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tomwillp

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  1. I think I know what is wrong. First off i don't know how you import it using Unity, so i can't help there. but I made a part using blender. and made a separate simpler, slightly smaller model overlapping my design before exporting, called "node_collider" it loaded fine (apart from texture issues i am having) if it helps this is the tutorial i used. P.S. you don't happen to be able to help me do you? my problem
  2. WOW thats a LOT to read. it'll take me a while. thanks really? wow i am very bad at this stuff Thanks so much for your advice I'll keep at it for a week or maybe a month. in failing that i think i'll just cut and run. as for the basic knowledge, i thought i had it with lua. maybe it's because they were written for different programs, or maybe i forgot more than i thought i did, or maybe i was never any good to begin with... (probably that) but this is stuff sooooooo far above my head even though i will read some more tutorials and simply try some more i think my project and i are dentin to crash and burn Thanks so much to this forum and it's community, and all the help you have been.
  3. Thanks, and can you send a link to the unity doc'' as i cant find it, thanks again. Ok. Thanks. and i dont know how to do any of that... after 5 hours of attempting to write a usable code none of it would have worked and the "best" (last i did) i could do was;
  4. Does any one know how to write a script for a plugin to make a part know if it is exposed to the sun and rotated to face the sun. then output a value from 0.0 to 1.0 accordingly. Please i have tried anything i can think of, without this the whole basis of my mod is moot. Can anyone help? thanks.
  5. Update: I have made progress now and may be able to made my mod. to anyone in my predicament, review other mods source code to get an idea of what a functional part module should look like. BUT DON'T USE ANYTHING WITHOUT THE ORIGINAL AUTHOR'S PERMISSION. they were kind enough to allow access to their source code, so please don't make them regret it. as for my mod, i may use some of the coding from the Kethane mod http://forum.kerbalspaceprogram.com/showthread.php/23979 pending permission to do so. but i still need scripts to create a value from 0.0 to 1.0 to indicate weather the part (& face) is exposed to the sun. 0 for covered and 1 for maximum unobstructed exposure. after that i can handle the maths for the rest... I think. does anyone know how to do this?
  6. Thanks so much for your help. I know exactly what i want to do i am just unsure how to achieve it. i have recently found a possible way to get the rest of what i need by using some of the source code of the Kethane mod (http://forum.kerbalspaceprogram.com/showthread.php/23979) and yes i am currently seeking their permission to do so. But i still need to find a way to add the solar panel's sunlight detection and variable output (relative to the sun exposure) to a module. and preferably the auto rotation toward the sun too. do you know where i can find scripts for these functions? or if the source code for the base modules is available somewhere? EDIT: actually i probably just need a way to have the part detect facing the sun and output a variable 0 (not facing) to 1 (directly facing, unobstructed) and i can do the rest with maths. anyone know how to do that?
  7. I say no, it shouldn't be mandatory. i am currently Trying to make a plugin myself right now and am having a hard time of it. i have recently be peering through the source code of a few mods to try and get a handle on things and i greatly appreciate the ones made available to me. So while it would be useful to have access to more mod source codes, I wouldn't want for force anyone to part with something that took this much skill to make, and i have tried, it ain't easy. as i too wouldn't want to be forced in to that position if i manage to make my mod. So while i implore moders to, and greatly appreciate moders releasing source code. i think it should not be forced on anyone. It also annoys me that people feel a right to access mod source code. and who in turn don't appreciate those who do release it.
  8. Thanks for your help, appreciate it, but I already looked at that, and http://wiki.kerbalspaceprogram.com/wiki/Creating_your_first_module and i did everything it told me and it worked but the problem is, (EDIT: Sorry i wasn't specific last time) that just shows you how to make a module that just enters into the log. I don't know how to give it any other functions as i don't know what scripts the other functions use. so say i wanted to give the XL solar array a different or extra function. so i try to write a new module for it to use, but i can't simply copy and edit the current module, or do i know every function it does. so i am trying to write in functions without knowing what each function should look like or what functions the original even had. is there any way to make a copy of a current module, rename it and add or change it's contents? Or even simply view the exact script a module contains? Please Please Please. i need this plugin to make my mod word. do you (Echo 8 ÉRÀ) or anyone else have any way around this? or any other advice for me?
  9. as far as i know you can't alter existing models, i have tried many ways to import them to blender. and scoured many sites for any way it can be done. you could try making your own... It, Is, Not, easy.... :@ but i continue to try http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish I hoped i helped. good luck.
  10. Good and bad news... I know "Exactly" how to get to work... (Maybe. but you should ask someone more skilled than i) you need to make a plugin to add a module with more functions. where it says "MODULE { Name = ModuleGenerator" it refers to a class file in (where it is on your computer)\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp.dll and the values in the part.cfg simply fill in variables already in that file. and when it loads that file it overwrites some gui elements which is why the parts ingame interface changed. but unfortunately the process you want it to do is simply not programmed in to that class file, so you may enter the correct variables but the class file is simply not looking for them, so nothing happens. and this is the rest of the bad news i cant program dll's, I ran into the same problem for a mod i am building, and am attempting to make a dll myself. but am failing. and i too am looking for help so actually no "good" news then sorry. but i hoped i helped you understand what the problem is. And if you or someone you know is good a C# or even C++ (because they're similar) programming you could get them to help
  11. I am trying to make new part modules using Visual studio express 2012. but i cant even decipher where to even begin... i have looked around the wiki but it was little help. What am i missing? can anyone refer me to any tutorials? Can anyone provide a Template file to use? I will greatly appreciate ANY help. thanks
  12. You don't need to be a scientist. or even understand half of the maths involved. I have two words... TRIAL & ERROR it got me through
  13. As far as modeling goes, I'll be no help, I am still trying to learn blender. but as for the new part's i can help... Kind of "new" (your steam directory)\steamapps\common\Kerbal Space Program\ (or wherever you have it installed) \gamedata\squad\parts copy a part you want, past in the same place so it's "(name of part) - copy" rename, open part.cfg in a notepad (i use notepad++) Rename again (you must change the "name = " string or it won't work) Then you can play around with the rest And if it's POWER you're after add a couple of 0's to "MODULE { maxThrust" and "MODULE { atmosphereCurve { Key = (number) (add to this number)" (this if fuel efficiency) BE WARNED your engines can rip them self clean off if you go crazy Have fun
  14. I am going to reiterate here. sandbox or not single-player or not, you can't cheat in a game that doesn't have any rules yet. It is not finished. It is version ZERO.21. So by all means create GOD parts that consume almost 0 fuel, make wheel's that are nigh on invincible, and use 1000's of extra parts. for in this world YOU ARE GOD (Maniacal laughter) (Curtains) (Load Previous save because I regret doing that)
  15. There are many ways to mod KSP as "Kellven" pointed out. there's your basic "New" parts. it's easy enough. Copy a part folder, edit the .cfg file, change the name a few stats and viola, a "new" part. You could do the above and make a new model for it. (I am trying to learn Blender. But it is HARD) or you could use an IDE and make a dll plugin. It's what I'm trying to do, but not very well. I am sure someone as skilled as you will learn fast http://wiki.kerbalspaceprogram.com/wiki/Creating_your_first_module and if you don't have any ideas there are plenty of suggestions on this forum for you to take up. Oh and if you do learn how to make plugins maybe you could help me?
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