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Found 68 results

  1. 100%notUsingGotoIpromise

    Play KSP and use Raspberry Pi 3 to Display Data?

    I'm currently looking for a way to read information from KSP (ingame) on my main pc and use a Raspberry Pi 3 to display the information. My main pc will play the game and I want to use my raspberry pi with 7-Segment display. I just need a way to transfer data from my pc to the pi or even simpler just aquire the data, from there I can code the Pi 3 & 7-Segment Display by myself. So how can I read information like the height, velocity etc...? I have a good portion of programming expierence in Python, C++ & Web but some to none expierence with C# which is needed for KSP.
  2. I have a problem... I tired everything but I can't solve it.The particles don't stay on their place.I want a normal engine plume. [noparse] //Ren1 //d_s___3 PART { name = ds3_engine_Ren1 module = Part author = d_s___3 mesh = Ren1-M scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running TechRequired = nuclearPropulsion entryCost = 450000 cost = 9000 category = Engine subcategory = 0 title = Ren1 manufacturer = #autoLOC_501627 //#autoLOC_501627 = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = --MOD-- Ein tolles Triebwerk! attachRules = 1,0,1,0,0 mass = 3 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2500 // = 4000 bulkheadProfiles = size1 radiatorMax = 0.15 //Kühler tags = #autoLOC_500438 //#autoLOC_500438 = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum MODULE { name = ModuleEnginesFX engineID = ds3_exhaust_Ren1 thrustVectorTransformName = particleFX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 90 heatProduction = 150 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2.5 thrustTransformName = thrustTransform } EFFECTS { running_closed { MODEL_MULTI_PARTICLE { modelName = Exhaust2/FX/Ren1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } }
  3. damonvv

    KSP Community Rewind 2018

    Kerbal Space Program Communty Rewind 2018 An unofficial representation of the modding community. I wanted to make a KSP video about some of the mods we've been playing this past year. Mods that changed the way we think, play and mods that will forever be in our GameData folder no matter what KSP version. I wanted to make a video to appreciate the modding community by making something that truly represents what we as modders can bring to a world full of little green men and women. I've asked your opinion! I wanted to know what your #1 mod is and why. So by the end of the year I had a video that represented the modding community. Because without them, KSP is not the same.
  4. Gordon Fecyk

    Modder Appreciation Post

    Is there a more appropriate place to post this sort of thing? If so, I can repost it there. So I was thinking about how I've spent more money donating to KSP modders than I've spent buying video games ever since I bought KSP from Steam. But after looking at donating to @ferram4 yet again I realized I didn't show enough love to other folks. So I busted out the gold card and went through my installed mods list. These are the folks who had donation links: @Athlonic, @ferram4, @cybutek, @Thomas P., @sarbian, @Valerian, @pizzaoverhead, @blackrack. I sent along what I could afford today. Thanks so much. And there were the folks who deserve donations but didn't have donation links I could find: @maja, @MOARdV, @Waz, @DMagic, @ExtremeTrader, @jrbudda, @linuxgurugamer, @OhioBob, @Nhawks17, @Galileo, @westamastaflash, @shaw, @TriggerAu, and @whale_2 who probably single-handedly saved my KSP 1.4 experience.
  5. Hello, i had once installed a mod, which changed the planets in its orbits and moons, to get a stock version of the real Solar System. For example: Kerbin just had one Moon, the stock Mün, but the inclination and the distance were changed, to match the real worlds moon. I saw that there is a mod called SSRSS, but it uses the textures of RSS, while the mod im searching for used stock textures. Another thing i can remember, is that the KSC was moved, so that it wasn't alligned with the equator any more. Does someone know this mod, and if yes: is it updated for 1.4.4?
  6. I am pretty new in the modding community and i couldnt find good tutorials for making IVA's. The only thing i know is that you need a model for the outside and one for the inside. What would interest me is : - How do you make the inside - How do you manage it in Unity (parenting etc.) - What cfg scripts do you need - How do you integrate mods like [JSI/A.S.E.T/MAS/NearFutureProps] It would help if you could make a tutorial like this I know there are some guides on how to do it on the forum but they are either very old or just confusing. Thank you for your help IceTitan
  7. I've looked through the forum and found no complete guides or tutorials about how to make solar panels in KSP. There are some bits of knowledge here and there but no complete tutorial and most of them seem to be obsolete. Hence my question. From start to finish, how do you guys create your deployable, non deployable, suntracking and static solar panels? Do you animate the deploy animation in 3d modelling software or do you do it in Unity Editor and do you need a specifically named animation or set up pivots/bones in specific places for it to work with KSP? Do you have to name each part of the solar panel in certain way? Do you have to parent them to specific gameObjects for it to work? Which direction should solar catching parts face to face the sun? Which direction should hinge parts face or how should they be named to only rotate around desired axis? Can you specify a maximum angle for a hinge? What I'm trying to do is create a deployable solar panel that's meant to be used on ground. It would work and look similarly to solar panels in the game Surviving Mars. I'll post some pics after I get it to work, hopefully PS. First post on new forums hype!
  8. I am interested in creating a mod. I want to to create a part/ parts pack mod and a contract mod. i have heard that it is best to start with contract configurator when starting with modding. I would like to know the best tips and tricks on starting with modding.
  9. SlimeOfSteel

    Creating new fx?

