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Morolas

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Everything posted by Morolas

  1. I'm working on a mod atm and I'm not very experienced in KSP modding. To control parts in this mod I want to use the W,A,S,D,Q,E (and maybe shift & ctrl) buttons when my module is activated. After hours of trying to reverse-engineer some open source code and reading the tiny fraction of API information available, I still have a few questions: - The input seems to be saved in a FlightCtrlState (specifically: vessel.CtrlState). If I change all the values it contains to zero, will that mean the control of the vessel will be disabled? I need to do this since I want to use the input to control other things. (I know I could use different keys, but using the same as for controlling a vessel will be better in the case of my mod) - I found information from Unity that you can get the input from W,A,S,D with Input.GetAxis("Horizontal/Vertical") does it work in KSP? and what is the name of the axis for Q and E? (I know I could use Input.GetKey() but that only returns true/false) - Is OnfixedUpdate the best place to check user input? Thanks in advance! Morolas
  2. Here's a flag I designed to include with a mod my friend and I are working on: Not sure about the colours though... I tried a bunch of combinations already.
  3. Thanks guys! I feel stupid now for not noticing this, it worked
  4. Hi everyone, I tried to make my own parts for the latest KSP with blender. I tried it with and without Unity. Structural parts work like a charm. Then I tried to make an engine and for that I copied a part.cfg from one of the stock engines. I changed the part.cfg only slightly and copied the original model files of the engine and no problem occurred. Then I tried to make a very simple model of my own. But though the model is perfectly attachable and everything in game, at launch my rocket does not want to move at all. When right clicking the engine it says it's outputting a very high power. I tried both .dae directly from blender and importing the .blend file in unity and export it with part tools. Is there something I need to enable physics-wise in blender maybe? The few tutorials around don't have any information on this... Please enlighten me! Morolas
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