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shdwlrd

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Everything posted by shdwlrd

  1. I did download your engine example. Looking at your engine and some made by Squad and others and reading your notes, now I'm seeing the source of my confusion. You can position the source of the thrustTransform (or gimbal in your example) using an empty in Blender, but you need to link it to Unity. (Much like how Dr. Jett positioned the nodes for the 3 & 6 way hubs in ChopShop.) You can also position the thrustTransform within Unity using an empty without positioning it within Blender. Thanks again. It looks like I need to spend some quality time in Unity figuring out what the part tags are.
  2. Thanks @wasml that was what I was looking for. Also, I just want to confirm what I'm seeing with the thrustTransform; forward thrust is the +Z axis and reverse thrust is the -Z axis?
  3. That's the major problem with the Dauntless. The parts work fine (mostly), but it's barely controllable. The flight control setup was made for pre 1.0 and was never truly corrected for the new aerodynamic model for KSP after 1.0.5. (I don't call a series of MM patches a true correction for the problems.) The list of flight control problems is a long one, but none of it is unsolvable. I was able to get the Dauntless to fly well (some would say too well.) But the patches were rejected by the previous maintainer. Right now I'm just waiting for Eskandare to release a version with the needed custom drag cubes before I touch KSO again.
  4. I was looking for a list for the game object tags for KSP and Unity. The ones I know about are node, thrustTransform, pivotPoint, and gimbal. I know that there has to be others, but I haven't had much luck finding them. Any help would be appreciated.
  5. It's going to take a bit more than that. It fixes the particle fx for the engines and boosters. It doesn't address the balance issues the shuttles have and a few other technical issues that have popped up when 1.0 was released. Here are a few technical patches I use for the Super25. The patches work as of 1.4.X. (They still should work now since nothing has changed much.) I've patched it to remove the reliance on FireSpitter, you can still use FSanimateGeneric and FSairBrake if you like. The Dauntless is a different story, it will require so many balance changes you're better off waiting for Eskandare to release it. To get the lights working:Remove the other animation module and add the following to the cabin. MODULE { name = ModuleAnimateGeneric animationName = superlights actionGUIName = Toggle Lights defaultActionGroup = Light startEventGUIName = Lights On endEventGUIName = Lights Off } To fix the cargo bay transparancy: @MODULE[ModuleSeeThroughObject],0 { @leadModuleIndex = 3 // 10 } @MODULE[ModuleSeeThroughObject],1 { @leadModuleIndex = 4 // 11 } To get the airbrakes and flaps working for the control surfaces: Remove the other animation module and replace with the following MODULE { name = ModuleAnimateGeneric animationName = Take002 startEventGUIName = Extend Flaps endEventGUIName = Retract Flaps toggleActionName = Toggle Flap Extension } MODULE //works fine in both 1.22-1.4.x { name = ModuleControlSurface dragCoeff = 0.6 deflectionLiftCoeff = 4.9 ctrlSurfaceRange = 17.5 ctrlSurfaceArea = 0.8 transformName = flapsrf ignoreYaw = true ignoreRoll = true } MODULE { name = ModuleAeroSurface useInternalDragModel = True dragCoeff = 0.15 deflectionLiftCoeff = 0.095 ctrlSurfaceRange = 65 ctrlRangeFactor = 0.2 ctrlSurfaceArea = .25 actuatorSpeed = 20 transformName = spoilersmall defaultActionGroup = Brakes liftingSurfaceCurve = SpeedBrake ignorePitch = true ignoreYaw = true ignoreRoll = true } MODULE { name = ModuleAeroSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 0.38 ctrlSurfaceRange = 65 ctrlRangeFactor = 0.2 ctrlSurfaceArea = 1 actuatorSpeed = 20 transformName = spoilerlarge defaultActionGroup = Brakes liftingSurfaceCurve = SpeedBrake ignorePitch = true ignoreYaw = true ignoreRoll = true } To get rid of that annoying wheel bogey error: Add to the main gears @MODULE[ModuleWheelBogey] { @baseModuleIndex = 0 @deployModuleIndex = 3 }
  6. That's why I suggested early helos. There's no open girder tail booms, and there are some really "interesting" cockpit designs for some. Good example is the Bell H series helicopters from the 50's. But I understand it's a later goal, and well, just throwing out ideas. Some more ideas, ultra light aircraft parts. My only official request is to see a P38 cockpit and proper tail booms for it. The rest can be from either stock or other mods.
