Jump to content

TheTechGenius

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by TheTechGenius

  1. Let me start by saying this, I have been playing KSP for a very long time, since the game was in early Alpha/Beta, before KSP even came to Steam. I actually bought KSP a second time on the same PC so I can have the Steam Version of KSP, I also bought KSP a second time to support the Developers and everyone else involved in the Development of KSP. But I have a very minor suggestion for KSP. I think it would be nice to have a button in the "Pause Menu" that Quits the game to the desktop. And when you press "Quit to Desktop", it will ask you if you want to save the game before quitting. As of right now, to quit the game you must "Pause" the game, Press "Quit to Main Menu", then press "Back", then press "Quit". It just seems a lot faster to have a button in the pause menu that quits the game to desktop, instead of going through and pressing all of those buttons. Its just an idea/suggestion. Either way, KSP is and always will be an epic game. -Thank You, Gary TheTechGenius
  2. I have a question.... If a mod is compiled using an older version of ModuleManager, would upgrading to a new version of ModuleManager break those mods that were built using a slightly older version? I am running the latest KSP 1.3.1 (Steam), at least I think that is the KSP version I have, but Steam Auto Updates so I know I should have the latest version of KSP. I have ModuleManger 2.8.1. The mods that I installed already came with 2.8.1, would it be ok to upgrade to 3.0.4 without breaking the mods I have installed? I have been playing and modding KSP since it was in very early Alpha or Beta, before KSP even came to steam. I bought it again for Steam to support the KSP and the KSP Devs. And why does a Forum Moderator have to approve my post? Do I have to do something to verify my account besides verifying my Email? Do I have to login to steam somewhere on this forum to verify I own the game?
  3. I have created a new Wing in Blender, it has a texture and collision mesh also. However when I write the config file and load it into the game, the Wing doesn't attach correctly. It attaches in the middle of the Wing and at an Angle. When I created the Model/Mesh in Blender, I made sure the location was set to "0" on all Axis. This is my Config (cfg) file: Also, I commented out the "MODEL" part because my part wouldn't show up in-game if I use "MODEL", so I had to use "mesh" for the part to show in-game. PART { // --- general parameters --- name = ttg_aero_wing module = Part author = TheTechGenius // --- asset parameters --- //MODEL //{ //model = ttgAeroWing.mu //texture = ttgAeroWing.mbm //} mesh = ttgAeroWing.mu scale = 3 rescaleFactor = 3 // --- editor parameters --- TechRequired = start entryCost = 0 cost = 6200 category = Aero subcategory = 0 title = TTG Stealth Wing manufacturer = TTG Industries description = The new TTG Stealth Wing is the first of its kind, its said to still be in its testing phases. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- standard part parameters --- mass = 0.4148 dragModelType = default maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 600 maxTemp = 4800 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf heatConductivity = 0.06 // half default emissiveConstant = 0.95 thermalMassModifier = 4.0 MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.2 deflectionLiftCoeff = 3.6071 ctrlSurfaceRange = 30 ctrlSurfaceArea = 0.15 //actuatorSpeed = 20 transformName = obj_ctrlSrf } RESOURCE { name = LiquidFuel amount = 0 //empty by default maxAmount = 600 } }
×
×
  • Create New...