD Added
    - Adapters now have proper textures
    - Some IVAs have been populated with props.
    - Possibly other stuff

    P4 - 29th of August 2018 (neistridlar)
    - Added more cargo bays
    - Added more doors
    - Added CF6 sounds by Eskandre
    - Improved some textures

    P3 - 13th of August 2018 (neistridlar)
    - Added CF6 Engine
    - Added a CF6 version without variants for Backwards compability

    P2 - 30th of July 2018 (neistridlar)
    - Now requiring KSP 1.4.x for Nosecones and TCS Tail pieces.

    P1 - 29th of May 2018 (neistridlar)
    -First Prerelease
    -Made for Testing the modular wings.




    All Parts in the mod currently:


    1.875m CRJ Series Cockpit

    1.875m Antonov An-24 Cockpit

    1.875m Douglas DC-3 Cockpit

    1.875m Passenger cabin 1+2 configuration

    1.875m Passenger door

    1.875m Tail cone 

    0.625m 2 nose cones

    1.25m 6 nose cones

    Conformal tanks for 1.875m, 2.5m, 3.125m and 3.75m

    2.5m Boeing 767/777 cockpit with adapters to 3.125m and 3.75m

    2.5m Douglas DC-8/9 cockpit

    2.5m Passenger cabin 2+2 configuration

    3.125m Airbus A350 Cockpit with adapter for 3.75m

    3.125m Douglas DC-10/11 Cockpit with adapter for 3.75m

    3.125m Passenger cabin 3+3 configuration

    3.75m Passenger cabin 2+3+2 configuration

    1.875m CF6 engine with under wing pylon

    0.9375m CF34 engine with side mount and under wing mount pylons

    Modular Airliner wings

    Modular Tail cone system

    (list from old thread, as nothing changed)





    https://spacedock.info/mod/3034/NeistAir Reupdated

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