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Found 3 results

  1. In the interests of helping those new to creating parts (and I hope to learn something too) I've put together some “Demo Parts” projects. Each part is a separate project in a separate zip file containing the Blender, GIMP, Unity directories, and a GameData folder. The models and texturing are very basic as the point is to provide a example of part structure from Blender to “in game” (translation: the parts are functional but not pretty). The license is MIT and I'll be adding more parts - to the extent of my abilities/free time. I welcome feedback and hope to be able to improve the examples/correct any errors as time goes on/add more comments and notes. Download here. Part Version Comments AirBrake 181.0 ControlSurface 181.0 Decoupler 181.0 DecouplerRadial 181.0 DockingPort 181.0 Door/Airlock 181.0 Renamed from "Door" to "Airlock" Engine 181.0 Fairing 181.0 Truss still showing in thumbnail Robotics 181.0 Added a hinge, piston and rotor FuelTank 181.0 Really just a config file and putting a part through Unity but a good part to start with Grappler 181.0 Intake 181.0 Radiator 181.0 Ladder 181.0 LandingLeg WIP Leaps into the air LaunchClamp 181.0 Light WIP Working but emissives messed up Parachute 181.0 Radiator 181.0 RCS 181.0 RetractingLandingGear - SolarPanel 181.0 Wheel 181.0 Wing 181.0
  2. 首先,我要制作一个命令舱+ 4个rcs引擎+ 4个液体引擎零件。然后我在unity3D中进行以下布局 然后我打开游戏,发现只有两个rcs引擎和一个液体燃料引擎正常工作(推力,烟气和火焰) 我将在下面列出我的cfg文件的内容,希望得到您的帮助并回复 部分 { //-一般参数- 名称 = 112command 模块 =零件 作者 = garyhoover //-资产参数- 网格 = NewModel.mu 比例 = 1 rescaleFactor = 1 //-节点定义- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, [node size], [crossfeed, def=1 i.e. true], [rigid attach, def=0 i.e. false] node_stack_bottom = 1.0, 0.0, -1.5, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.7, 0.0, 0.0, 1.0, 0.0, 0 bulkheadProfiles = size1, size0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 CenterOfBuoyancy = 0.0, 0.5, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancy = 1.5 buoyancyUseSine = False // --- editor parameters --- TechRequired = start entryCost = 0 cost = 600000 category = Pods subcategory = 0 title = xxx manufacturer = xxx description = xxx // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 bodyLiftOnlyUnattachedLift = True bodyLiftOnlyAttachName = bottom // --- standard part parameters --- mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 50 maxTemp = 3000 skinMaxTemp = 2200 skinInternalConductionMult = 0.625 heatConductivity = 0.1 // 5/6ths default vesselType = Ship // --- internal setup --- CrewCapacity = 2 fx_exhaustFlame_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, running fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, running fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, running fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout INTERNAL { name = TestCommandPodIVA } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } RESOURCE { name = MonoPropellant amount = 1000 maxAmount = 1000 } MODULE { name = ModuleCommand minimumCrew = 0 } MODULE { name = ModuleReactionWheel PitchTorque = 50 YawTorque = 50 RollTorque = 50 RESOURCE { name = ElectricCharge rate = 0.24 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSjet clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSjet emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 240 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.05 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { 键 = 0310 键 = 1265 键 = 7 0.001 } } } 如果您发现问题或遇到这种情况,请回复给我或给我留言,我期待着好消息
  3. Is there a mod that allows players to manufacture new parts on a base outside of Kerbin? The best way to do this would be to convert ores into metals using factories, and then having factories convert these metals into parts. Along with KAS and KIS, this would be really useful. Any ideas of plugins I can use?
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