    I want to create new FX (like rocket flames), but I don't know how. Can I use GIMP? Is there a specific file format I need to use?
  10. You know how when you place a decoupler on the bottom of an engine, a fairing shows up around it? Well, as the title says, an engine in a mod I'm making shows the engine fairing in the preview. When I use the part without a decoupler, the engine displays like I want it to. How do I hide the faring in the preview? P.S. Should I just say what my mod is about? I was planing to keep it a secret so it could be more of a surprise. However, if it's a hindrance to keep it a secret, I can say what the mod is about.
  11. I'm having trouble with the new parachutes. They're great and fun to use, but I want to deploy them without right-clicking on my kerbal. So I took to the code. I searched the landing gear, lights, and RCS-related parts and couldn't find anything related to action groups. So how do you set them? I know it's possible to assign action groups and staging to kerbals, just get in an EVA seat. I know next to nothing about this stuff, so a video tutorial would probably help the most but I'll take any help I can get.
  12. I'm making a mod that adds modern realistic weapons such as the Avenger II GAU from the American A-10 Fairchild [not all that fair irl, you hear the shell impact before the gun] muzzle velocity aside I neee help with models and animation I'm skilled in neither [i can animate with things I've drawn] however this is very different. I also need to know how the hell you can read .mu files. Cya, KenjiKrafts
  13. I got enhanced edition the day it came out and I've been loving it, but I've been wondering is it possible to maybe get mod support for KSP on Xbox/PS4? Thanks!
  14. I got enhanced edition the day it came out and I've been loving it, but I've been wondering is it possible to maybe get mod support for KSP on Xbox/PS4? Thanks!
  15. Hey Guys, I just installed a ton of mods today (i will make a list with the mods if anyone want). But im wondering how the tech tree will be filled with the inofficial modded parts. i know mods like Community Tech Tree and others but is it guaranteed that EVERY modded part is Correct implemented in the tech tree? sometimes i think the parts that are not implemented in the tech tree are just not available in the career mode. Can anyone give me an answer about that? And sorry for possible english mistakes. its not my main language
  16. Do you have unused blender models for KSP ? Here you can post all your works of art that you have given up on/don't have time to finish. Maybe someone else will make/integrate them into a great mod. ORIGINAL POST{outdated}
  17. I have tried so many times modding ksp in the past two years with BD armory, mech jeb, and other mods, but its never worked, no matter how many times I have watched videos, I have not a clue how to do it right. I do not know if there is any automatic installers, but I downloaded Ksp from the Ksp website. Can someone help me learn how to mod manualally?
  18. This is my CFG, and I need a down-facing node. No matter how much I try, the node doesn't want to face downward: @CobaltWolf @Beale Maybe you could help?
  19. Hey guys, so I try to add a few parts to KSP for fun. It all works great but now that I want to add a bumpy texture I run into an issue. It works in Blender and Unity but is very bright and flickering in KSP (The control thing up top). I generate a normal map from a bump map in Unity and as mention it works well inside the Unity editor as you can see below. The texture I use besides the normal map is just the regular on is use for the other parts aswell. Maybe that's the problem? I read another forum post where somebody said I would need to somehow mix the specular and the color texture into one? I'm not sure what that means. Thanks for your help! The Solution: Somehow the Unity internal Normal map generator from greyscale images doesn't work well with KSP. I downloaded the software xNormal and it works flawlessly when I generate normal maps with it. What a pain that was.. Nope, I changed two things at once and the real reason it didn't work before was I exported my textures to TGA files. THat works on regular textures but bump maps apperently go wild using these. Using MBM as a texture format works!
  20. Rocketry_Science

    KSP (Random Things)

    Random Stuff to talk about. Tip : When hosting battles in KSP with BD Download the mod, burning together, It can make setting up battlees way quicker!
  21. Rocketry_Science

    KSP (Random Things)

    Random Stuff to talk about.
  22. I apologize ahead of time if this is the wrong forum section, however I see nothing that would fit this better. Im trying to get into modding so through very loosely following the wikipedia guide to parts and a few other video tutorials ive reached the point where I have a textured model made in blender (Its a single part count landing gear unit because its something ive always wanted and the only one ive seen was a helicopter skid), but now Im unsure of the steps between here and the game. Small note: There are 3 simpler models over the main 3 wheels and body for collision models, which arent visible in the video. The scale is also reasonably sized for 1.25 parts though hopefully I can make this tweakscale compatible as well. Following this guide I know how to export it into a fashion where it can be seen in game, but Im a bit lost past that with regards to getting the animations to work in game/setting up the configuration file to activate them, setting node locations and there really arent any start to finish guides that explain this that ive found. Any help would be appreciated, particularly if there is a video explaining this, or perhaps just an explanation of modules and their interactions with animations along with what modules do perhaps.
  23. How can I make 3.125 m parts in Blender? The radius would have more decimal places than Blender can handle. Does anyone have a solution?
  24. So, I'm attempting to combine two engines in my mod into one with a mode for each engine, like the Afterburning Turbofan. However, I'm confused at what I have to do, even after looking into stock CFGs with multiple modes. Can anyone help me with this? Thanks!
  25. Hi, I've been working on an engine mod, and I would like to know how I would change the animation of the Mainsail engine exhaust to that of the ion engine exhaust. I would also like to know if I can scale up the animation to fit the 2.5m part. Thanks!