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Tiberion

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Everything posted by Tiberion

  1. Ah thats a different issue then, part tools just didn't like the DDS texture; Until its updated everyone should keep their assets in unity in PNG/TGA/whatever and let Part tools export to one of the expected formats it can handle (it will convert between those it supports, just not DDS yet) and then once exported you can convert it to DDS using the DDS4KSP utility or your favorite image tool; as long as the filename minus the file extension is the same, it'll work
  2. Not exactly sure what causes it, one reliable way to make it happen was to change the hierarchy of the objects in the scene after animating them (it breaks the animation and can leave the model in a broken state) but I've seen it occur without doing that too.
  3. It looks like your model isnt exporting from unity properly, this is somewhat common when dealing with animation. The only sure-fire solution is to clean out the scene (delete all objects from the "hierarchy" area and then add in the GameObject, re-add the part tools script to it, and then drag in your model again from assets and set everything up again. You can usually notice that a .mu file isnt exporting properly because it will be 1 to 5kb or so in the export folder and it won't export the textures anymore (compare the "last update" dates for both files, or just delete the textures and note that they don't come back)
  4. are you using an old craft file maybe? the nodes have changed so it could be unhappy about that. Is it actually decoupling? Like if you open the flight log does it say "Pod decoupled from whatever" versus "The Connection between the pod and whatever was broken"? There was a mod compatibility issue with a certain mod that caused this before, but I thought it was fixed a long time ago; what other mods do you have installed along with Novapunch?
  5. Zip up the part and upload it somewhere and I can take a look at it to see if there might be an error or something...
  6. Odin is using the stock 3man pod IVA which has RPM built for it, while Freyja is using a custom 5man made by Porkjet, I don't think anyone ever set up RPM for it. I never really dug into learning that, so if anyone wants to set it up, I can add it to the mod.
  7. Part tools is actually designed for 4.2.2 (which is pretty old by this point) and you don't really benefit from newer ones strictly for part-making; it is in fact harder to use because of the changes to Unity's animation package.
  8. First thing to try, exit the VAb to the space center, hit alt+f12 to open debug and go to the Database tab, hit reload; this will reload all assets (models, textures, config files) Then go back in and see if the pod loaded correctly; if it did then you're running into a KSP bug, I'm not sure if anyone ever figured out why certain parts got the no-tex bug. Next, a new screenshot of the part in Unity with the object holding the part tools script, and a fresh copy of your config for debugging. Can also zip up the part and link it and I can see if it loads here.
  9. Alright, time for a test release. I made some adjusrtments to Isp and thrust levels for the launcher stuff, tweaked the wings some more and got a decent balance dialed in I think. You have to be pretty easy on the controls, if you get the nose too far from vertical below 20k or so it will not end well for you, so make your gravity turn s-l-o-w-l-y. Also the jet engines on the Intrepid are still too powerful and can get you a space-side Apoapsis going full burn after cruising at 22k or so, but I'll let you guys fly it a bit and give me some feedback how you think it should work. None of it is finalized by any means but it should all be functional. It's been months since the last update though, so report any bugs. All textures are converted to DDS. I removed the "cloned" decouplers and docking ports that where in the structures folder since they're no longer needed (you can hold down ALT to turn off surface-attaching to put decouplers in the cargobay and use tweakables for the rest. I also removed the tiny nubbin canard part since you don't need them anymore (YAY!) and added it back into the actual wing model as a leading edge. Obviously any old saves or crafts you had are likely broken now. https://dl.dropboxusercontent.com/u/46506740/TiberDyneShuttleFor_1_0_2_Test1.zip Commence the bughunt
  10. never used cryoEngines, is the custom fuel setup to be less dense or something? I'm not sure I'd like the core stages to be 5m, it makes them harder to use as standalone launchers (the current 3.75m to 2.5m adapter wouldn't work. Something to examine anyway though. Right now I'm just working to get it ready to play as-is.
  11. So, good news... Just took Intrepid on a 20 minute flight around KSC and it flew very nicely. The drag and lift conversion seems to have worked out; those engines and intakes are basically turbojet and the ramair intakes, and its enough to get it hypersonic. Definitely will take some engine balancing, but the airframe itself seems pretty nice; it doesn't even have the super-glide trouble since it doesn't use wingspam. So if I can get the cargobay working, I'll have solved all the technical challenges (I think)
  12. I don't think the shuttle tiles were really considered "ablative" anyway, so not sure ablation would make sense in those parts.
  13. As far as I know, there's no transform-lookup, it doesn't really care about the model (its shape will determine is drag cube of course, like all parts) its just "when temperature > X, use resource Y
  14. You didn't accidentally revert to an older exported .mu file from Unity, with the wrong hierarchy? Reversion bugs like that are always sneaky. If your latest export and the correct config doesn't work, repost a screenshot from Unity and the config and we can look at it again.
  15. Yeah if you don't create an anchor part, it'll just come off without leaving debris behind. You can also leave debris behind on stack decouplers if you wanted to.
