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Everything posted by nli2work
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this is a good thread for dealing with landing gears. not too long; just about every post is relevant. good to read. lots of images and videos of gear tests. http://forum.kerbalspaceprogram.com/threads/72802 I can't find the thread that had the sample package I uploaded. using CptKipard's nose gear for his Skylon mod here's the direct link. Has Unity package and working KSP part. http://www./download/psu9e2k70d6wwz0/skylonNoseGear.zip
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
wild blue yonder -
[Help] Part Not in VAB
nli2work replied to Starbuckminsterfullerton's topic in KSP1 Modelling and Texturing Discussion
if you don't have Notepad ++ I recommend it. search for your part name in the log and you can show a list of all hits on the search, clicking each hit will zoom to the log message. much quicker to find what you are looking for. do a search for this string "Load(Model): PMCMotivePower/Parts/Engines/TestPart/TestPart/PartName", no quotes -
[Help] Part Not in VAB
nli2work replied to Starbuckminsterfullerton's topic in KSP1 Modelling and Texturing Discussion
gotta check the logs then. nothing's wrong with the configs far as I can tell. -
[Help] Part Not in VAB
nli2work replied to Starbuckminsterfullerton's topic in KSP1 Modelling and Texturing Discussion
should be this model = PMCMotivePower/Parts/Engines/TestPart/TestPart texture = TESTTEX, PMCMotivePower/Textures/TESTTEX //need a place holder texture in TestPart/ -
Looking for: Classic VTOL Vector Nozzle
nli2work replied to MonaBabii's topic in KSP1 Mods Discussions
a radial attach one is tough with the way parts are mirrored, norcalairman experimented quite a bit and couldn't get both nozzles to mirror properly and rotate in the right directions. -
Looking for: Classic VTOL Vector Nozzle
nli2work replied to MonaBabii's topic in KSP1 Mods Discussions
http://forum.kerbalspaceprogram.com/threads/91209 -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
explanation of the values are explained here. https://github.com/ferram4/Ferram-Aerospace-Research/blob/master/README.md- 14,073 replies
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- aerodynamics
- ferram aerospace research
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that's only a single setting in ModuleEngines. if you learned how ModuleEngines work, you can almost make any engine you want. What you are trying to do is related to how Throttle function, not related to ModuleEngine. You might try some throttle plugins. or rely on Z/X hotkeys, or action group binding to turn engine on/off.
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1. RCS work like engine thrustTransforms. you can call it whatever you want, as long as you feed it to ModuleRCS in the part config. 1 per visible jet you want to see in game. all identically named transforms should get the effect assigned. Thrust should be per ModuleRCS, in otherwords, each ModuleRCS will have same thrust whether it has 10 RCS transforms or 1. 2. Depends on complexity of your design. if it's simple like the stock gear, you can do it in Unity. if you have a complex gear that requires many constraints etc, may be easier to animate before import. Bear in mind imported animations will break if you change the part hierarchy in Unity later. 3~5. a bunch of links to several threads on Landing gear setup; a few sample unity projects floating around too. check the Mod Info links.
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How to make vertical stabilisers and rudders.
nli2work replied to CaptainKipard's topic in KSP1 Mod Development
what orientation is the unity export? I'd set it up just like any other winglet part, leading edge +Y; axis of contro surface rotation on X -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
nli2work replied to BahamutoD's topic in KSP1 Mod Releases
all you need are the props from B9. This will still work without B9. except IVA would be empty. You could always populate it with some other set of props -
http://forum.kerbalspaceprogram.com/threads/93116
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that's what SRBs do. ON or OFF. ON = full thrust. OFF = 0 thrust. setting max and min thrust to same value will just mean you have to use deactive/active engine button. you'd need a plugin to change the way throttle functions for do what you want. but that'd just be duplicating the function of deactivate/active engine really.
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check the SRB engine settings
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use fxOffset = x,y,z in ModuleEngines{} if you use EFFECT{} use localPosition = x,y,z in ModuleEnginesFX{}
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Mod to allow in-space fixing with spare parts
nli2work replied to ebigunso's topic in KSP1 Mods Discussions
http://forum.kerbalspaceprogram.com/threads/81794 -
you do need a dummy texture in the same location as the model for it part to load properly. if your texture location is remote do the above. if all the parts that share texture are in the same folder; then you only need to specify the model path. e.g. if all models and textures are in GameData/Quadcopter/; all you need to do is specify the model each config needs to use. MODEL{ model = GameData/Quadcopter/droneCore //for core } MODEL{ model = GameData/Quadcopter/electricMotor //for props } etc. for propeller setup check here for module documentation http://snjo.github.io/