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Bluegobln

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Everything posted by Bluegobln

  1. Could you please explain how your problem differs from the above problem so we know where to start? The problem seems very clearly explained, and the solution seems adequately if simply explained as well. If the rotations you're doing aren't being applied when you make changes, the saved/exported model won't have changed at all (this applies to both Unity and modeling software).
  2. You might be able to do this with the (somewhat) new part combining functionality with the CFG files. http://forum.kerbalspaceprogram.com/threads/34013?p=454874&viewfull=1#post454874 I don't have experience using that though so I wouldn't know for sure if it will let you maintain the individual functionality of the parts being combined. As far as I know they are treated as a single entity in the engine (clicking any part in the "cluster" will result in a click on the whole rather than the individual parts). I hope it does work for you. If it doesnt, your best bet is to make a single part that has good symmetry with itself and just use that. It means two parts each time, but it also saves you headache!
  3. Use a default/blank part cfg and just use the core model. You can even swap the texture out for something simple if you wanted quite easily.
  4. Most unexpected thing: I was so focused on aiming perfectly with my intercept that I neglected to ensure I had my speed matched (not using map, just aiming for the rendezvous). I ended up smashing two large vehicles into each other at 200 m/s or so. LOL Annnnnnd.... cue Gravity scene. I didn't realize what was happening until about 1 second until impact... OUCH.
  5. When it comes to an object of that size, trust me, the game can handle a LOT of polygons. You should be able to do several hundred with ease and make that smooth as a baby's rump and not tax anyone's systems too badly. Unlike a lot of parts, yours is unlikely to be present in more than say 3-4 copies at a time, so you can actually afford to be pretty extreme with the model and not really worry too much. Obviously lower/more efficient poly is better, but don't skimp on quality is what I am saying, there's no real harm in it.
  6. If you find a way to add more custom actions, such as with new keybinds somehow, I would consider this a must have mod (and I am sure many already consider this kind of thing a must have of course). Maybe things like Ctrl + (#), Alt + (#) I should like to think that if you can get the game to read any keypress, you can also tie those keypresses to the code for activating various part functions (ex: disable engine). Those two combined should enable you to create more custom bindings just fine. Alas that is where my knowledge ends when it comes to programming. :|
  7. Time to land on something and make use of those atmospheric and seismic thingies! Land a one way probe on Duna for example. I think that might be one of the easiest options. If you can give it a small rover to go with it to do small scale science on, or give it wheels, even better. (Wheels probably aren't as good for landing, so maybe give it legs for that and raise them when its time to roll out). Perhaps someone else can advise further, I personally haven't taken career mode very far.
  8. The kerbal camera mod used for filming stuff should allow you to put your camera anywhere you want it while flying a vessel. I have not used it but from what I understand it is plenty versatile enough to accomplish what you want. Edit: Found the link for you. : http://forum.kerbalspaceprogram.com/threads/24757-0-22-KerbCam-v0-12-%28camera-pathing-tool-for-videos%29?highlight=kerbcam
  9. Just for grins, I am doing this for anything I make in the future. *cackle*
  10. How do you know it doesn't make sense? Perhaps Kethane is deposited on the surface by a high density stream of particles hitting the surface, or perhaps it grows there, or maybe its formation is not reliant upon any currently known geological process or from surface impacts. It might be someone simply PUT IT THERE!!!... DUN DUN DUUUUUUUN!!!! *snicker* Har har! I don't recall what it was named, but there is a mod out there which lets you target a landing site and possibly track it. It might be MechJeb... I don't recall. I think Scott used it in his Reusable Space Program videos though. I am fairly confident MechJeb has some functionality in this regard though. If you are able to target a landing site, I think that would help solve your problem - or at least you wouldn't need to swap back and forth between the two more than a few times (and certainly not whilst landing).
  11. You could solve this by making more heat tolerant special custom "Eve shields" for entering that atmosphere. Say they are made out of more resistant materials, balance them by making them much heavier or something (or some other method that makes sense). You can recycle existing models and simply adjust their part cfg file or you can go the full way and custom build em! (Which is its own adventure, and while I am much more attuned to that I admire yours as well).
  12. What payload could possibly require that? Surely there is a more efficient method to launch a very heavy load?
  13. Bluegobln

