JoePatrick1
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Awesome, thanks -
If anyone here is interested, I wrote a tutorial on how to make balloon parts with my KerBalloons mod Link
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Currently these three balloons are under the 'Aerodynamics' node -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
v0.1 released You can also create your own balloons with the new version. Here is a tutorial on how. -
This tutorial is for KerBalloons v0.3.0 and will be updated soon though most of the process hasn't changed. If you have any questions in the meantime just ask. Hi, I am the author of the KerBalloons mod and I thought I'd write a little tutorial on how you can make your own balloons. I am going to write this assuming that you have some knowledge already as there are plenty of guides out there already for basic modding. First of all you are going to need the KerBalloons.dll which you can get from here. Step 1 - Model & Texture Next model and texture your balloon in what ever program you use, I used blender. You will need a few things in order for your balloon to work and they have to be set up quite specifically. First you will need a balloon model, a rope model, a base model and a cap (the bit that comes off the base when you inflate the balloon) model. The next important step is the parts' origins. The balloon's origin needs to be at the very bottom of the model, where it connects to the rope. The rope's origin also needs to be at the very bottom, where it connects to the base. It is also important that the x,y,z scale for the balloon is 1,1,1 and the upwards scale of the rope (usually z axis) must also be 1. If not you will have a hard time with the config. In blender you can edit the scale in edit mode (press tab) and that does not affect the x,y,z scale. The origin of the base and cap don't really matter but for simplicity it is easiest to set them to 0,0,0. This makes the config easier later as well. If you want a flagDecal object then just create it and make it a child of the balloon object and UV map it. If you want multiple flags then you can have them but you will need to join them into one object before you export. When you're done export it. I would recommend exporting as FBX. Step 2 - Unity Before we start, make sure you have Unity set up for modding KSP. Now import your balloon FBX file into Unity and drag it into the scene and make sure it is zeroed (at 0,0,0). Once you have done that you have some fiddling to do. Create an empty GameObject and move it to 0,0,0. You can call it whatever but make sure it is not the same name as any other objects. Drag all your objects into this. Create two new empties, again these can be called whatever you want. I called mine liftPoint and balloonPoint. liftPoint is where the lift force is applied and balloonPoint is just where the balloon attaches to the rope. Drag liftPoint under you balloon object and balloonPoint under your rope object. Align the liftPoint to the centre of the balloon - because that's where you want the lift to be applied. The balloonPoint object should be at the very top of the rope - because that is where the balloon will attach. Now add your colliders Now set the balloon scale to something very small such as 0.01,0.01,0.01 but DO NOT make any of the scales 0 - this will cause the game to freak out when you launch the ship. Set the scale of the upwards length of the rope (usually the z axis) to 0 - yes it is safe here. Now drag the balloon inside the base, it doesn't really matter where exactly just so you can't see it - you can align it with the rope if you want. Add a PartTools component to your parent empty GameObject you created, set the model name, file url and texture format and press write when you're finished. Step 3 - The Config Again, I am going to assume you know how to do a config so I am just going to show you the parts necessary for the balloon to work, you can look at the full config for one of the KerBalloon parts if you need to see what the whole thing looks like So lets go through it A list of the bodies and their spelling can be found here When you are done you can delete all the text after the "//" if you want, they're just comments to help you out. MODULE { name = ModuleKerBalloon //Leave this alone minAtmoPressure = 5 //Make this the pressure at which you want the balloon to burst, you can use a barometer in KSP to check the pressure at different altitudes maxAtmoPressure = 102 //Similar to above but the maximum pressure minScale = 1 //You'll mostly want to just leave this at 1 but this is the smallest scale the balloon can be when inflated maxScale = 5 //As the pressure decreases the balloon will expand, this value dictates by how much. 5(max scale)/1(min scale) = 5 (the balloon will be 5 times bigger at max size) minLift = 0.66 //in kN, the amount of lift the balloon has it it's minimum (just before it bursts) maxLift = 1 //same as above but the max lift (the lift at the max pressure) recommendedBody = Kerbin //The name of the body, make sure this is spelt as it is in game - case is important. Remember balloons won't work on planets without an atmosphere bodyG = 9.81 //only add this if you are using non-stock planets, set it to the surface gravity of the planet. If using stock planets DELETE THIS LINE CFGballoonObject = Balloon //The name in unity of your balloon object CFGropeObject = Rope //The name in unity of your rope object CFGcapObject = Cap //The name in unity of your cap object CFGliftPointObject = liftPoint //The name in unity of your liftPoint object CFGballoonPointObject = balloonPoint //The name in unity of your balloonPoint object } EFFECTS { inflate //leave this alone { AUDIO { clip = KerBalloons/Sounds/inflate //link to your inflate sound volume = 1 } } deflate //leave this alone { AUDIO { clip = KerBalloons/Sounds/deflate //link to your deflate sound volume = 1 } } burst //leave this alone { AUDIO { clip = KerBalloons/Sounds/burst //link to your burst sound volume = 1 } } } Step 4 - Test it It should now all be working, load up the game and check the part is there. Right clicking the part should also show info about the balloon such as lift and pressure limits. The max payload calculations are done automatically Also don't forget to share your creations with me, I might just feature them on the KerBalloons thread Step 5 - Ask for Help If you run into problems at any point or notice something missing from this tutorial that you think is needed then just comment below and I'll try to help as best I can.
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
v0.1 Release Date Confirmed: 17/10/15 -
Pelican?! Keep me updated, I'm interested
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The electric charge resource module is supposed to be inside the reaction wheel module, that's the electric charge that gets used up each second by the SAS
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The only (to my knowledge) chroma/greenscreen mod for KSP. It has distance and RGB settings so it can be used for various uses. Press Alt + Forward Slash (/) to open the settings menu Download All rights reserved Source code
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Because I kept getting issues that were difficult to get around, and to make this mod easier to edit, I am rebuilding from the ground up. First up was a slightly updated model as seen here: Next I will be starting the code, from scratch, and get this balloon working. From there I will add bigger balloons, special science parts and hopefully contracts. Keep checking back for updates and thanks for being patient. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
I am having some pretty serious issues with it so whilst it's not on hold, don't expect it to be ready any time too soon. Sorry for any inconvenience -
I went for a custom Kerbin USB stick design
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It's a bit outdated so will need a config edit to get it working properly with KSP 1.0(.4) but the old battery can be downloaded on its own here
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UPDATE
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
This mod is not dead, I am still working on it - just not much to show recently. I am still rewriting the code, it's a pain - a ton of really weird bugs - but slowly but surely I am getting there. Development will be on hold as I am going away to Tanzania and will not be back until 14/08/15, and I am away the following week. This means development will probably not resume until about 20/08/15. I would also like to pre-warn that, from September, development may be a bit slower as I will have less free time (sixth form) -
I'm working on it - the SAS and battery are getting slightly upgraded models and textures also
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Another update: Dealing with a lot of bugs right now trying to implement this new code, could be a few days before I get it done. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
I am currently re-writing the entire code for the balloon module to not only work more efficiently but also to make it much easier to customise in the config. It is almost done (by done, I mean the level at which the current module is at) -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
It will be as simple as editing the lift values in the config, similar to editing an engine's thrust