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nli2work

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Everything posted by nli2work

  1. set the object as the child's child temporarily, reset the object's transform (that will place it at the pivot of it's child). move the object where you need it in relation to the child. un-child the object from it's child, back to normal hierarchy setup you intend. check the pivot setting buttons above the main scene window (under "Component" in main menu bar) make sure they are set to local/pivot; not global/center or global/pivot there're some unity scripts online that adds decent alignment tools if you don't want to deal with hierarchy gymnastics.
  2. nicely done! Your Mk1 cockpit is light years ahead of new stock one.
  3. have you tried deleting settings.cfg in KSP folder? that would reset everything to default settings for launch.
  4. very strange. my logs show MM loading directly after Launcher after checking file: True (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) where you log says Error: Empty part config file
  5. looks like it's even before ATM. ModuleManager is first to load; then Toolbar if it's installed, and alphabetically after, ATM... etc Are there multiple copies of MM? is it installed? up to date? reinstall MM?
  6. I imagine it'd be the same as a control surface. unless you're talking about a fin without a rudder... then it's probably just a normal wing piece, I'd copy the config from one of the SPP parts.
  7. very cool! consider building in some camera transforms for RPM compatibility one can fly it in first person as if wearing remote video goggles.
  8. you'd probably have to configure a full MFD to get direct switching; except it'd look like a small display panel. without that I think the closest you could get is buttons that turn off/on each speed mode... which nets you same # of clicks to get to a given mode I think. I'm back with configuring MFDs and IVAs full time at the moment, if I see something that I missed before will let you know.
  9. hm... the only other instance I know of where a part loads properly but doesn't show up is incorrect technode definition while in career mode. I presume you are testing in sandbox mode? I don't think leaked texture message in Unity is a problem, just garbage collection doing it's work. unless it occurs during export process, in which case it's something to look into.
  10. You'd wanna use this https://github.com/Mihara/RasterPropMonitor/wiki/Prop-modules#jsiswitchablevariablelabel and set it to cycle between differnet speed variables here https://github.com/Mihara/RasterPropMonitor/wiki/Defined-variables#speeds MODULE { name = JSISwitchableVariableLabel labelTransform = textLabel fontSize = 0.010 refreshRate = 12 switchTransform = toggleButton coloredObject = toggleButton VARIABLESET { labelText = <=0:SIP9.3=>m $&$ ALTITUDE color = 0,0,255,255 } VARIABLESET { labelText = <=0:SIP9.3=>m $&$ RADARALTOCEAN color = 0,255,128,255 } } each variable you want to cycle through can be set with a VARIABLESET{} this page will give you some guide on formatting how the variable is displayed. https://github.com/Mihara/RasterPropMonitor/wiki/Writing-page-definition-files
  11. ninja'd http://forum.kerbalspaceprogram.com/threads/96148 it depends on Alexusta's ASET Props pack.
  12. these parts were before my time with KSP. is Mk1 a 2.5m pod? if so you can assign the GenericSpace3 to it
  13. that's the x31 cockpit. the other one will get same props and MFDs
  14. then check Output_log.txt in KSPData. name the export to something descriptive, like "myKickassCockPit" instead of "model", it's a terrible habit I don't know why Squad still does it. name your textures to match the part. i.e. mykickasscockpit_DIF; mykickasscockpit_NRM, etc; decide on a pattern and stick to it. it'll save you a lot of headache when debugging later. remember asset loader is CaSe SenSATive. search for instances of your export in output_log. you will see KSP loading the textures; then the model; then the config file; then compiling the part. if there's a missing asset during compile your part won't show up in game. if missing textures or model you will see error message complaining about missing texture or missing model during compile phase. if there's no config then no errors will come up, the texture and MU will just eat up your memory. during model loading you might get errors, usually about bad animation clips; rarely bad colliders. things like missing mesh reference or bad collision mesh will prevent the script from exporting at all, or output a bad MU(that's why I suggested looking in Unity console first). error loading the model will generate an error during compile later about model does not exist in database. Notepad ++ has a feature that will list all instances of a search string in a separate window. clicking on an instance will jump to the referenced message in main log window. very handy when you have to sift through 83000 lines of output logs.
  15. it's a Unity primitive. but why it is there, can't tell. your best bet is check logs for error messages and start with clean install and add mods one by one till you encounter a mod that causes it to appear.
  16. photoshop it into a skybox for texture replacer
  17. make sure to turn off the horizontal engines in SPH while adjusting thrust vector to CoM. And while in flight with VTOL engines, keep the TWR below 1.5. I noticed the same effect with FAR in my own VTOL crafts in FAR. Using a throttle manager plugin will help keeping the vessel from flipping while still getting full thrust out of horizontal engines
  18. IVA progress @SmiteZero yes, that will get in there at some point once I figure out the best way to consolidate the sizes @RussianIvan not sure if I'll simply scale up the 2m sections to 3m or do a new set of larger fuselage bits. probably latter.
  19. check tutorials here for modifying IVAs http://forum.kerbalspaceprogram.com/threads/94638 developer's manual here https://github.com/Mihara/RasterPropMonitor/wiki
  20. not as good as I hoped; can't seem to get multiple KineTech modules to work together... but maybe something for others to build on. includes Unity assets and KSP part w/ config. needs KineTechAnimation from B9 http://www./download/hst6q4yqz391egz/meshFlameEngine.zip I suspect it'll be very limited even at best. Unless you have some very exotic engine, you'd be better off with SmokeScreen.
  21. it's already been updated for 0.25 http://snjo.github.io/ Download Plugin button.
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