    -

    I highly recommend some people in this thread read the book "Pastwatch: The Redemption of Christopher Columbus" by Orson Scott Card. It gives some interesting insight into the concepts of observing the past, and the implications of doing so. And well... some other fascinating things. I particularly like his ideas about the origin of the tale of Noah's Ark (in the same story, yes..). A very good book.
  14. I just wanted to say that quite some time ago I had major issues with this mod. I could not launch rockets without them tumbling and I hardly even tried planes because no design I made could get off the ground for more than a few seconds. I recently launched a rocket and performed a decent gravity turn, not even touching the controls except the throttle, and made my first successful SSTO space plane while using FAR. In other words, I wish to apologize for my rather angry posts here. I took a long break from KSP after my PC died and I lost all my work, both in game and my parts development, and now that I am returning somewhat I felt it might be worth going again. Sorry for being a jerk. Thank you for this great mod. Glad it works now, or that *I* work now...
  15. This is an incredible and must have addition to the game. Even were I not running a ton of mods, I would want to have this with a pure stock setup. Either this or something like it should be implemented into the game directly.
  16. Yes. Just an orbit capable small plane that can hold 2 Kerbals. I must have made 20 or more that looked similar to that (and yet often different as well). It was important that I make it myself, though I did try a few designs from the premade stuff to see how they handled. The things I learned that solved my major hurdles: - The rear gear should not be too far behind the Center of Mass or you wont be able to lift off. - Landing gear needs to be straight... and I mean STRAIGHT. You can't place it on a non-straight surface even, and rotate and hope its straight, because it can still be off by a fraction of a degree and cause the plane to lurch and roll on the runway during takeoff. I now plan landing gear as part of the design, from the start, because with bad gear you never even get to see if it flies properly. - Center of Lift needs to be behind the Center of Mass, further behind if you want to go very fast. - The most sure fire way to make a plane more stable (as in avoid having it tumble once you're airborne) is to have an extended tail out behind the main wings by quite a bit with horizontal winglets or stabilizers. If you don't have this many designs that are otherwise good will fail. It is good if you use FAR to set these far aft wings as the pitch control and ensure that your main wings are NOT. Note: I am unsure why the plane I managed to make that worked, actually works. It seems to be at some kind of balance point and I dare not attempt to change it, even if I might improve its flight and stability. I guess I will be building a smaller craft now.
  17. Seen the movie Gravity yet?
  18. Not sure if maybe someone mentioned this somewhere but if you turn your engine off (right click or by setting it up in the VAB) you can max your throttle then turn it back on and blast off at maximum per your preference, rather than burning up the previous stage's fuel supply while on the ground and using the staging to accomplish it.
  19. I've been trying to successfully fly and afterwards orbit an SSTO for the last day or two, probably 8-9 hours into it and had no success until this morning. Bloody things always, always seem to tumble or have runway issues, lack fuel or are too heavy for their wings. I tried iterating on designs but most of the time it made more sense to scrap the whole thing rather than try to adjust it, they were so far off. I even started using my nemesis... FAR aerodynamics mod. I've had maaaaaany issues in the past with this, but for in atmosphere flight with wings I figured I would rather have realism than bang my head against the wall any more. Perhaps my planes have come a long way since then and I might have success in the old model, but well... I'm doing OK now. Finally. And who would have thought, bigger is better? I was trying to build an SSTO PURELY to ferry up one Kerb at a time, going small every time because I thought it would be more efficient for an atmospheric craft with a rocket strapped on the back. This thing (probably in part thanks to the huge Sabre engines in B9's pack) gets to 100km orbit with roughly 1/3rd its fuel empty (about 1200 / 1700), and with 3 engine options including the nuclear inline which gets great mileage of course. Oh, and a cargo bay. That means many Kerbs + fuel. O.o Flying her in now, hitting the atmosphere I forgot I needed to put the fuel in the front to keep from going in backwards. Also I have horrible aim and was off target for the space center by a bit, but hey, Mach 2 all the way home right? *Crashed and burned at the runway* Well... to be fair, I've never done that part before and set down rather hard.
  20. For the bay, that is because the attach node is an attach bottom one, so the game thinks its the bottom of the whole part. It's able to cross feed into the part you've got connected, but not elsewhere. I think it also affects the other node at the bottom which is an attach top node. Is there a way to make the attach nodes so they're not considered part of the main stack? I don't know the answer. Also I like the tetrahedron idea. It's odd, but sounds useful.
  21. You should definitely make an end cap for that that acts as an airlock or if not an airlock then just a door. Just for the cool factor of course It's also a great piece for putting between large sections of a station or structure you want your Kerbs to go between frequently, especially if doing so is normally done over a wide open spacewalk (which is dangerous but then we've all done it. Poor Kebinauts.)
  22. I know what you're doing - in Unity you need to drag your model file under the PartTools game object in the hierarchy. The entire thing must be a child of the part tools code or it wont export the model OR textures. What you're seeing is a ghost file, basically. Rather misleading. People often don't realize other less experienced people are doing this because it is the first mistake you make and the first one corrected, so once you've done it once you never see it again lol. But I remember not too long ago... Edit: Made an image for clarification: this.
  23. I've come a long ways since I made that sail. I've been thinking about revisiting it once the too many other things I've been working on get taken care of. O.o The main thing that is needed is the coding specific to the sails. I can model whatever we want for sails.
  24. Oy, sorry guys. That fuel tank was made as an example tank more than an actual part. I never put more than probably 5 minutes into it (literally, that's about how long it took to make a chamfered cylinder and create the cfg file and texture). The THSS bay doesn't even HAVE a surface attach point (most of mine don't, which is silly, I should go through and update them to add it). This means the surface attach point is defaulting to the center point of the object. To change this you have to create: node_attach = <coordinates> inside the CFG file at the proper location. Then, when surface attached, it will correctly use that location as the point of attachment rather than the center. You can swap the MBM texture in from another part, like one of the THSS parts, that has orange on it. The orange color is just a simple square texture that gets repeated. Since its hard to tell which texture is which, you may need to swap it more than once. Or you can export your own texture from Unity using the part tools. I *think* the orange is 255, 108, 0 RGB value. Could you be more specific? What problems? Is it something you're trying to fix, or is it something that I need to fix?I've made enough various parts now that I don't use them all on my own ships. Unless I spend a few hours testing everything (and even then) I am unlikely to spot every problem. I do think we need to put breakingforce and breakingtorque into every part though. Those values def need to be higher for these.
  25. Your model is not 1kb in size is it?
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