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Kartoffelkuchen

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Everything posted by Kartoffelkuchen

  1. Maybe you just upload your model file (.blend/etc, textures), and your .mu, .cfg and texture files.
  2. [FONT=century gothic][B]Version 1.0.1 released on 22nd November 2015[/B][/FONT] [LIST] [*][FONT=century gothic]Simplified colliders on Merlin 1C, Merlin 1Ci, Merlin 1CV and Falcon 9 engine section, leading to performance improvements [/FONT] [*][FONT=century gothic]Replaced sounds on Merlins with Stock sounds [/FONT] [/LIST] [FONT=century gothic][URL="https://kerbalstuff.com/mod/1288/SpaceX%20Launch%20Vehicle%20Pack%20%5BLaunchers%20Pack%5D"] Download [/URL][/FONT]
  3. Ah, so it's the engine section's cause, that's what I wanted to know! Will fix it! @triston: Ah yeah, well, seems like I'll need to adjust that texture! ;)
  4. [quote name='DarthVader']just download the spacex pack, cannot wait for F9 1.1. On a IRL note, the F9 for RTF (return to flight, after the CRS-7 launch mishap) is at the cape for a December Launch. downloaded it, causing so much lag when the parts are on the screen the game is unplayable. ill try lowering my settings. nevermind, didn't work.[/QUOTE] Yes, I saw that on NASAspaceflight now. :) Uhm, really?:huh: Can you say which parts exactly create that much lag, or do all parts create lag? It could have something to do with the Merlin colliders, though I haven't experimented with them yet. I've got Merlin 1D now in KSP, support for Texture Replacer is also there! ;) [IMG]http://i.imgur.com/Av1vYYE.png[/IMG] This is what it looks like ingame: [IMG]http://i.imgur.com/HHFwQdu.png[/IMG] And this with Texture Replacer reflections: [IMG]http://i.imgur.com/rhAHl5F.png[/IMG]
  5. Oh, that looks very nice! Why not make your own development thread? ;)
  6. @RaendyLeBeau That looks very nice! Diameter of my F9 is 3.66m, so exactly as big as the real F9, so there should be no problems if you modelled your Dragon to-scale. Though you might consider to overhaul the trunk a bit, the two "cases" on the side where you attached the solar arrays to are actually protection covers for the solar arrays. [IMG]https://upload.wikimedia.org/wikipedia/commons/f/f7/ISS-31_SpaceX_Dragon_commercial_cargo_craft_approaches_the_ISS_-_crop.jpg[/IMG] Once in space, these covers get jettisoned. Also, where the arrays are attached, the trunk is like a straight wall, you can see this very good here: [IMG]https://hacked.com/wp-content/uploads/2014/12/SpaceX-Expands-In-Texas-2.jpg[/IMG] And maybe you could make that engine in there optional, like it being an extra part, so that you can still put cargo in the trunk? Looks very good otherwise! :)
  7. Yesyes, the OP is not finished yet, don't worry. ;)
  8. [quote name='pingu123'][FONT=arial]I installed launchers pack V6 in Ksp 1.0.4 its working fine but there is one part missing fairingsepper because of that i cant load the craft files it says kk.fairingsepper missing i see it in the folder tried to move it around didnt worked so i put that back the way it was.i saw the .cfg file everything looks okay but i am not seeing that part in the game.Please Help.....[/FONT] There's a problem with the fairingsepper.cfg the name should be kk.fairingsepper instead of kk_fairingsepper because of this fairing separator part was missing and also in every craft file its named kk.faringsepper so it kept saying part is missing after changing it to kk.fairingsepper in the fairingsepper.cfg it works just fine.i think you should correct that and reupload it.[/QUOTE] I just tested KSP 1.0.4 with V6 of this mod, and had no issues. All crafts load just fine. Yes, in the craft file it says "kk.fairingsepper_anumber", but that's just KSPs way of saving these crafts. That's strange. Maybe reinstall the pack?
  9. [quote name='bigshow281']When I try to load the Falcon Heavy from the craft file, the game freezes up...[/QUOTE] Yes, I have noted something like this too. It only happened once for me, but I have no idea how to fix this really. Maybe it's an issue with all the Merlin engines, I will try to make their collider more basic.
  10. Simply add "rescaleFactor = 1" to your config, it is common to set that ahead of the node definitions. ;)
  11. [quote name='MajorLeaugeRocketScience']Wait wha???? Falcon 9?? I thought you said 2 weeks!! How? Explainamatate plz[/QUOTE] Haha! :D Yes, with the two weeks I really meant that it would take two more weeks to get all the other stuff finished, but then we decided to just split this into small packages, and so we were able to release F9 already now, because it was finished already, while the other stuff still need a bit of work. ;)
  12. Very nice A1Ch1! :) We have decided to split this up into several smaller packs, which allows for easier and faster updating, and also we will upload those individual packs to Kerbalstuff, so that you can keep track of newest releases. Hope this helps you guys. So, we have released a new (and first) version of the SpaceX Launch Vehicle Pack, including Falcon 9 1.0, Falcon 9 Heavy (based on F1.0) and Falcon 1. Full KSP 1.0.5 support, download now from [URL="https://kerbalstuff.com/mod/1288/SpaceX%20Launch%20Vehicle%20Pack%20%5BLaunchers%20Pack%5D"]Kerbalstuff[/URL]. The other packs (Delta, Atlas and Minotaur) will still need some work, but this way you guys can already enjoy the Falcon 9! :) (And yes, I am still working on the OP) @Uace24: I believe there are already subassemblies for RO.
