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nli2work

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Everything posted by nli2work

  1. I tried it a bunch of times with just 1 particleFX using "simulate world space", trying to get more realistic flames on the koffin. it'll work once, if launch right away, then you get the bug where KSC and Kerbin no longer there and all you get is the skybox. if you edit the vessel into orbit, Kerbin will have patches of terrain with odd textures and you won't be able to return to space center. you can shut the game down and restart and try quick load, may or may not work. if you manage to get it into orbit and ignite the engine, you'll get the earlier bug where KSC and Kerbin disappears when you return to space center. All the Squad engines, new or old, use "fx_" smoke trails, which I'm pretty sure are different from what you see in the FX folder. Seems to me the particle emitter you can use in Unity was only intended for the engine flame FX, which only works in the engine's local space. This is all on a nearly vanilla install of KSP, with only KER and JSI. also the Smoke trail and flame-out FX are aligned to the Y instead of Z. so if you attach them to thrustTransform, they shoot out the side.
  2. the OP tutorial should be good. I learned enough to create the FX for the Eddie engines. Don't use the "Simulate World Space" checkbox, it's bugged to hell and back, that's mentioned in the OP; also means you are limited to using prebuilt smoke trail FX. other than that, make sure your XYZ velocities are in the local, not world, or you end up with flames going odd directions and you have no idea why. I made that mistake more than a few times.
  3. 10k for the IVA should be alright. really depends on your computer and what else is going on in the scene in game
  4. http://www./download/jd27s6pria9el11/3swords.unitypackage didn't even think of it myself. 3 different ones. you can play with the Diffuse color and Rim fall off settings for more variations. import the package to your unity project, and grab one from the "Prefabs" folder and child it to your grip, adjust to your liking. Rim color and falloff is on all the KSP shaders, useful for something like these.
  5. Looking good! you can also try tweaking the shader's opacity in Unity and nest multiple cylinders to get brighter core with fall-off look; for damage you can take a look at Romfarer's Sunbeam or Bahamuto's new Laser weapon for raycast, damage, and particle spawn stuff.
  6. I know. but it will be much easier to make one if there's an official mesh for proportion reference.
  7. very nice! that ship was for refueling your fighters bombers and gun boats. anything smaller than frigates had to refuel or they are slowed to a crawl. also served as a resource drop off point for the miners.
  8. Interstellar mod has such experiment. Extremely lucrative in terms of science as well. place seismic sensors on a celestial body, then crash objects into the surface. the seismic sensors will record data from the impacts. You can transmit the data or return the sensor to kerbin for the science.
  9. the glass pod I made, check my sig for download link. rest are mix of stock and mod parts from KSPX and KW rocketry
  10. Command module upgrade for Kerbin Station
  11. FANTASTIC! the pod functioned well I hope. The one where you got it riding the rockets is hilarious!
  12. first pod I think... sumgai is implementing it into some Fustek station parts if I'm not mistaken. fortuitous timing that mihara released .17 with transparentPod module just as I was starting to design a hi-visibility pod. originally it was going to be more like the stock copula, hemispherical dome, seating 2 kerbals. after reading the docs on transparentPod module and a few question to mihara the result is the Panopticon. At first it was going to just have the big mounting plates but I needed something more FAR friendly, and those flat discs will make the pod practically unlaunchable without fairing... and that's when I remembered Orionkermin's Spud and how he used multiple stack nodes. all in all I'm very happy with how the Panopticon turned out. as for the Koffin, it was for laughs, like the Kerdoz was a kerbal knock-off of Zardoz. X for the eyes is more fitting considering the game is about short green creatures launching rockets that rattle apart as often as getting into orbit. Still, the new version has more regular looking closed eyes.
  13. @guto8797 - made texture change, not sure if it's more heroic, but certainly less dead-squid looking @Kolago, good idea, to the drawing board! @smurphy34, done. new filename should be EDEngines-v1.1.zip @jamesbjoseph, still trying to figure out cryobox setups. no much of a use unless I can get the mesh to change based on crew inside, so far it's purely cosmetic. IVA would be extremely claustrophobic and would have nothing to see inside, no controls of any sort, this is not really an escape pod. just a box to bury dead kerbals in. small udpates for the koffin, link in 1st post. I turned off gravity in the video.
  14. As far as I can tell it's only for parts. Internal is rescaleFactor 1 default (and completely different orientation), I don't know if there's any way to change it. I don't know about props... I think those scales are just recorded in the internal's config file. Took a while to understand it all when I was trying to make Kerdoz external and internal to match up in size and orientation, the exterior was built at 3 diameter (for 3.75m in KSP) and the internal did not fit correctly until I scaled the external up by 1.25 in Unity before export and forced the KSP rescale to 1.0 in the config file.
  15. 1st! lol. Thanks for such an awesome plugin. I got another idea for a pod that's gonna make use of it too.
  16. Great series of tutorials, concise and to the point. I hope it continues for many more episodes. a bit on size scales... figured it out while making my first IVA KSP applies rescaleFactor of 1.25 by default, so your build size 1, 2, 3 and get 1.25m, 2.5m, and 3.75m in KSP you can force rescaleFactor to be some other factor, and build your mesh accordingly. Build 1.25 in Blender; set rescaleFactor = 1.0 in config, will get you a same sized part as building 1.0m in blender, and leaving rescaleFactor at default. Build 2.5m in Blender, set rescaleFactor = 0.5, will also get you a 1.25m part in KSP. Exception to this is IVA, which has to be built at rescaleFactor 1, for whatever reason. but if your EVA mesh was built earlier to the default rescaleFactor, changing the rescaleFactor in config won't line up the EVA and IVA, but exporting it from unity scaled up by 1.25 will make the EVA and IVA meshes line up correctly in KSP (assuming the IVA orientation is correct). now I find it easier just to build everything 1 to 1; and always set rescaleFactor to 1.0 in the part config file.
  17. "Panopticon" command pod, seats 3 Kerbals. Download links here
  18. "Panopticon" Command Pod Release! Download links in OP
  19. did you set it to allow surface attachment in the config file?
  20. just went back and checked scales. also closed all open meshe objects. still no cigar. :/
  21. Yeah triple checked that as well. names, cases, file paths, all match up. Removing the FlagDecal module from config doesn't make any difference. I don't know what it is. empty transform called flagTransform works fine. as soon as I add mesh filter and mesh renderer, the exported file throws the error. doesn't matter if it's imported mesh or primitive created in Unity. I'll just leave it out. :/ At least it's not affecting flagTransform on other exports.
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