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Everything posted by DanHalen
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Putting this general because it's related to both C# and 3d modelling, so I wasn't sure which one to put it in. I'm working on an engine part with a custom gimbal module, and I'm having trouble with the thrustTransform. For some reason, the thrustTransform points directly north when in the flight scene. I have a rocket engine that is made of several .blend meshes. I have double triple checked that the meshes in both Blender and Unity are aligned correctly, as you can see in the screenshots. I have also deleted and re-created the blank axis mesh in 'thrustTransform.blend' several times, rotating it in various direction in case it got screwed up somehow. I would just rotate the thrustTransform 90°, but then the custom gimbal points in the wrong direction - I can't get both the thrustTransform and the gimbal to point in the same direction. I'm guessing that there's a problem with how the thrustTransform mesh is aligned in Blender, but I have spent nearly 24 hours now consulting with the wiki and ChatGPT, to no avail. Screenshots: I'm not sure if it's helpful, but here is my module code, in case:
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The Name Change Thread (WARNING! ONE TIME ONLY!)
DanHalen replied to Souper's topic in Kerbal Network
I would like to change my username to 'DanHalen'. -
I'm working on a simple mod to add internal combustion engines. It needs liquid fuel and intake air to run; the part has the intake module, and it's at the top as it's supposed to be, but for some reason it doesn't work. When I try to start the engine it acts like it isn't getting any air. Here's my part file and a short video demonstrating the issue. engine.cfg: Video:
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
DanHalen replied to SuicidalInsanity's topic in KSP1 Mod Releases
You're right. I must have been lucky when I tested the Squad part a few days ago, because it had the problem today. It appears that they've fixed it in 1.6 though.- 1,507 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
DanHalen replied to SuicidalInsanity's topic in KSP1 Mod Releases
I've encountered a bug where if you lock a tank in the SPH/VAB, various engines from this mod will instantly drain the contents if you unlock them in-flight. It's happened on most of the engines I've tested so far (MATTOCK, ESTOC, and the Aerospike, and presumably others). I tested it in an otherwise stock install of KSP 1.5 (except for the dependencies) to confirm that it's an issue with this mod. I'm using the latest release, 1.8.3.4.- 1,507 replies
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Is that... a crown victoria? Oh, GTA. I don't know the GTA license, but you should make sure you can use the model if its imported from that. Anyway, you should add the KSP version to the thread title as well.
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I am making a command pod with ladders and airlocks. Each of the ladders and airlocks use a plain cube, with each mesh collider having 'Convex' and 'Is Trigger' checked, as per the wiki tutorial. Unity imports the model and texture into the GameData without any issues, but in the VAB/SPH the part isn't there. I checked the log, where I found this: The rest of the log is here: http://pastebin.com/FQxYJQeQ This is the model in Unity: As you can see, there are no concave parts in the model, so I should not be receiving the error.
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The link for the 64k mod for Outer Planets is broken. When you click download it just returns a 404.
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After long periods of EVA (maybe half an hour real time), Kerbals will spontaneously and rapidly increase in temperature, finally dying at roughly 900C after 10-20 seconds. Right now, I've gotten around it by modifying the persistent.sfs file, but I'm curious of anyone has any clues at to what it causing it. KSP.log Mods installed:
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I'm writing a plugin for a part and was wondering how to get the amount of electricity (or any resource for that matter) in a current vessel. When called, the function will find out how much electric charge is in the current vessel, and return with an integer. Here's a pseudo-code example of what I'm looking for: [B]int[/B] electricityAmount = vessel.getElectricCharge();
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What if the negative mass object did not actually touch the positive portion of the vessel, but was 'towed' along with magnets? In other words: > Rocket gives thrust > Magnet attached to positive mass part 'pushes' against magnet on negative mass part, which in turn moves towards the first magnet (because of its negative mass) Now obviously, I am no physicist, and I understand that I may be making some fundamental mistake or misunderstanding that sticks out like a sore thumb to those who are educated experts in the field. This seems so simple, that I have a 'feeling' that I'm missing/forgetting something that invalidates the entire idea, but I can't see it myself. My best guess would be that there is something that makes this 'perpetual motion' (impossible, I know). I made a quick illustration of this - If my sketch is correct, then the bottom arrow would be the overall motion of the vehicle:
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What's with the piece of debris on the underside of the runway for the carrier?
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
DanHalen replied to HoneyFox's topic in KSP1 Mod Releases
For those who would like to know, this mod appears to work just fine in 0.90.0. -
Thank you, I greatly appreciate this. Real Fuels is an essential mod for me, and it's one of the last things holding me back from starting 0.90. A rep for you!
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
DanHalen replied to HoneyFox's topic in KSP1 Mod Releases
I second this. If others disagree, then I think it should at least be optional in a config file or something. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DanHalen replied to ferram4's topic in KSP1 Mod Releases
FAR will likely never be integrated into stock, because it's supposed to be realistic, which detracts from Squad's idea of fun over realism. NEAR, on the other hand, I could see being integrated. The one thing that REALLY needs to happen in my opinion is a fix for the aerodynamic drag, so that nosecones have a purpose other than cosmetics.- 14,073 replies
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The non-smooth fuselage is indeed a problem. Unfortunately my Blender skills are limited, which is partly why I made this open source. I would greatly appreciate it if someone could help me figure out why the 'edge split' smoothing techniques are not working for me.
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Thank you, I'm glad people like it. The smoothing of the fuselage is next in my plans, but I can't figure out how to make it work in Blender. I use the 'edge split' modifier, but it doesn't work with this model. I have no problem doing it with a plain cylinder mesh, which is weird.
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That's an awesome station, but I'm curious as to how you manage to run something with that kind of part count. I've tried making stations that size, and the part count always kills my effort about halfway through.
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I fooled around with parts and made a refuel truck for my aircraft.
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HEAVY FUSELAGE SYSTEM ~ FROM DAN HALEN SHEETROCK AND AEROSPACE ~ DOWNLOAD (KERBALSTUFF) SOURCE (DROPBOX) This is a large, simple, modular fuselage system that rivals the Mk4 in size. It is not complete; the textures are ugly, there is no edge shading on the models, and some functionality is not present yet. However, this add-on is open source (GNU GPL v3.0) and is entirely part-based, thus there is no risk of bugs. This add-on is designed to be used with FAR; I don't know how it performs with stock aerodynamics. While the add-on doesn't have an dependencies technically, you will de-facto need the following additional add-ons in order for your aircraft to be flyable: Procedural Dynamics - for creating large wings Tweak Scale - for enlarging the jet engines
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I have a base at KSC (don't ask why). I keep clicking on parts of it and clicking 'recover' instead of 'fly'. As a clumsy person, I would like to have an extra step that requires me to confirm if I truly want to recover a vessel.