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robot_rover

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Everything posted by robot_rover

  1. At this point I am considering developing an application that generates .cfg files from a gui interface, which would make it easier to make a cfg. You could just add modules, effects, resources, and anything else the community suggests. It is at this point just a concept and I want to gauge the communities intrest as to if it would be useful or even appreciated. Any other input would be greatly appreciated as well. On a final note, I am also considering adding tutorials into it for how to use unity with KSP and maybe blender. This is all just concept at this point. Timeframe: 5-2-16 . Concept presented to Community
  2. How do you make Farings on engines hidden in the menu in the VAB and SPH. I tried a few google searches but no dice.
  3. So in basic terms, the default is multiplied by the second number when the atmospheric pressure is at the first value. If that's all good I'll give it a try
  4. Ok so if I just wanted to change the energy of the exhaust proportional to the throttle just using stock how would I do that? That I guess is the essence of my original question. On an unrelated note once I get the basic effect working I will check out smokescreen.
  5. @fusedbean89to be simple and concisely answer your question, you need to make an an empty game object in unity as a child of the part-tools object. For simplicities sake name it "thrustTranform". Rotate it so that the Z-Axis (blue one) points in the intended direction of thrust and position it so that it is at the intended position of said thrust. Then in your .cfg file in the moduleEnginesFX module set: thrustVectorTransformName = thrustTransform if u need anything explained in further detail don't hesitate to at mention me EDIT: If you want part of your engine to rotate with the thrust when the engine gimballs, then set the object as a child of the thrustTransform object.
  6. @sarbian I will definitely check out smoke screen but it seems to me that stock probably has everything I need. Could you point me to a tutorial about how to get those values to change with the throttle just using stock.
  7. This isn't plugin related I'm pretty sure. While I appreciate the help, the effect is already working in game. What I did need help on is how to change the size and/or color when the throttle is at say 10% so it isn't always exactly the same
  8. In my experience the best way to avoid viruses is to not be stupid on the Internet, be careful with installers, and watch user account control. If you are careful online you probably won't ever get a virus. Just use reputable websites...
  9. I have a custom engine effect set up in unity using the ksp particle emitter, but how do I have it adjust when the throttle is higher or lower, just to clarify I have the effect .mu file in an effects module which is linked to the moduleenginesFX in the .cfg
  10. I am making an engine mod and I have everything working, but I would like to make a custom particle effect for my engine. I see that the stock parts all point to .mu files in the FX directory, but I have no idea how to make them. I tried messing around with the particle emitter in Unity, but to no avail. Part tools didn't recognize the emitter and thus didn't make an .mu for it. I have also looked on google, but usually, the only thing that comes up is the Hot Rockets mod. Can anyone tell me how to make custom engine effects, or point me to a forum post that can show me how? I have no clue. I was thinking it might have to do with using legacy particle effects, given that KSP used legacy animations (at one point?) (EDIT) I believe i found it. KSP has a KSP Particle Emitter in the Parttools package. Wow I look for hours then find the answer minutes after asking the question...
  11. the new part tools for KSP 1.1 is easily imported into unity because it is a package. But there isn't any option to add part tools as a component. The KSP shaders are there, just not the exporter. Is there a new way to export models or what am I doing wrong?
  12. I just downloaded the new part-tools for KSP 1.1 and the windows defender popped up and asked if it could send the files to Microsoft for analysis. Does anyone else find this kind of hilarious?
  13. Kinda: I can figure it out from here... also I found help with balancing it to... https://docs.google.com/spreadsheets/d/1nbUSmw0NpyEzEMRKvCoML1t3SVWDxAi6SH1utMiI-Yw/edit?usp=sharing
  14. @Randazzo thx for the steady support I had almost given up @wasml Thank you so much I have been looking for the modding tutorials for months now I always thought they would be in a wiki or something I never thought to look in the forums.
  15. u can just make an empty game object in unity too right cuz that would be easier right now. Just point the empty object down and put it in the center.
  16. ahh. do i put an empty game-object called thrustTransform at the center of thrust
  17. yeah i added the effects and un// the thrust transform but it still doesn't work PART { name = PlasmaEngine module = Part author = robot_rover mesh = model.mu scale = 0.1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1, 0.0, 0.0, -1.0, 0.0, 1 fx_exhaustFlame_blue = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -5.74338, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = ionPropulsion entryCost = 50000 cost = 20000 category = Engine subcategory = 0 title = RR-7426 "Dusk" Plasmatic Propulsion Engine manufacturer = RR Industries Corp. description = Mod Testing, meaningful description to come. attachRules = 1,0,1,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 0 fxOffset = 0, 0, 0.21 EngineType = Electric PROPELLANT { name = ElectricCharge ratio = 1.5 DrawGauge = True } PROPELLANT { name = LiquidFuel ratio = 0.1 } atmosphereCurve { key = 0 2000 key = 1 100 key = 3 0.1 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 5 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } }
  18. thanks guys, I quoted that line while I was troubleshooting, trying to figure out what bit of cfg was crashing ksp and I forgot to undo it. Thanks to all.
  19. Haven't gotten around to that yet... is that why it doesn't work?
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