  7. Lisias, Have you considered doing some early helicopter parts to go with the main and tail rotors? Helis started to become popular in the late 40's and became a main stay in the 50's during the Korean war. There's a bunch of early Sikorsky and Bell models that could be fun and useful in the game. Or some of the more modern civilian helicopters. (Expect the Bell Ranger, it's the Huey. Another mod or two has that body if I remember correctly.)
  8. Yep, that was a fun one too. Now I want to play Decent: Freespace and Freespace 2. I guess it's time to update DOS box...
  9. There was some of my favorite games as a teen. Now I'm starting to feel old. Thanks.
  10. The other mod is DSEV or deep space exploration vessels. The airship mod is called Heisenberg. There is also Snacks and Kerbal Komets. You got the rest of them.
  11. Yes... this. I would actually play career or science modes if the tech tree was redone.
  12. I'm not overly interested with the hinges. But basic KIS functionality made stock, and more stuff it find on the planets. Nicely done Squad. I'll pick it up even though I'm taking a vacation from KSP.
  13. I can't speak for Angel, but Roverdude likes to break his mods without warning or explanation. I've used MKS for a while and stopped because I got sick of the updates blinking out or breaking my bases and stations. I still use USI:LS but I use the parts and converters from the mod along side of Pathfinder. The only thing you will have to do is create a patch to add habitation time and supplies to the Pathfinder parts. If you want to use MKS, build the two bases separately and use WBI distribution for resource transfers. (You may want to do the same thing with supplies creation for ground bases too. Plus USI resource distribution doesn't really make sense.) That way if the bases gets blinked out of existence, your only real loss is some buckboards or tundra modules. PS. You may have to remove the dependency for the MKS parts to be manned.
  14. The primary reason I've stopped trying to patch stuff for use with USI. I just use whatever pieces from USI I need along side WBI. (Separate bases, within the physics bubble using WBI distribution for resource transfers between them.)
  15. Understandable if you're using another CRP mod. I remember scansat showing all resources no matter what mode you're using. (Could be remembering that wrong since I've haven't really played KSP for a few months.)
  16. @RocketSquid are you using ScanSat? It's easier to use to find good deposits of resources than the stock system. You can adjust the projection to show only the highest levels throughout the biomes. Also, the thing I've noticed for base building is that you will rarely find everything you need in one small area.
  17. Glad I'm typing, because it's going to take awhile for me to put my jaw back into place. I've never cared to replace the stock textures until I saw this. Great job Nertea and team. Downloading now.
  18. @capi3101 Nice play using the instructions for the holy hand grenade.
  19. No problem. Seems like it could be the case. I don't know which module does the training, or what the changes are. I would suggest comparing the .cfg for the versions before and after the change to see what the differences are.
  20. LOL. Done that on several occasions. If you are still having problems, check the craft in the save file. Sometimes KSP doesn't apply changes to the modules to craft already existing in the game world.
  21. @capi3101Did you tweak the pipeline before or after placing it on Duna?
  22. It's in the root KerbalSpaceProgram directory. (User/kerbalspaceprogram/) You have to delete it. KSP won't rebuild the file if it exists, even if the file is empty. If that still doesn't work, if using Steam, verify the files or redownload and reinstall. (Don't worry, you won't lose your mods.)
  23. Try deleting the parts database file and restarting KSP. If that works, update module manager and KSP. There's a bug in 1.6.0 that isn't allowing MM to rebuild the parts database file. KSP 1.6.1 and the latest build for MM corrects it.
  24. I stumbled onto this looking through spacedock. I like the design and look of it. I can see the potential of it and possible expansion of roles beyond that of a bus. I look forward to checking it out.
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