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KSP2 Release Notes
Everything posted by nli2work
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One of the parts breaks KSP [SOLVED]
nli2work replied to PatPL's topic in KSP1 Modelling and Texturing Discussion
what does the output_log say? search the log for the part name and see if there are errors during model load and part compile. -
make sure you are using Unity 4.2.2 or earlier; if you have newer version you'll have to do some text file editing, check the mod developement links compilation in CaptKipard's signature. a stray key frame in mesh renderer component will cause error in part loader because it doesn't expect key frames there. part loader ignores the MU; which causes the error you see during part compile phase, compiler has the config file and textures; but no MU file. for emissive animation, animate the material(instance)'s emissive.color.r;g;b; and a curves. not the mesh renderer component itself.
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Light and Emissive animation range and values.
nli2work replied to CaptainKipard's topic in KSP1 Mod Development
you can enter as high a number in the curve editor as Unity will allow for a float, I don't know what the maximum is, but it's very high. orders of magnitude notation works too, eg 1e10 or 2.54864e25. for practical purposes, you can't really see a difference between 3 and 1000. but you can push color.r; color.g; color.b; color.a values well past 1 in the animation editor for emissives, they start to look like KSP/Unlit instead of KSP/Emissive. -
Light and Emissive animation range and values.
nli2work replied to CaptainKipard's topic in KSP1 Mod Development
1. Intensity or Range for On/Off; RGB for color; Color.a is probably ignored by KSP. 2. 0 to infinity 3. yes; and/or Emissive_Color.a 4. 0 to infinity -
Part is not loading to KSP
nli2work replied to PatPL's topic in KSP1 Modelling and Texturing Discussion
missing attach node definition might have something to do with it. node_attach = 0, 0, 0, 0, 1, 0, 1 and if you don't have an object in the MU named "anchor" the decoupler module will throw NRE whenever you try to decouple. explosiveNodeID also needs a surface attach node defined. -
no, doesn't need to be modeled upside down in blender. the orientation of the root object, the one with PartTools is what counts. Root object is zeroed out and aligned to world XYZ during export regarding aileron, the axis of rotation is local X of obj_ctrlSrf. the mesh around it doesn't matter, they are just visuals, can be aligned however you need it to look like. you can see in the image the obj_ctrlSrf transform is moving the visible mesh just like one would expect http://i.imgur.com/m4fEhDZ.jpg looking at the skylon plan drawings, the aileron's axis of rotation appears to be aligned to the X; not slanted like in Tiberion's example.
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orientation reference for VAB and SPH and for FAR compatible ctrl surfaces; take a look at the pWing example FBX. Unity setup and Config; for standard control surface just make static mesh instead of skinned mesh with armature. obj_ctrlSrf transform is hardcoded into Squad and FAR's control surface module and is required. PART:NEEDS[ProceduralDynamics] { // --- general parameters --- name = rFpCtrlSrf module = Part MODULE // stock control module { name = ModuleControlSurface dragCoeff = 0.5 deflectionLiftCoeff = 0.5 ctrlSurfaceRange = 20 ctrlSurfaceArea = 0.95 } MODULE //pWing stuff. remove this and it will just be a standard control surface. { name = WingManipulator keyRootScale = r keyTipScale = t keyTranslation = g // It should be "g" if someone tells you otherwise give em slap! modelChordLenght = 1 symmetricMovement = true doNotParticipateInParentSnapping = true isWing = false isCtrlSrf = true } MODULE //This makes it work in FAR; just duplicated from pWing. Works in game, can't vouch for realism. { name = FARControllableSurface MAC = 1.6 e = 0.9 MidChordSweep = 0 ctrlaxis = roll maxdeflect = 15 nonSideAttach = 1 b_2 = 3.95 TaperRatio = 0.98 } }
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Unity to KSP: A Detailed Tutorial
nli2work replied to trekkie_'s topic in KSP1 Modelling and Texturing Discussion
extract Parttools folder and subfolders into Unity Project/Assets -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
SmokeScreen plugin is awesome -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
space needs space enignes -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
nli2work replied to NathanKell's topic in KSP1 Mod Releases
I'm missing something in the config I think EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = RCSthruster oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW useThrottle = false runningEffectName = running engageEfffectName = engage flameoutEffectName = flameout atmosphereCurve { key = 0 260 key = 1 100 } } in game the FX plays, no audio, and FX doesn't respond to input. position and orientations are correct. adding "name = " inside the PARTICLE{} doesn't appear to make any difference. No errors in the logs. -
Colliders, how many is too many?
