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KSP2 Release Notes
Everything posted by nli2work
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Model is loadnig to KSP incorrectly
nli2work replied to PatPL's topic in KSP1 Modelling and Texturing Discussion
your MU file is still the battery. the model.mu got mixed up somewhere along the way. name the export file to something more descriptive than "mode" in Unity and you can avoid this problem. -
Model is loadnig to KSP incorrectly
nli2work replied to PatPL's topic in KSP1 Modelling and Texturing Discussion
what's your part config look like? This appears to be more of a config/folder setup problem -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
nli2work replied to BahamutoD's topic in KSP1 Mod Development
no real need for additional ammo containers, existing ammo boxes can be mounted inside fuselage parts same way you mount hidden fuel lines and struts. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Can't open as in it says "invalid or locked part"? or can't open as in it doesn't show up in load craft window? If it's first; check the installation and make sure all the RF parts are loaded correctly. if 2nd; move the craft files to KSP/Ships/SPH or KSP/saves/yourSave/Ships/SPH -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Ah I see. I didn't think of cases where MM isn't used. MM is so common place I forget. I added that bit recently hopefully to make things little clearer. -
Very nice! it should be FAR compatible without any changes.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
nli2work replied to DYJ's topic in KSP1 Mod Releases
It's very simple actually, grab the sample wing in OP and you can set up your own basic pWings very quickly. - - - Updated - - - when's this update gonna drop? or has it already? -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
to remove the IVAs, delete the INTERNAL{} blocks in the cockpit config files. then delete the spaces, props, and patches folder inside rectCkPit folder. The gun stuff are non-functional if you don't have BDArmory plugin, they would just be purely decorative. they may throw NREs in the background and mess up the game, I can't say for sure. But if it works out that's great. The ":NEEDS[bDArmory]" bit is for ModuleManager so it knows not to load the part if BDArmory plugin is not present. for future versions I'm working on setting up the configs so there are non-plugin and plugin variants that load depending whether you have dependency mods or not. Also rearranging the folder structure to make setting up custom installs easier, hopefully. Thanks for the heads up on that technode. I managed to catch most of them in the last round. still missed one. -
[RELEASED] A.R.P mod ( Audio Replacement Project )
nli2work replied to bullettMAGNETT's topic in KSP1 Mod Development
gotcha. looks like Lumaan's MM patch should work. -
[RELEASED] A.R.P mod ( Audio Replacement Project )
nli2work replied to bullettMAGNETT's topic in KSP1 Mod Development
so this is like Hotrockets? a pack of sound effects with MM configs to replace the stock ones? no plugin? -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
not hotrockets.. Sarbian's SmokeScreen! that's what drives HotRockets! yeah hehe, probably rein it back down to 10 degrees. at 15 degrees it's pushing 20gs on a min radius turn. -
Snjo and Mihara keeps the best code documentation. Firespitter Module documentation, not all the modules; but the most popular ones. https://docs.google.com/document/d/1iD52DfHft04Hb48TEhF5a4n5JOc8efUevdg5Y_QPICQ/edit RPM Documentation; if you want to make decent IVAs, this is a must. https://github.com/Mihara/RasterPropMonitor/wiki BahamutoD has .50Cal turret Unity example file that can get you started with BDArmory parts If you have little bit of developing background, it can help tremendously by just opening up the dll in Mono or VisualC and see the public variables and their default values since public variables are the ones addressable in part config files.
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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
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these might help with orientations As far as IVA shifting, I see it too, though not nearly as severe as yours, I was pulling maybe 12~13Gs. The exterior getting highlighted is normal I believe. You can cover up the windows with simple trigger colliders, that might the highlighting. You'll see through them fine, but the mouse pointer won't
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i would simply replace "Brief explanation of atmosphereCurve and velocityCurve" with Taverius' KSP Float Curves thread. here's some info on getting correct Air Intake settings, for Stock Aerodynamics, by Taverius. https://bitbucket.org/Taverius/b9-aerospace/wiki/Intake%20Area.md#!intake-areahttps://bitbucket.org/Taverius/b9-aerospace/wiki/Intake%20Area.md#!intake-area
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Right click on the external Camera part in VAB or after launch and use +/- signs to assign unique ID #;
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How do you make a supersonic car? Like this!
nli2work replied to Voculus's topic in KSP1 The Spacecraft Exchange
Awesome! GO SPEEDRACER! -
Unity 4.2.2 (or earlier) for better (emissive) animation support. TT's tutorial is still decent, though it could use some fleshing out. I'll see if I have time to record an IVA tutorial soon. Bahamuto's excellent tutorial on Lander Legs http://forum.kerbalspaceprogram.com/threads/77991 "Brief explanation of atmosphereCurve and velocityCurve" is only half correct about curves; the other half is explained by Taverius Taverius' Curve/Tangent thread should be much more prominent as it is quite fundamental. The curve/tagent stuff applies to all KSP/Mod Modules that use input curves: ModuleEngine ModuleRCS and ModuleEngineFX, ModuleSteering and ModuleWheels, and possibly other stock modules that I don't recall. For Mod modules that includes FSWheel/Steering modules; SmokeScreen FX; AJE module; possibly others as well.