kotysoft
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Everything posted by kotysoft
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KERBAL NRAP - Adjustable test weight for lifter building
kotysoft replied to kotysoft's topic in KSP1 Mod Releases
Well... I made all parts as strong as game allows, but with 222t payload it is still "dancing", but softer, than before. If you want to use with higher payloads, make sure you fixed these parts with strutconnectors to each other, and to other parts... all files updated now -
KERBAL NRAP - Adjustable test weight for lifter building
kotysoft replied to kotysoft's topic in KSP1 Mod Releases
Wait for downloading a little. Its a "bit" buggy. Under higher payloads (200t for example) parts sinking into each other... working on it... testing now -
KERBAL NRAP - Adjustable test weight for lifter building
kotysoft replied to kotysoft's topic in KSP1 Mod Releases
additional CFG files (0.625 and 1.5m) are available for download, as you wish. I intentionally don't zipped them into same compressed file because we already have 500+parts in VAB Take what you need. Unfortunately streching it (like procedural fairings' adapter) needs plugin (dll), and I can't do that --- EDIT: By the way 200tons in 0.625m x 1m object is a kind of "black hole" EDIT2: Made a mistake in 0.625m POD. fixed NOW EDIT3: Found another big mistake... Looks these part behaves weird under high payload. Working on fix -
[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
kotysoft replied to FW Industries's topic in KSP1 Mod Releases
For Windows, dowload 7ZIP first from >>HERE<<. If your browser opens 7zip it as plain text, then right click on OP's link, then SAVE TARGET AS... After installed 7zip, Rightclick on 7z file and EXTRACT TO... -
[TABLE=width: 100%] [TR] [TD] ADJUSTABLE TEST WEIGHT v1.3 for KSP 0.23 for lifter testing purposes 0.01 - 1000t A little mod to help you to build lifter subassemblies. (by an enthusiastic beginner, who have horrible english knowledge) What is this exactly for? The title speaks for itself. This simple MOD made for those KSP project managers (hereinafter referred to "players"), who builds lifter rockets (and save as subassembly) for different payloads to overcome that evil Kerbin gravity. Personally I playing carreer mode, and time-to-time, after some new research, I make lifters for 10-20-50-100t payloads, but already tired to stock up many Rockomax fuel tanks to get X tons of payload. Made it for myself, but shared to public. How it works? By the last update it's pretty easy (Thanks to Stupid_chris). This part is functional just like an unmanned pod. So put this on your lifter in VAB, right click on it, and you can open a simple gui to change mass, diameter and height. Don't forget to apply changes before you close the UI. MonoPropellant and ElectricCharge can be adjustable in normal way. (by right clicking on part and move KSP original slider) By adding MonoPropellant, it raises mass 0.4t by 100 unit. (add monopropellant AFTER you set mass of part to avoid any kind of bug) Additional informations Carreer mode If you playing career mode, you have to unlock this part in R&D facility in starter tech. High payload If you want to use it as 50t+ payload, it is recommended to use: a) [thread=55657]Kerbal Joint Reinforcement mod [/thread] Additional struts to strenghten connection to other parts (those ugly yellow "hooks" at the bottom of part made for this case) ALL OPINIONS, REVIEWS AND IDEAS ARE WELCOME! Did you find it useful? Hard to use? Is it too ugly? Too complicated? Is it OK? Or awesome? [/TD] [TD=align: right] [/TD] [/TR] [/TABLE] v1.3 - Now you're able to set mass from 0.01 to 1000t in textfield - Slider to change diameter (0.625, 1.25, 2.5, 3.75 and 5m) - Slider to change height multiplier- Whole mod compressed into one single part, UI added by Stupid_chris v1.2 (struts neccessary only at higher payloads) - Ugly, but working extra surface added to pod for strutconnectors v1.1 - reduced the max amount of payload in 0.625m and 1.25m versions to avoid weird physics behaviour- relating to overloaded-sinking bug, made part connection as strong as gameallows
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[QUESTION] Stock KSP, possible to fine-adjust resource?
kotysoft replied to kotysoft's topic in KSP1 Mod Development
I'm sad, but fortunately could handle it an alternative way. BTW you're right about category. Sorry about that. When I started to read post I wanted to be more specific... I started to make a little mod (parts) and this question connected to this.... But in this format, yes, it's a common KSP question -
Hi there. You know, right clicking a resource storage in VAB (like battery, fuel tank, monoprop. tank) you can adjust resource filled at start. My question is: is there any way to fine-adjust resource or force KSP to set specific "keys" to adjust slider? I meant: basically you can adjust by 10%, but I want to adjust a specific resource by 1% or 0.5% (just like thrust at engines) thanks in advance
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[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
kotysoft replied to FW Industries's topic in KSP1 Mod Releases
Thanks a lot! The most useful plugin I ever tried! -
Medium payload with minimal tech?