nli2work replied to Beale's topic in KSP1 Modelling and Texturing Discussion
depends on the collider you are using. primitives allows for many more than convex-mesh colliders. exactly how many I don't know, depends on what else you've got going on in the part. Mix of primitive and mesh colliders Up to a dozen should be no problem. if you need more than 20 you might consider splitting the part into multiple parts. -
[WIP] KSPPluginReload, reload plugins without rebooting
nli2work replied to m1nd0's topic in KSP1 Mod Development
I see. my mistake. Thanks for the clarification! -
[WIP] KSPPluginReload, reload plugins without rebooting
nli2work replied to m1nd0's topic in KSP1 Mod Development
ModuleManager reloads plugins I think. I could be mistaken. -
[WIP] KSPPluginReload, reload plugins without rebooting
nli2work replied to m1nd0's topic in KSP1 Mod Development
ALT-F12 will bring up Squad's debug panel that reloads game database; ModuleManager also includes improved reloader since 2.3.x. ALT-F11. -
Blender Naming and Unity Animations
nli2work replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
you can't rename them in Unity. best you can do is use AnimateGeneric to run all 4 legs at the same time, you wont' get suspension and use of "G" key. if you want to use ModuleLanderLeg, you have to split the lander leg into a part. the other option is redo the animation in Unity after you've rearranged the hierarchy to include 4 identical suspension parents and wheelcolliders. don't know how ModuleLanderLeg will behave, I don't think it makes a list of suspension parents and wheel colliders. you can try hacking the animation clip by forcing it to text mode and editing the suspension parent names in the animation curves to be identical. The curves are referenced from the root transform with period separating each level in the heirarchy tree, that's why when you rename something or insert another object in the original hierarchy tree the animation no longer works. I've never tried and can't say if it'll work or break anything in KSP. -
[0.25] Radial Mk2 Cockpit v.1.1 (ModuleManager)
nli2work replied to dr.phees's topic in KSP1 Mod Releases
it will be have lower drag than standard inline cockpit; but I don't think it's enough to make it out of balance... as an inline cockpit it might generate a few kN of drag at supersonic speeds, as greeble part the drag is about 1/10 as much. I suppose it would be a bit out of balance if you build miniature SSTOs that's just a cockpit and engine. One option is create an alternate config file and use the original inline cockpit art assets with MODEL{} -
[0.25] Radial Mk2 Cockpit v.1.1 (ModuleManager)
nli2work replied to dr.phees's topic in KSP1 Mod Releases
you are already using MM to create this, just add a FARBasicDragModel module to it in the MM patch, and it will become a greeble piece as far as FAR is concerned. it'll generate minimal non-direction dependent drag just like what you'd expect it to do. MODULE { name = FARBasicDragModel S = 0.254 CdCurve //Drag coefficient at various angles { key = -1 0 //backwards key = 1.0 0 //forwards } ClCurve { key = -1 0 //Lift coefficient key = 1 0 } CmCurve //Moment coefficient { key = -1 0 key = 1 0 } } -
FAR doesn't like it when you use Wings as structural panels. duplicate your pWing config; change the name; change module = to Part instead of winglet; remove the stock drag settings; replace the FAR control surface module with FARBasicDragModel MODULE { name = FARBasicDragModel S = 0.254 CdCurve //Drag coefficient at various angles { key = -1 0 //backwards key = 1.0 0 //forwards } ClCurve { key = -1 0 //Lift coefficient key = 1 0 } CmCurve //Moment coefficient { key = -1 0 key = 1 0 } } that will give you a panel that can be used as strutural piece but isn't completely drag-less. Not perfect, but okay for reasonable stuff. It also means you can build a giant cube without much negative effect from drag.