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nli2work

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Everything posted by nli2work

  1. KineTech clash only matters if you have another animation module on the same part (engine); gears and other things shouldn't be a problem. How are you doing the invisible meshes? transparent texture? tried unchecking "Cast Shadow" and "Receive Shadow" in the mesh renderer component... maybe export without mesh renderer component ?
  2. doesn't appear to be a scale option. There's localPosition and localRotation. no localScale. you can change the size of emitter with Sarbian's SmokeScreen plugin, if the emitter is not a point emitter.
  3. That's exactly what B9 does with the CompressedAir RCS block. Just remember when using ModuleEngines you need at least one Propellant with mass.
  4. htis reminds me... KineTech doesn't seem to play well with stock animation modules. Been experimenting a little with mesh based exhaust jets using KineTech modules, stock animation modules appear to override whatever KineTech does. I'll get better idea after some more experimenting.
  5. so it got past the yellow loading bar part? I guess that's better than nothing. I really have no idea. I haven't installed the x64 KSP build. The aerospikes should work in x64, they only use stock modules. can't say about much of the rest since they rely on Firespitter a good deal.
  6. in that case tweakScale is your friend.
  7. I suspect he means controlling vessel you are not currently focused on.
  8. Might have something to do with the long standing KSP bug where one side flexes more than the other in symmetry
  9. B9 has a compressed air resource that is similar to this; though not used as primary propulsion. with a few config tweaks you should be able change that. I like the idea of off-set exhaust nozzle, allows for a front and back stack node. Separating nozzle from engine is great idea too... actually excellent ideas all around!
  10. Everything is stack nodes? or are the engines surface attached? from what I remember, KJR stack nodes are quite strong, increasing node size will make them stronger. Surface nodes are not great though, increasing node size beyond 2 seem to make them weaker.
  11. the tank imported fine. I'll send you the unity package in the morning.
  12. I looked at the one that's in the zip. collider looks okay, nothing that would cause the slight slant in attachment in your screencap. the scaling in the mesh maybe messing things up. I'll reset the scales and set them up in Unity for reexport with parttools 0.23. Already got the first one set up; let me know when you find the other tank I'll get them set up and send you the unity package.
  13. you can try it on x64, you might get lucky and it works well. or it might not. You are on your own running x64 though.
  14. new tag found by lo-fi NoAttach - prevents surface attach to the collision mesh in Editor. so you can have a part with areas that are not surface attachable while other areas are.
  15. try these for strakes; Untested, better with pWings. without pWings they might be too big. should work with or without FAR|NEAR. but again. untested. place the configs in RetroFuture/Aero/pWings/ http://www./download/yb7ik1289ibhea1/rFpStrakes.zip
  16. I'm working on a better sample package. will upload it when I finish setting it up.
  17. that's the 0.25 TGA loading bug. the TGA texture to be replaced by KA_Engine_125_02 isn't loaded properly; compiler can't replace something that isn't in the database. restarting the game can fix it; but not always. to load consistently the textures need to be changed to MBM; PNG; or DDS (and use Sarbian's DDSLoader)
  18. you'd be better off splitting the wing in half and let KSP's symmetry code do the work.
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