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nli2work

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Everything posted by nli2work

  1. it's part of B9 now. will be rather, with v5 is officially released.
  2. you can use TransparentPod module from RPM, instead of using mesh for exterior window, simply use an empty transform. you should be able to get an open cockpit with fully functional IVA.
  3. this thing is awesome, any plans to add tip rotation? unlock the 2nd wing root's scale from 1st wing's tip scale?
  4. Generate Colliders is an easy way to add collision components to your import. Beware that it will add a mesh collider to every mesh object in your model. if you have many separate animated parts, you will end up with high number of colliders and that will kill your frame rate in Editor mode. Generate Lightmap UVs is for baking light maps in Unity scenes, not used for creating parts. Generally used for level building. mesh filter and mesh renderer components are both required for an object to be visible in KSP. collider component is required if you want to interact with the said object. without a collider, the object will not be selectable once placed in Editor; and depending on launch conditions, it may fall through the ground. flag quads it's best to use translucent diffuse to accomodate flags with transparency, alot of the newer contract agency logos use transparency. a non-transparent shader will simply fill in the transparent areas with white.
  5. I think mostly it's due to the shader gymnastics and the RPM functionalities updating when viewed from outside the pod. I can run 3 of the largest pods at once, with horrendous frame rate and ridiculous load time at launch. More than that KSP will crash, complaining about too many internals being created. A faster computer may help some. You'll have to talk to Mihara for real answers, though he seems to be MIA at the moment. If you don't mind testing I'm curious what the maximum other people's machines can handle. Nothing systematic, just stack the large pod together and see how many you can launch without KSP crashing. Mine install is not very modded, mostly plugins for testing. no large part packs; I can run 3 Panopticons, at about 10 frames/sec. and it takes a minute or two to load at launch. you mean like an adaptor for the smallest pod going to 1.25m nodes? Not a bad idea. Could alleviate a few things that's been bugging me for a long time. I'll see what i can do.
  6. TransparentPod module won't work for stock pods or cockpits without fair bit of rework of Squad's assets.
  7. I find a merge (or weld) vertex operation with a small radius can help with this. Not sure what the terms are in Blender, the operation merges clusters of vertices into a single vertex, often getting rid of the super oblique triangles.
  8. I like the new design. one question. no more videos and screenshots? just the header image?
  9. PartModule Toggle doesn't seem to work on JSITransparentPod or ModuleRCS. SelectableFlag works fine with TweakScale mod. though the $RANDOM$ flag doesn't seem to do anything. full path to specific flag works fine.
  10. and result is the same with only firespitter Mod and 32bit?
  11. thats why I'm asking you to generate a clean output_log so we can see what's causing the problem. It could also be another MOD that's conflicting. No audio generally because either the audio is missing, or the folder structure is wrong and the module cannot locate the audio it needs. That's an installation error. I see your problem is not limited to just Ka engines. but more general issue with Firespitter. Whatever the case maybe, we need to see the output_log.txt as "propellers always have the blurry effect around them and no noise" is not very helpful in locating the issue. The steps listed above is where you need to start with. then generate a fresh output_log file.
  12. Follow the steps here: http://forum.kerbalspaceprogram.com/threads/92229 check through steps 1~5 then follow steps in 2nd section 1~3 delete the output_log.txt, start KSP and reproduce the problem, then exit the game, find the new output_log.txt. upload it somewhere like dropbox; mediafire or googledrive. we can look through it for errors or conflicts.
  13. check the KSP_Data folder. generally any errors that occur during game time is logged in there is useful for troubleshooting.
  14. The drawers doesn't go all the way to the center. There's enough room in the middle to fit the light boom.
  15. too many colliders. You have generate colliders checked; which gets you about 30 colliders in the VAB... that will kill your frame rate. Turning them off in Unity won't prevent them from being exported to KSP. you have to remove the collider component in the hexagonal panes.
  16. Podcockpit loaded fine looks like a faulty FX definition in QT_Die_1m. wrong syntax probably.
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