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nli2work

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Everything posted by nli2work

  1. No I mean do you have FAR installed. 14.2 added wing mass based on wing area; that resulted in much heavier aircraft in many instances. v1.6.2 and change log in OP
  2. I'll up the suspension. are you using FAR? I don't think there's a way to lock landing gear suspension like you can with lander legs.
  3. get a small to medium Intuos and you'll never look back to a mouse. the only time I use a mouse these days is for games that doesn't respond tablet input. Cintiq is nice if you can afford it, and if you paint textures and/or draw teenagers with big guns all day long. but for day to day a tablet is fine, and a whole lot cheaper. found this gem I missed before. using vertex paint to get your edge selections, then distorting it with procedurals and exporting the texture for use as selection mask. It's done in Max, but I'm sure it's replicable in Blender or something else. http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm
  4. cool. You probably would have had it working by changing the ModuleAnimateGeneric to FSAnimateGeneric in the original. The settings in the original were FSAnimateGeneric settings already.
  5. Good to hear you managed to save them. . yeah it will eat up resources if you aren't careful. You can remove the following block from the part configs MODULE { name = TransparentPod } that will make them pretty much standard command pods. IVA will look the same and they should be much less resource intensive. of course you won't see the Kerbals inside.
  6. That looks sweet! yeah sorry about the pWings. I totally messed up their configs. Will update tomorrow with correct configs.
  7. try Interstellar. stock multiengine module only supports 2 engine modes.
  8. the OP; not the last post about unwrapping a bent tube. if you really wanna get serious try these here http://wiki.polycount.com/wiki/TexturingTutorials
  9. so basically basic texture => DTX1 texture w/ alpha => DTX5 Normal => DTX5nm
  10. Ah it's during export. I thought this was during KSP load time. so basically the problem was that the prefab was pointing to an incorrect animation clip?
  11. you get an error like you had in the OP. I usually run into it if I accidentally key framed a collider or some other channels that shouldn't have curves, but I can't remember specific ones other than a collider. Could be Active/Inactive tick box on a component or a GameObject. alot of things can get key framed in Unity and it's easy to accidentally key something that KSP can't read.
  12. search for Cpt Kipard's intermediate texture tutorial; should be in the mod info links sticky.
  13. ModuleAnimateGeneric doesn't have settings for FX at all. for stock part modules, only ModuleEngineFX calls FXnode for particles and audio; and it only does so in 5 specific conditions: Power; Running; Engage; Disengage; Flameout Firespitter has one of the best module documentations available in KSP mods; It's not part of stock modules. Check B9's landing gears for configs that can help your setup. https://docs.google.com/document/d/1iD52DfHft04Hb48TEhF5a4n5JOc8efUevdg5Y_QPICQ/edit
  14. yes pWings. you might wanna wait a few days for an update. I need to fix some config issues with them.
  15. stock ModuleAnimateGeneric doesn't call FX nodes. You have to use FSAnimateGeneric
  16. Firespitter has texture switch module; didn't have much success with it before, alternate texture files was my fall back. I'll try again with 0.25 update. Edit: well. thinking about it again. I think it's better to provide alternate textures separate. KSP loads all textures whether they are used or not, and given the instability of x64 and memory premium under x86; it'd be better for alternate textures to be outside of GameData, especially considering they are primary textures and are pretty large. Using textureSwitch would mean you are loading quite a bit of extra textures and not using them.
  17. That's actually RPM working correctly. There's most likely something wrong with KSOS RPM configs.
  18. Yes, I'm still not 100% on the pWings. most recently the controlSurface. I'm confinually checking them. I'll check the configs again. I don't have NEAR so I don't have the NEAR related configs in there. Might have to add an MM patch in the near future... come to think of it the configs might be why my parts are behaving weird. Thanks for bringing it up. Larger command pods yes. cylinderical bits, sort of. Landingear alignment - good idea. HUD being black in OpenGL - I don't know. it's been an issue for a while with RPM. I'm planning to switch to DDS textures soon, maybe that will fix it. I'll add it in a day or two. need to get them converted to PNGs and check to make sure htey work on the newer parts. the older TGAs should still work, but 0.25 has loading problems with TGAs and they parts may or may not load due to sporadic missing texutres like an airplane pod? Possibly. if I come up with something I like. Been sketching various designs none of them I like yet.
  19. Dang, that snuck in. It shouldn't be there, because of lack of IVA. But now that the cat is out of the bag... might as well make it official in 16.5; it's been under testing for long enough. It's got an IVA in the works, but it'll take some time since it's RPM driven and requires alot of work. not sure what you mean regarding Saving/Loading and symmetry, did you update Firespitter? Sound paths are correct, and they work in game as intended, and are quite loud even if I have my system volume at 1/3rd. I'll see about the old timey ramjets... kinda boring to look at; just a metal tube, did you know they are supposed to be coal fueled? But it'd be easy to model.
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