  13. Now that 1.0.5, and soon 1.1, require the use of convex colliders, many problems occured with the concave colliders used before on hollow parts, like fairings. If you'd simply apply a convex collider to your mesh, you'll run into serious issues when the fairing seperates, since the fairing colliders then collide with the colliders of the parts inside the fairing, and boom, that's it! Now, how to solve this? 1) You have your Fairing/whatever model setted up in Unity. Now, you duplicate your model file, and call it "modelname_collider" or something like that, that doesn't really matter. Now, you open the file. 2) In Blender, I select all faces, except for these in the middle: These faces get deleted, so that only a few faces in the middle remain, like shown above. Also, you should be careful, that only the outer faces in the middle remain, make sure that you also delete the inner middle faces. 3) After that is done, you start splitting the faces into individual, seperate objects. To do this, you select faces which form a certain shape, which this image should make clear: The faces marked in red belong together, the green line represents where the collider will be. To split faces onto the individual groups, you select a category of faces which you think should belong together, and hit "p" on your keyboard and click on "selection". 4) After I splitted the faces into their own groups, it looks like this: 5) Now you import the collider into Unity, create a new gameobject, call it whatsoever, and make the collider meshes be a child of that gameobject. Then, make the gameobject with the colliders be a child of the gameobject with the fairing you want to export to KSP. Where exactly you put that collider object, that's your decision, but it has to be a child of the parttools gameobject at least. Adjust the rotation so that the fairing meshes point in the same direction as the fairing itself. 6) Now, you add a mesh collider to each of the individual mesh objects of your fairing colliders, and set them all to convex. After that is done, remove the Mesh Filter and the Mesh Renderer components, that only the mesh collider component remains. 7) Now you select the parent object of the individual collider meshes, duplicate it and always adjust its rotation on the vertical axis, that your fairing is covered. You do this until the complete fairing is covered. 8) After 7) is done, it should look like this: Then, simply hit write, make your config and done! Now you have a nice fairing collider, which will also work in 1.1. It's a bit of work, but it works really good for me! I hope this tutorial helps you guys, if you have the same problem, and I hope that you understand what I did... o,O
  14. Well, you'll already need those convex-only colliders in 1.0.5. I can not recommend using randomly placed colliders, you should really make them have the shape of the fairing. I'll write up a tutorial on how to do this tomorrow, ok? ;)
  15. @Jimbodiah: Go check out the last page, it's explained there.
  16. Thanks! The issue can be sorted out with stock module, but the how is the question...I got an answer, but I didn't tried the suggestion out yet. BTW, bad news guys. I'll have to postpone the new version for at least 2 weeks. The Falcon 9 is completely finished now (though a manual is still missing), but the other rockets really drive me crazy. Especially Atlas V with its various payload fairings. I took one model, and just rescaled it to fit the required height for that special version of the fairing, but now, since the colliders must be convex, I have to make custom colliders now for each of the fairings. Ugh. I wonder if it's not actaully easier to completely remake those fairings, or, when I am at it, remake the whole rocket. I'm getting crazy when I see this ugly models, when I compare them to models of my Falcon 9 now, or something. Also, Unity doesn't want me to export certain parts (payload fairings *cough* *cough*), which does not make me happier to be honest. And Delta II could also need a remake...and it also has 5 payload fairings....oh man, fun times. I am a bit disappointed from Squad that they already changed the colliders now, people said that with unity 5 upgrade, colliders must be convex, but it wasn't even in experimentals yet, so I didn't worry about those colliders (and other modders didn't worry about those too as you see now) but now, bam, 1.0.5 arrived and brings that change with it. And no one said that this would be changed. Now we sit here, with many parts to fix, while the stuff we originally worked on has to wait now. Applause.
  17. It looks very nice, but the OP is just...unreadable? I know, you mentioned that you can't really speak english, but maybe somebody here from the community could translate the chinese into proper english?
  18. @NathanKell: The mod-breaking change was that colliders now need to be convex, and before 1.0.5, many mods used non-convex colliders, a) because the actual shape is represented exactly by the collider, b) because it's easier to simply use those colliders for certain parts, like Fairings or interstages, rather than building an exact shape of the object with basic convex colliders (like cubes), and c), I believe that Ferram Aerospace Research calculates drag etc based on the shape of the colliders, and with convex colliders it's harder to represent a smooth model, as I said. Everything else seems to work pretty fine.
  19. OK, I'll do tomorrow. The hierarchy should be the same in the .blend file, I've basically just imported, added colliders and exported, so no hierarchy changes.
  20. It's not important who made it, it's important that this all finally comes together! ;) Arcturusvfx, how long are you already modelling btw? And what program do you use?
  21. Yes, Merlin 1D! :) [sketchfab]2e88061d2ef74a4db8b3282a191b4b34[/sketchfab] Only thrust structure missing now, I can't seem to find any information on it, and one or two smaller things on the model to sort out.
  22. Nice! Where's that tower from? (I guess you didn't make that one, did you?)
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