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Found 51 results

  1. 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?
  2. 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!
  3. 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!
  4. KSP (Random Things)

    Random Stuff to talk about.
  5. 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.
  6. 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?
  7. 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!
  8. 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!
  9. I want to make a modular engine mod. The idea is to add a group of parts made up of engine nozzles, combustion chambers, engine base plates, and some other engine parts which function as one engine when assembled. I know how to model and add new parts to the game, but I need help with getting the "combined engine" functionality working, hopefully without adding/coding plugins. Also, tips on texturing will help. Thanks for reading!
  10. The stock of engines and other parts available to me in my build of KSP RSS RO RP-0 (still 1.1.3, can anyone help me out here?) has become boring. Engine mods provide many of the real engines, but more obscure engines (e.g. the HM4, MGM-5 Corporal engine, Wasserfall engine, AJ-260, et cetera) are nowhere to be found, and I want to make fictional engines for my spaceflight-related fictional universes and alternate histories (like engines burning supercooled 100% ethanol and liquid oxygen, hydrofluor, et cetera). I am also bored of the non-editable historical probes, thermophobic RCS, and the lack of generic heat shields beyond Lunar-rated, though not as much as I am about the engines. I have no intention (currently…) to develop mods for other people. I also have no intention to create new models, animations, plumes, or sound effects, just to use those already in existence scaled according to size.
  11. Hi guys! Recently i started on moddeling and im working on a version of the Altair Lander and Orion Spacecraft. Yes, i know that there's wonderfull mods with those, but i wanted something more stockalike and updated (for me, BobCat's the king and his versions is the best, but outdated and need some work to fit with the new versions and look on game). Said that, i started my own project but i dont know how to make the texture and action to change the windows color "turning the lights on" like other parts on game... Didnt found any tutorial either... Can anyone give me some tips? Thank you! Gabu
  12. Ive been trying to install all the Near Future mods, in addition to cryo rockets, kerbal atomics, and a few other mods by Nertea. With near future propulsion, engines show, but none of the fuel or fuel tanks that accompany. Some of them show while loading, but i can't find them at in the game. Please help
  13. So as GTA V fans have probably heard by now, Take-Two Interactive, the parent company of Rockstar, the people who make GTA have sent a cease and desist letter to the creators of Open IV. Open IV is the biggest mod support... ummm... thing for GTA V. It's more or less the Module Manager of GTA. KSP was just acquired by Take-Two, so are we next? Let's make sure we aren't!
  14. I don't have very much experience coding, I have only learned HTML and a bit of Javascript. The only mods I'm able to create are basic part mods and I use textures from other mods (No, I don't release any of them...) and I also use their configs and stuff.What am interested in is Mods to edit terrain and create parts and add Moar physics! So, Does anyone have a recommended language to write these mods? Also what 3d editing software? (Paint 3d?) How to put Everything together? And how the heck to you use unity?
  15. Greetings, I'd like to start making mods. I have a few in mind, but have a few questions. There is an excellent post from a year ago about this topic here: I want to know if this information and the information linked within is still valid. I would hate to get started only to discover that I didn't download the correct version of the tools I need. There is also a tutorial on making assets: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish This one looks like it's been around a while, and I wasn't sure if it was up to date. Any recommendations and advice is greatly appreciated! Thanks, Jamie
  16. Sketchup to make parts?

    (sorry if this is in the wrong place) Hey everyone, so I've been wanting to make a mod for some time, but being me, I'm absolutely useless at Blender (how do you select something again? ), which seems to be the go-to program for part modders. However, I don't want to let my sparse, at best, knowledge of Blender stop me. I am pretty familiar with Sketchup, as I use it for 3D-printing. I was wondering if it is possible to make modded parts on Sketchup, and if so, what its advantages/disadvantages are. Thanks!
  17. kRPC Question

    Hi everybody! I've been playing with kRPC, and loving the fun of learning how to Python (which is how I justify playing more Kerbal) and have a question that's stumped me the last few days. I have a craft with a central LFO engine, surrounded by decoupler attached LFO booster stacks. I'm looking for a way to determine when the fuel tanks that are radially attached are empty. Currently, I can call resources in a specific stage, which includes the main engine, and I can call object instances of all engines. Neither of those, however, help me, because the total resource level will never equal zero before I need to jettison tanks, and I cannot seem to pinpoint a singular engine instance to test for whether the engine has_fuel. I can test if all the engines have fuel, returning true if any single one still does, which also doesn't get me a usable result. Finally, I've tried to mathematically calculate the usage of propellant based on the stats of the engines, but the central and radial engines are different rates, and I also have vernor engines that differ in consumption, so my attempt to compute a hard time limit on the burn without, of course, first just running the rocket on the stand (which kinda defeats the purpose I'm looking for) failed. Any help is appreciated! Thanks all for any insight, this has been a really good challenge, but I'm breaking down and asking for help. Cheers!
  18. Just wondering if such a thing can be done. I got back to KSP after a fairly long break and my most involved (and heavily modded) save is on an old install. I have plans for a Laythe mission that will involve aerobreaking a Jool. That huge heatshield would be perfect, or at least preferable to a 3.75m ablative one. I tried copying the model + texture + cfg and editing the partdatabase.cfg but as I expected, it didn't work. Any Ideas? Thanks in advance!
  19. Hey everyone, I have a question for you genius modders out there. I have multiple monitors, and would like to have 3 monitors for the 3 basic KSP views. One monitor would be the normal external view. The other would be the map view, and the 3rd would be the internal or IVA view. Would it be possible to mod KSP in a way that allows me to see all these views in different windows simultaneously?
  20. How do i make a stock-alike part?

    Hi, as some of you guys know i have a mod called Blue Kerbin Dynamics mk1 fuel tanks expansion and these parts have very un-stock alike textures on them. So how do i make stock alike textures? I use Blender for designing my parts and paint.net for the texturing. I am planning to get photo shop. So please could help?
  21. Languages Modding

    Hello! As I am new to these forums, I was unsure where to post this query. But, as of late, I have been trying to figure out if it is possible for someone to add modded language files, for more obscure, or extinct, languages. I already checked the wiki, to no avail. Does anyone here know how to modify, or add new, language files in KSP? Thanks in advance.
  22. How do I make custom sounds?
  23. How do I make custom sounds?
  24. How to update a mod?

    I have questions relating on the incompatibility of addons with newer versions of ksp. If I have unity and visual studio, also blender, if I say I want to update a mod for personal use, according to the licenses and have the full right to make any modifcations as long as I give credit to the owner and do not benefit financialy for personal gain the owner has that right . so how do I update it, because some of the mods work with the newer version and some parts are broken. like wheels with the 1.1 version . or communications with the 1.2 update . and if I misspelled anything please disregard.
  25. What would be an easy game to start modding for beginners? I haven't created mods before (except in Minecraft, but it was too hard). Is KSP or Space Engineers easy to mod for example? Or should I ask what is the easiest platform to mod (Java and Unity for example)? Do I need to learn coding no matter the platform?