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Found 9 results

  1. Hi all I am working on a little mod, called "KKL - Kerbal Kustomz Ltd". It currently consists of a little GUI for actions I require a lot. So I know C# to a degree I actually can do something in Unity/KSP. Now what is far more intense is my "IPTS - Interplanetary Transport System" which shall be a balanced set of a few modular pieces to reduce part count and fit into stock look but a bit cleaner at certain places. Currently I have dependencies to Near Future Construction, Color Coded Cans and whatnot, using just very few pieces welded together with Ubzio's Welder Mod. As I dont
  2. Hello! I am currently in the process of refurbishing my dome. I created a brand-new model, along with a custom collider mesh made out of triangular prisms. Here are the screenshots from Unity, where everything appears to be fine: However, in-game the dome looks like this (the size is correct, it's supposed to be 10m in diameter): ^ Proof that it's the collision mesh that's messing things up for me, and not the actual texture(s) that I'm using. I am really confused as to what I should do at this point. I tried everything, including moving the colliders
  3. I've been working on an Aircraft Carrier mod. I just got my first model finished and installed into KSP, but the Debug keeps popping up a bunch of errors. I had a whole series of complex convex colliders set up. I ended up removing the because of the errors and tested just with mesh colliders and the same issue occurs. The other problem is when I activate the animation, KSP dims and spawns a new error. Can anyone shed any light on this issue? Errors are as follows. // After I launch my craft. [Error]: Ignore collision failed. Both colliders need to be activated when calling IgnoreC
  4. I'm currently trying to create a box from the raw vertices, and make this object visible in flight (map view, tracking view, normal view). Here is my code so far: using System; using System.Collections.Generic; using UnityEngine; namespace KSPPlugin { [KSPAddon(KSPAddon.Startup.EveryScene, false)] public class KSPPlugin : MonoBehaviour { private float last_time = 0.0f; private float interval = 5.0f; private GameObject testbox_obj = null; private MeshRenderer testbox_renderer = null; private MeshFilter testbox_filter = null; private const int MA
  5. I'm having a problem with Blender and Unity. I import the model but the normals won't flip. I've tried recalculating and flipping and in Unity the normals stay the same.
  6. I have recently been working on textures and experimenting with he best way to do this, and in blender a good way to texture is to assign multiple materials to one mesh and texture them independently. now i tried doing this and it worked very well until i put the models into the game and the said mesh is invisible, this leads me to wonder if it is myself at fault or can ksp not use meshes with multiple materials? Any help would be much appreciated.
  7. Hi, I'm making a mod for KSP, and am having mesh collision problems. I use Unity. To make the mesh, I use capsule collider, because I have too many vertices for mesh collider. Because I use capsule collider, my mesh rounds off at the bottom and top, so when I try to attach stuff to the sides at the bottom or top, they end up inside the tank. Can anyone help?
  8. Advanced building 101 I recently found a problem, and I would like to know if there's someone else out there with the same problem. I am building colonies at every world. Some are older and are, therefore, bigger. They have been built in career mode, so they are made up of a mix of attached blocks through docking ports, on the surface. One of them, my minmus fuel factory, has grown in size quite a bit, the latest addition was a nice landing pad, placed quite far from the main building, via a long pipe which was assembled, in place, in 3 sections. What happens is that, since terrain i
  9. I'm having a problem with the in game lighting. The texture appears fine in the SPH/VAB scene but in the game scene the lighting doesn't flow right. I have a feeling it has something to do with my mesh. SPH colors and light blend correctly. In the game scene the light on the engine model doesn't match up uniformly with stock engine nacelle.