  16. Some will be both, it may overall be overpowered, but the parts are also larger and have more massive so its a bit subjective. You can always try it out
  17. Hmm, a copy you say? that sounds like you have two parts with the same "name=whatever" in their respective configs; KSP will load them both but it will act weirdly (loading config settings from the wrong config, etc..) So thats the place to start
  18. Ring shapes are very tricky; is it one part? How did you set up the collider for the part? If the collider is hollow/ring shaped too then it won't be a valid shape for PhysX and it'll bug out or just be ignored. Another issue could be where your parts origin point is; if its in the middle of the ring outside of the mesh and any colliders the game will not like that. A screenshot of your model in Unity, so we can see the setup will help us offer more advice. Also the config file as well.
  19. Neither *must* have anything special in the model; for decouplers you can specify an object that stays on the part you decouple from as debris, but its not required. if you want the whole part to just detach like the stack decouplers do, you just need your model exported right The decouple module: MODULE { name = ModuleDecouple ejectionForce = 150 explosiveNodeID = top } explosiveNodeID lets you name which attachment node you decouple from when activates, in this case it's this one: node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0 This is how all the stack decouplers work, the decoupler and everything attached to the bottom of it decoupler from whatever is attached to the top. For radial decouplers: MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = -550 explosiveNodeID = srf } it'll be this: explosiveNodeID = srf Which means it breaks the connection that attached the decoupler part TO its parent part (say a decoupler to a fuel tank) but NOT any other parts surface-attached to it, or attached to any stack nodes if there are any. The anchorName is the name of the object in your model that should stay "attached" as debris when decoupled. For the stock radial decouplers, think of the little frame left on the tank; that's the anchor. Note that the anchor isn't persistent, if you save and load or swap far away, the debris will be despawned. That is the basics of the decouplers. I'll make another reply with some for heatshields. - - - Updated - - - Again there's nothing inside the model for heatshields, their function is all in the code and defined in the config. MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 200 maxAmount = 200 } and this line somewhere in the config: thermalMassModifier = 0.001 Someone else can give you better details on the math here, but the short version is: the MassModifer makes it easier for your shield to heat up, otherwise it heats too slowly to heat up thus reach the ablator threshold (500 degrees as set in the config above) - Once it reaches that it begins to use the Ablator resource and also begin dumping heat out of the part rather than to continue to heat up and pass it along up to whatever is being shielded. While the ablation is occurring, the game is using a "shader" to darken the texture on your part to mimic the burn marks, you don't need a special texture or animation for it, though you might be able to tweak it some to get it to look right (for instance, high specularity looks a bit odd when burnt) That should definitely get you started. Others can fill in more details. Edit: Fancy auto-merging of replies, its all one post now
  20. For the FX, I used a third layer of empty objects to act as a spawn point for the FX (I call mine smokePoint) This is possible because you can specify a different transform in the Particle module than engine module. So I start thrustTransform and smokePoint in the same place and orientation (blue arrow pointing in the direction of thrust) and then move smokePoint where it needs to be to make the FX look right, typically just 'down' below the engine nozzle. Then you can leave fxOffset and rotation as 0 in the config, it really doesn't work that well.
  21. Yeah I am working on it; back when the new mk3 parts came out I messed around with the idea of using them to make a new shuttle to go with the launcher parts. Might still do that. I have a lot of the game updates done, I really have the major things to tackle: Bodylift for the old fuselage parts New aero settings for the wingy bits Cargo-bay occlusion such that its an actual cargo bay So, we'll see how that goes.
  22. The whole thing needs the bottom node fix so the parts snap together. The tanks should work otherwise. The engines will need adjusted for 1.0 to be right. As for the shuttle itself, it does indeed need more work. I've got a moderate amount of the updates for it done, but it'll be a while yet
  23. hmm, the problem may be that all of the objects are in the same level of hierarchy with the same name, so their paths are identical gameobject/phoenix/thrustTransform When KSP goes looking for that item, its always going to find the 1st copy and may not ever process the 2nd. You might have the same issue with your RCS thrusters. So, try a simple fix, add 2 more empty gameobjects in unity, and add them as another layer in the hierarchy. like gameobject/phoenix/engine1/thrustTransform and gameobject/phoenix/engine2/thrustTransform where engine1 and engine2 are the new empty gameobjects. So they'd be on the same level as your thrustTransforms currently are, and then the 2 thrustTransforms added as children to them.
  24. I wouldn't spend too much time worrying about fairings, I'm sure they'll get further updates for the next version to solve some of the issues. The stock ones work fine for people who don't want to install pFairings.
  25. I have no idea why you would or would not "trust" an engine, you can test them in sandbox all you want without any need for MJ or KER (both of which you can also "trust" in 1.0) so enough of the crazy talk. As for sepratrons.. I'm going to need screenshots and specifics because they all seem to be allowing surface attachments just fine here.
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