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mbartelsm

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Posts posted by mbartelsm

  1. Hello, is there a way to add tweakscale to everything in the game through module manager? there are many mod parts that would be nice to be able to rescale (wings, adapters, fuselage, etc) and since mods parts are not a fixed thing it would be easier to just slap in into everything.

  2. 10 hours ago, blowfish said:

    Actually, since I've encountered this error a couple of times myself, some guesses as to what it might be:

    • Part cost has to be an integer now for some reason
    • The 7th value of node definitions (size) (and any following values if you have them) needs to be an integer

    If it's not either of those I can still take a look

     
     

    It's definitely the seventh node definition, I had it set to 1.5, thank you.

  3. [LOG 20:53:54.734] PartLoader: Compiling Part 'HalfLargeIndustries/FuelTanks/TLFO_400/TLFO_400'
    [ERR 20:53:54.736] PartLoader: Encountered exception during compilation. System.FormatException: Input string was not in the correct format
      at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
      at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 
      at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 
    
    [ERR 20:53:54.738] PartCompiler: Cannot compile part

    I'm getting this error on the log. For some reason the game seems unable to compile my models, I don't know what's the problem since my workflow hasn't changed and it used to work.

  4. 1 hour ago, Kerbas_ad_astra said:

    I love your plan for the 1.875-1.25 2-seater capsule -- that's a niche that HGR and MOLE both miss (and that I would like to have).  Socke's 1.875m parts would have had one (see the bottom of his album: https://imgur.com/a/3SgcX), but he lost those files in a computer crash and sometime later stopped posting.

     

    The capsule should be easy, I'm more worried about the IVA, I have no idea how to make one

  5. Hello, I'm having a problem where all the models for my parts are the same

    2NFK5ci.png?1

    I hashed the .mu files and the 4 of them are different from one another, so I don't know what the problem is. I have all CFGs and MUs in the same folder because they share texture files, but the models the configs point to are different. I already tried changing each file's name but that didn't work. I tried deleting one of the models but the game just picks the next model alphabetically for all the parts.

  6. s6VztpL.png

     

    j8ki0qR.png

    Half Large Industries is a mod designed to fill the abysmal gap that exists between size 1 and size 2 parts. Currently, in career mode, the player goes from barely being able to launch a proper Mun rocket all the way to reaching out to Jool as soon as size 2 is unlocked in the tech tree. Additionally, the abrupt change in dimensions from one size to the other makes it extremely hard to build sleek rockets that use multiple sizes.

    Cl7Pps1.png

    Home Grown Rockets and others such mods used to fill that gap, and while I never truly enjoyed their aesthetic, they did their job properly. Unfortunately, most of them have been abandoned by their creators and only a few are being kept alive by the community. 

     

    FWZIPEP.png

    Spoiler

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    bEUpA3K.png

    Spoiler

    9XCuGHq.png

     

     

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    WNKHqCM.png

    a2N2EfG.png

     

     

    sbUG6su.png

    6utzgDt.png

     

    More parts may come IF I manage to have the discipline to finish these ones

     
     
     

     

    6ozR6GX.png

    wPbXT1z.png     v0.1.0

     

    License: Unlicense

    Spoiler

    This is free and unencumbered software released into the public domain.

    Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means.

    In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

    For more information, please refer to http://unlicense.org/

     
     
     

     

  7. I personally think of KSP as a game that has a huge potential that is left untapped. It's probably because there was never a clear image of what it was supposed to be when it was released.

    Things like procedural construction, proper aerodynamics, dynamic realism that can be both fun and challenging, new in-game challenges, some much needed optimization, art consistency and aesthetics are things that the game should have but doesn't, because the game is a patchwork of features built on top of an unclear idea.

    IMO the best thing Squad could do, if they plan to continue with the idea of KSP, is to finish debugging what is already released and start from scratch a new well defined game with a clear intention and clear goals.

  8. 5 hours ago, Andem said:

    Odd, I haven't noticed any issues with it. And it's probably my most used part in Tantares.

    The issue is most noticeable during reentry. It's extremely difficult to slow it down, you can reenter with a shallow orbit and it will still reach ground at +400m/s speeds.

     

    @Beale I believe stock calculates drag with node sizes, wouldn't making the nodes bigger fix the issue?

  9. 5 hours ago, Sigma88 said:

    you say 2x but the cfg you posted sais 1.5x

    anyways, if you can warp at 70km it means something is wrong since 1.5x should bring the atmo at 105km

    if you could send me some logs I can take a look, (mainly the output_log.txt and the modulemanager.cachefile, click on nyan cat in my sig for more info)

     

    as @blowfish said, Kerbin stock atmosphere is basically identical to Earth's atmosphere except it is scaled down 0.8x

    so to get a realistic Earth atmosphere from kerbin you should use "Atmosphere = 1.25"

    the fact that you can find different altitudes online is due to the fact that different sites use different "cut-off" pressures. technically even the ISS is still inside the atmosphere, it's just that there is so little atmosphere up there that you can ignore it in a common conversation.

     
     

    Oh, I was actually comparing minimum orbits, wiki says that LEO is much higher than that, but since you say the atm pressure in kerbin is actually much closer to reality then I guess you are probably right.

    Regarding the issue, I just realized I have realistic atmospheres installed, I'm gonna remove it and check again.

  10. I'm having a problem with the mod where I can still wrap above 70.000km even though I scaled the atmosphere to by 2x to 140km

    SigmaDimensions
    {
    	Resize = 5
    	Rescale = 5
    	Atmosphere = 1.5
    	dayLengthMultiplier = 1.5
    }
    51 minutes ago, Kertech said:

    just wondering if there was a consensus of scale values so that kerbin matches earth? 

    About 10x orbits and size and 2x atmo, just check kerbins size in the wiki and earth's size in wikipedia.

  11. 6 hours ago, blowfish said:

    KSP 1.2/1.2.1 run on Unity 5.4.0p4.  Source:

    (no Unity upgrades have happened since 1.2).

    Emissive animations don't work the way they used to.  KSP 1.2 does offer some workarounds, however, and models exported with previous versions of Unity should still work.

    Thanks, that's what I needed to know

  12. It's been a while since I last attempted to mod, and some resources say that I should use Unity 4.2.2 while others point to Unity 5.

    I know Unity 4.3 and beyond used to have some issues with animations but I don't know if that's still a problem.

  13. 1 hour ago, Hay said:

    2.5m airplane parts or a 2 man 1.875 Gemini/Soyuz pod

    This thread hasn't really been useful. I thought maybe there was something that the community wanted but it seems everyone wants something different :P

    I think I'll go with the original idea and make a 1.875m mod (including a soyuz style pod).

    BTW, arent Mk3 parts 2.5m?

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