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TheDude1972

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    Rocketeer
  1. Getting off the train, smelling the fresh Kerbin air. So long my fellow travelers.
  2. They haven't updated in a while, This could be bad... or they're just packing up all the distribution to release at the same time. p.s. all our downloadspeeds will be crap
  3. I simply rename the entire KSP directory to it's version number and install the new update all fresh and clean. If I want my old save I can still play it, but I usually don't! As long as the game is incomplete I really don't care about saves, I will always have the memories. (Does anyone really forget their first successful launch?)
  4. Looks Great, Can't wait sinds FASA is a default mod for me Great work!
  5. I want this. Seriously too!
  6. Dear Mister Hooligan Dude You should make something like the pads that lift the ships in the Matrix. Imagine the possibilities with this sort of smaller antigrav unit! Would be cool but love your mod anyway! Must try for everyone who just wants some fun. Keep up the great work, it's appreciated
  7. Good to hear, love your pack and missing it in 0.21
  8. OK OK, when I say I give up it means I will find out what wrong! Problem solver by nature. My Sollution: Noticed a single red line of text on the bottom of unity giving an error as soon as it was loaded en before I did anything. Was an error message where you go, WHAT!? Started a new project, no luck same error kept displaying. So I uninstalled Unity, reinstalled it, added the KSP tool again and no more red error below. So this is the fewest steps I used to get my model in KSP (for people like me who get stuck) - Added my part without the collision mesh like nyrath suggested (good one, saves some time modeling). - Added my part and texture to the assets in the bottom screen and clicked on my part. - In the inspector on the right I ticked the Generate Colliders and Generate Lightmap UV's (saw it on an older unity tutorial). - Added my part to a new blank game object (just dragged it straight to the main screen after creating the game object from the top menu). - Added the KSP part tools in the inspector by pressing the add component button. - Set the part tools model name and file URL. - Pressed Write. - loaded KSP, added just my part and started the launch. - Test part stayed where it was supposed to and didn't fall through the launchpad. Wooohooo! Now for some divine inspiration and modeling fun I feel a flying saucer coming up. Neh, first probably a part to house my plugin (which isn't publicly available due to using a copied part). Again, I couldn't have gotten this far without the support of KhaosCorp and nyrath. Thanks guys and I hope this will be a help to someone else too! Greetz TheDude1972
  9. Well tried all your suggestions, tried the Unity way described on the link that was given but now the part doesn't even show up in KSP :s I give up! I rather spend my time modeling other things then doing this. But really thanks for your help guys, but this is to much work just to get my model in the game.
  10. Thanks Guys! I have to try this tomorrow. GF want to go to bed... like an hour ago Thank you thank you! hope you don't mind if i bug you tomorrow if i'm stuck again.
  11. OK did all your steps but as i'm not familiar with Unity i'm stuck at select all meshes... uhm... I just have a simple test cylinder, so it's selected, is that enough? did the convex thing and now...
  12. Thanks, I just downloaded Unity and installed it (Free = good). The forum thread you provided looks great, i'm gonna dive head first into it. Gonna see if I can get the hang of it as I only have experience with Blender, thanks for your replies!
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