kotysoft replied to RSwordsman's topic in KSP1 Gameplay Questions and Tutorials
Maybe I'm wrong, but most guys always forget the option to refuel in space... You don't have to carry the whole quantity of fuel you want to use in space. Just enought to dock safely to your Kerbin-orbital station (or simple fuel tank with docking port)... I meant, you can launch (almost) empty tanks, then refuel on orbit. The less mass you want to launch into orbit, less parts/ kNewtons needed. At my early progress in carreer mode I always emptied my surplus fuel of homecoming missions into spacestation in LKO. (you can set fuel/oxidizer amount of a tank in VAB by rightclicking it) Plus, you need the most efficient engines for space maneuvers, and you can set radially attached engines to custom action group for landing TWR... -
How do you mean? Because in v0.1 all part used GENERATOR (module) in different ways. You meant the ElectricCharge outpud of prev. version of unmanned pod? Or containers' by-product too much? Or drained too much electricity? Tweaked all of them a little, maybe better for you now
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It's still need EVA to take/store your experiments... Basically, this unmanned pod designed for return (and recover) experience from your manned mission without need to bring your crews back. (for example I'm accumulating experiments in my space stations, refuelling craft, then starting another manned mission from station)
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Are you tired to bring many empty manned pods for your missions? Or you want to take data back to R&D Facility on unmanned pod? These are inline Experiment storages from an enthusiastic beginner in different sizes. Storing experiments working same way like manned pods: So you still need crew and EVA to store experiments in these parts. ...or Ship Manifest plugin to do it unmanned. KSP 0.23 Carreer mode supported. Don’t expect to get an experiment container for free… all of them have advantages and disadvantages. For example, it needs electricity. Currently the following parts available: 1m storages details advancing in carreer mode, so in sandbox you'll probably use SC-i2000 0.5m + 1m unmanned pod with storage capacity RemoteTech2 support 0.5m + 2.5m SC-i2000 storage – My very first work, be forgiving - DOWNLOAD (link updated 12-nov-2014) This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License THOSE SAVED .CRAFT-s YOU USED v0.1 MAYBE CORRUPTED AFTER UPDATE TO V0.11 Changelog v0.11 - Reworked model and texture of SC-E unmanned pod - Removed (that minimal) electric output of SC-E unmanned pod - Added 0.5m unmanned pod - Lowered electric consumption on all parts - Added 0.5m and 2.5m SC-i2000 container
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Texture not shown (beginner)
kotysoft replied to kotysoft's topic in KSP1 Modelling and Texturing Discussion
Yes, It's clear. Thanks for clarify that -
Texture not shown (beginner)
kotysoft replied to kotysoft's topic in KSP1 Modelling and Texturing Discussion
Thanks for answer, but my english probably not the best to ask correctly For example: I already have the textured model. Assume that, it has a metal texture, using 128x128 pixel repeatedly for each faces. (every face using same texture). Basically I'd like to keep that texture untouched. I'd like to add another texture to the mesh. Over the metal texture. a decal. -
Texture not shown (beginner)
kotysoft replied to kotysoft's topic in KSP1 Modelling and Texturing Discussion
Just another question. I made a simple cylinder. I have an image wanted to use for UV map. It contains top-and-bottom faces, and sides. But this image also contains a text I want to put on cylinder side just like a decal. This text part have no background. I would like to put this onto another texture. Since I'm using same texture on side-faces I cant put that text to same texture. Plus side-texture is lower quality (relatively smaller on UV image) and I would like to make the text readable... How can I do this? Thanks in advance -
Texture not shown (beginner)
kotysoft replied to kotysoft's topic in KSP1 Modelling and Texturing Discussion
Thank you guys for answers. Both answer solved my problems Thanks again! -
Hi everybody. Firstly sorry for simpliness of question and bad english knowledge. Yesterday afternoon I decided to make my first, own part for KSP 0.23. I have no previous modelling and/or modding experience, so I'm an absolute beginner, so started to read. Already read 500 outdated post, tutorials, and outdated youtube tutorials. Found some "new", too where "teacher" already shows how to import/export models, using Unity. I tried it 50 times, in 50 different ways/formats. I already had problems with orientations, nodes, etc, but could handle those. Except the texture issue. I can't make textures to be shown in game. Since I still can't make it work, so dont expect any detailed model. It's just for test. For testing I used one of original Squad texture to avoid texture format issues. All replies are welcome. Thanks in advance. My files are here to download: http://files.amalon.hu/ksp/gamedata.zip http://files.amalon.hu/ksp/test80.blend Extra-question: I made the model size (diamater) for SIZE1 (1m), but it looks a bit smaller....