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Everything posted by nli2work
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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
psh... looks like it's either AnimateThrottle or AnimateHeat... can't have it both ways. bugger. -
Is it just me, or is Unity 5 going to be AMAZING for KSP?
nli2work replied to StarManta's topic in KSP1 Discussion
I hope the KSP particle FX gets fixed in for simulate world space so my koffins will burn better. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
that's the whole point of making it work with JSITransparent pod. In less words, you should be able to, when it's all done. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Testing shader arrangements. looks like it'll work out with JSITransparent pod. load off my chest. now it's just matter of finishing up the rest of the technicalities like textures, collision meshes, and IVA props. Hurray! -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
I see what you mean about balancing. I was mostly going by TWR when comparing stock vs mine. my smaller engines have lower TWR than stock, and the larger ones are slightly higher TWR. I'll adjust the 1.25m down closer to the LV909. as far as intended use... I didn't really have one. I just wanted some cool looking low profile engines. the only ones I know of is 1 from b9; and one or two from Rocketpunch, which are both 5m iirc. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
The animation is tied to throttle. so if you hit X, it shuts down instantly. I've been wanting to go back and create proper heat emissive for them. I'll put it on the to-do list. as far as balancing 0.625m is against the 48-7s; 30kN w 0.15t vs 30kN 0.1t of the 48-7s; stock is better TWR, though both are tremendously OP compared to real world engines. 1.25m is against the LV909; 95kN w 1.1t vs 50kN w 0.5t of LV909; stock is slightly better 2.5m is against the Poodle; 225kN w 2.4t vs 220kN w 2.5t of Poodle; slightly better than stock. 3.75m I just guesstimated. 399kN w 3.7t; seems reasonable overall I think. nothing tremendously OP. Same Vaccum ISP for all of them, mine has better Atmo ISP, similar to aerospikes. Maybe I should adjust the 1.25m to match the LV909 more. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
https://www.youtube.com/watch?v=humZjEiMCds -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
I hadn't thought of making low profile air breathers... maybe I should add that to my to-do list. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
the textures are tga, easy to edit them to your liking. I didn't know there were retexture packs for stock parts. -
Hexagon Projects [Phase I Development]
nli2work replied to mbartelsm's topic in KSP1 Mod Development
you still need separate model for parts that have appreciably different mesh. but if you are making, say an engine cluster that consists of 5 smaller engines, MODEL{} nodes will let you do that without having to export an mu file for the cluster. -
Hexagon Projects [Phase I Development]
nli2work replied to mbartelsm's topic in KSP1 Mod Development
I like the your idea of mix-matching rocket base w/ nozzles, in terms of production it makes generating multiple parts very quick with the benefit of sharing textures and meshes to reduce the part pack's memory footprint. but in terms of game play you need some kind of plugin to create some impact when mixing Base-A w/ Nozzle-C... or Base-D w/ Nozzle A. etc. Or at least something to make sure that both parts are present and directly attached together before the whole contraption will work as an engine. otherwise the mixing will be purely cosmetic, and it would be possible for one or the other to function as an entire engine depending on which part you assign the engine module. Interstellar mod has this mechanic for constructing engines with multiple necessary parts. -
Hexagon Projects [Phase I Development]
nli2work replied to mbartelsm's topic in KSP1 Mod Development
Very cool looking so far! fits well with stock parts. for engine fairings tag the fairing object with Icon_Hidden in Unity add ModuleJettison to the engine's config. MODULE { name = ModuleJettison jettisonName = fairing //same name as the fairing object in your unity set up. bottomNodeName = bottom //when something is stacked to this node fairing to become visible, typically the bottom stack node isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } -
looks like I'll just have to use stupid_chris' AdvancedAnimator module
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I've got two parts... both uses ModuleAnimateGeneric, 1 animation clip, start of animation is the "Off" state; end of animation is "On" state. model is setup at the "Off" state as default without any animation. same exact setup in the part config files. MODULE { name = ModuleAnimateGeneric animationName = objectState startEventGUIName = On // starts animation endEventGUIName = Off // reverses animation animSwitch = True } in game, the state "sticks" for one, i.e. when I switch away and back to it, it is in the same state as when I switched away. The state however doesn't "stick" for the other part, whenever I switch away and back, the part reverts to the default state whether I left it at "On" or "Off". what am I missing?
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Kerbal Stuff, an open-source Space Port replacement
nli2work replied to SirCmpwn's topic in KSP1 Mods Discussions
Thanks! It's work well. -
sorry to hear that... it's the same video I used. Considering all the other videos are either 2 years out of date... or lasts couple hours. this is the best one I've seen. Going from Wings3D to OBJ to Unity exporting .MU was more smooth than any other game asset I've ever made. if I could replicate your error, I might be able to help more. Post the expanded details of your error by highlighting the error log in the console... should look something like this:
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the only file you really need to import is the OBJ, which should have the UV information embedded, but even without UV information the export should still work just fine. on export to OBJ you get a 2nd file with .mtl extension, which is a lightwave material, you can discard that. and a texture of whatever format you specified when exporting try this video see if it helps. I exported a simple sphere with UVs generated in Wings3D. the Unity setup should look something like this image. Which version of Part Tools and Unity are you using? I can't replicate the error message following your steps.
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Please suggest modeler for 3D moron.
nli2work replied to Kerba Fett's topic in KSP1 Modelling and Texturing Discussion
Wings3D and SketchUp is about as simple as 3D modeler gets. SketchUp is more intuitive, but you must have a good grasp of polygon modeling fundamentals before going with SketchUp. Wings3D is quick, and little less forgiving of shoddy modeling methods, a better starting point I think. Blender is next step up, with UV and Animation Tools. -
did you assign KSP shader to the object? is there a shader with a missing texture assignment in the hierarchy under the part tools object? The error message indicates something related to shader or texture.
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Kerbal Stuff, an open-source Space Port replacement
nli2work replied to SirCmpwn's topic in KSP1 Mods Discussions
I'm getting 500 error when I attempt to edit cropping on header image, then 404 upon refreshing the 500 error page... and after that the new mod entry is not found in my profile nor in browsing. Not sure if it's uploaded on the server or not. I tried it twice before stopping. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
engine pack is uuup. download link here http://forum.kerbalspaceprogram.com/threads/84054 -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Empty coffin switch is good idea. I'll add that. I'm part way there with an engine module that puts flames on it and burns it. just need to find the correct orientation for the FX. I want to apply the plaque thing on it from the beginning, still haven't figured out enough coding to add that yet. It looks possible.