Jump to content

Technical Ben

Members
  • Posts

    2,129
  • Joined

  • Last visited

Everything posted by Technical Ben

  1. It appears, if your collision mesh = outside your object mesh, and it touches the ground you explode. To avoid this, put the collision mesh inside or on the same plane as the object mesh.
  2. Thanks. Not been called 'Bob' before. I\'ll be working on some Orion class struts too, just as soon as I find a way to hack my mesh into the game.
  3. Gimp is also free and has a lot more tools than paint.net
  4. Click '32bit' when you make a texture image in blender to avoid file incompatibility. I\'m guessing the mesh or the object is rotated in blender. Check the object properties. If it is not, select the mesh in edit mode, and rotate it back a fraction to correct it manually.
  5. Sorry. I just meant, what is the default value for a part. IE a booster or fuel tank. I\'m not worried about the weight, and I perfectly understand that it will still come into effect. But if I want a part +1 (or +10 or +100!) strength for the connection, or twisting, what do I set it to?
  6. I\'m looking to add a stronger part to the game. But I don\'t know what the default strength is. I don\'t want it breaking on the launch pad and I don\'t want it to be a cheat part. Just a little bit stronger... so what is the default value? The struts are listed as: breakingForce = 14 breakingTorque = 14 or something similar. But what is a standard part?!
  7. Two things. AFAIK there is no way to throw fuel tanks. Plus they won\'t explode with enough force either will they? But the long term goal would be to use explosions if the game supports it.
  8. Thanks. I uploaded it to Google before I found out that KSP even supports modding. So feel free to use for inspiration. It\'s not very detailed, as I\'m only using it as a model to render from a distance. I\'ll wait until the game supports these mods before I start with it myself. http://sketchup.google.com/3dwarehouse/details?mid=7429a528725d86d0ba809e5704083527
  9. It can lift about anything. The thing is, it\'s high acceleration, but practically zero burn time. So you need lots, which makes it unstable. I\'ll have to work on ways to stabilise it. Else make stronger parts to survive the acceleration.
  10. Easiest mesh is as follows... Go to 'object mode'. Then 'Add' 'Mesh' and 'Cylinder'. Set the sides to '12' then size and shape as you need (you may need to orientate it to the centre of your part if it\'s created else where in the scene). Then click 'object' properties on the right (picture of a cube) and name is 'node_collider'. Then click 'Material' and add a new material. That should be all you need. I\'ve got successful exports that way. Not sure if I did miss anything though...
  11. Sorry, that\'s totally over my head. Do you mean in the Config file, or in the image it\'s self? I generally just click the 'transparency to alpha' or 'colour to alpha' or what ever it is in the image editor, and allow it to do the numbers.
  12. I got a model of a Dragon Pod in Sketchup. Only problem is cleaning the polys (Sketchup doubles everything! ) or re-modelling in Blender. Oh, just seen your already on the way to modelling it.
  13. Seen the wiki. Dropped the transparent parts for now.
  14. Is it possible to add transparency to textures? I\'ve tried saving an alpha channel, but it does not seem to work. I can see the chutes have transparency, so wondering if I can get it in other parts too. [edit] Oh, the wiki says it cannot be partial transparency anyhow, so I\'ll skip for now. But knowing how to do full transparency would help. Then I can add simple details and 2d effects.
  15. Very much like the real trials then! Have you seen what usually happens?
  16. For the solid booster, it\'s in the description, around 2000m. Put feet by mistake, but will keep it as a joke. With the adjustable booster, I\'d suggest trial and error. ;P
  17. Sorry, reloaded the wrong file (Command pods one instead). Now fixed. Thanks. I\'ve been practising using the solid booster along with the cushions to land after a full orbit etc. Working nicely. It still punishes you if you get it wrong though!
  18. Ok you can now test the landing cushion and the 'fire and forget' landing mode. Check the first post for the link!
  19. I did it!!! To see what, keep an eye on my update on the Command Pod landing retros! Let\'s just say, I\'ve avoided needing landing legs just yet.
  20. Hmmm. That\'s a problem then. It keeps flipping the model over up side down.
  21. Well, I\'m working on making the solid booster version easier than the liquid ones. One button press hopefully.
×
×
  • Create New...