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Everything posted by nli2work
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okay.. so node size does seem to affect joint stiffness, not much, but I'll take it hwere I can get it.... now is there something I can do to make the green spheres smaller? where I have the most problem with joint stiffness are small parts, which gets hidden by the larger node spheres. aside from RCS Build Aid, I don't know any other mods that lets you scale the indicator spheres.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
The first iteration textures were more stock-alike loosely speaking... light gray on top; black on belly. I'll take a look at it again if it works on all the parts so far I'll include it as alternate texture set. -
Collision Problems
nli2work replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
very strange... everything looks in order. I have a pod with same setup as yours on both top and bottom nodes. I can't replicate it no matter what I try. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Ok. took a look at it. there're some things I gotta fix. Thanks for the heads up. will probably update it this weekend. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Yep I'm getting around to it this week. testing multimode engines with firespitter's modules look very promising so far. -
Remaking some else's model
nli2work replied to Tcy16's topic in KSP1 Modelling and Texturing Discussion
if you are not using his mesh or textures, there're no problems. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
like it still slides down the runway even when you have brakes active? -
that goes on part with IVA that uses RPM screens. used to store variables and the like. no configurations or anything. "There's one more module you will need, RasterPropMonitorComputer. Notice that it's a PartModule, not an InternalModule, and requires no configuration. You just need to add it to the pod that will be hosting your IVA. Many other modules in this package also use it to store persistence data and compute all the variables, so you really want it to be there."
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Collision Problems
nli2work replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
LV-N doesn't generate same errors. can't replicate this on my pod with 4 separate ModuleJettisons either. what does output_log say? debug window corresponds to log.txt in main KSP folder, not always helpful, although it's good place to look first. what does the ModuleJettison config look like? -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
nose dives while braking? yeah it's brake torque is much lower compared to main gear. -
[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
makes sense. just gotta make it correlated loosely to regular Karbonite hotspots. otherwise one would have to drive over quite alot of surface. -
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
The new stuff would be defined with a PNG like all the other ORS crustal resources right? wouldn't it work simply by not giving an orbital the setting to read it's PNG? as for ground detect, the science experiment would replace the earlier mechanic of detecting by proximity. Instead of creating new bubbles when you get close enough, you just run the experiment at a regular hotspot to see if there's any of the uberstuff. basically, without the the UberKarbonium experiment set, you can't detect the stuff at all, orbit or surface. This way it'd probably make the availability of it more "logical"... i.e. where there's a high concentration of regular Karbonite hotspots; there's a higher change of one of them having the super rare stuff. I guess the tricky part is limiting the detection to a small area... seems like the mass spectrometer readings in KSPI is global. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Dev release of 2 transparent pods here BTW -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
sorry; bad formatting. requires Firespitter plugin, as it's not bundled with Retro Future. -
Nice pod, I like it!
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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
DEV release v0.8 @ Mediafire Parts: 0.625m sized Mono Pod; 1.25m sized Cyclops Pod; ~0.3m sized AGU "Klaw"; ~0.15m Radial & Ventral mount micro lander leg. Internal Displays and Switches powered by RPM Main see-through full function MFD all instruments and MFD update while viewed in IVA or EVA mode Known issues: Stage-Lock and Engines Active/Deactive switches don't work; IVA alarms don't work. still waiting for Mihara to come back and help me out with these. Having multiple transparent pods in physics range will eat up alot of FPS, especially during initial load and physics stabilization. maximum recommended IVAs is 3 or 4 Too many transparent pods in physics range will crash the game. number depends on total IVAs being created. Maximum on my test install is ~9. Transparent Pods will generate Initialization errors in VAB/SPH; switches will be functional after Launch, with exceptions noted above. Flight HUD will render Black instead of Green in OpenGL mode. Lighting direction from Sun incorrect in IVA. One of the stack nodes on Mono Pod will snap to, but not attach to other stack nodes please report any bugs and issues, Thanks! -
So I'm trying to get the RPM plugin buttons to function, controlling Engines On/Off; and Stage-Lock/Unlock MODULE { name = JSIActionGroupSwitch animationName = flipSwitchCap switchTransform = COL_flipSwitch actionName = plugin switchSound = Squad/Sounds/sound_click_flick } PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonStageLock } but in KSP, they revert to dummy action. if I have TransparentPod module on; I get message in the log telling me plugin action failed; reverting to dummy. If I don't have TransparentPod module; I get no message in the log; but button is still dummy after launch. Any ideas?
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
okay, got a rover sized scanner unit done, half cube sized like the portaDrill. will get pics of it tomorrow. I'll do a toolkit type of thing since you eventually plan to include repair mechanism; and a analyzer/science type of thing as well. They all use existing texture sheets from Karbonite because I'm lazy. also because there are a good variety of texture sheets I know I can pull from in Karbonite. related to the analyze/science type of thing, another way of dealing with the rare UberKarbonite stuff. Again surface detectable only; but to detect the availability and abundancy of it, you perform science experiment at a hotspot which returns existance and abundancy of the rare UberKarbonite stuff. There could be an orbital analyzer that gives a global availability of the Uber stuff per celestial body... so players don't waste time testing hot spots on a planet that doesn't have the Uber-stuff at all. I don't know if this is possible, all I know is KSPI has those science analyzer things that returns resource abundancy in air and oceans. not sure if those are doable for crustal resources or not. -
Should be able to... {0,10:0.0} right justifies within a 10 char block, but that 10chr block can be anywhere. You just place that block to start at 30th character on the screen. it shoudl right justify. The formatting will trim the variable to 10 characters no matter what. if you want label to be on the right side of variable it'd be something like {0,10:0.0}m :ASL $&$ RADARALTOCEAN nice! good to know. I forgot about it from the Docs. that line allows camera background rendered in just about any page.
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yes. reset to 1, or 100%. also post your config file and inspector panel for the part so there's more info for people who can help.
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reset all your scales in blender and unity before export to KSP