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PatPL

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Everything posted by PatPL

  1. Hi! There's my problem: I've made a model and texture, like always, then wrote part.cfg file. The problem is, that in game this part is shown like a "Resource" in debugging menu. I think i have added new resource incorrectly: part.cfg: resources.cfg: (In other folder) Please help and thanks for taking a look at my thread!
  2. Hi! I really want to create my own command pod. I have completed model and config. Everything works fine, but i need help with one thing. How do i configure Hatch and how to add small ladder under it?
  3. UMTC costs 5000 The BOX costs 13000 Multi-Use UMTC costs 20000 I know, it's quite a lot, but You can use it several times, and need only one per part. Thermometer, Barometer, Accelerometer, Gravity detector, and Atmosphere Analizis cost 900 + 3300 + 8800 + 6000 + 2300 = 21300, so The BOX is even cheaper then all these parts together. And the better UMTC is few times more expensive (about 12 times) but saves a lot of space and weight. Normal UMTC saves some space, so costs about 2.5 times more than Mystery goo and Materials bay. If You have any good ideas, write them! If it's very nice i will maybe use them!
  4. Hi! This is my second add-on, so it's not perfect, but i'm still learning how to make nice models and textures. ======= Science BOX ======= Getting tired of taking very, very much science things, just because you want to have all experiments? Not anymore! This mod adds to game 3 (so far) parts. 1. Ultimate Material Testing Chamber (UMTC) - Combines Materials Bay and Mystery Goo experiments in ONE BOX! Can be used once. (1 mystery goo experiment and 1 materials bay experiment) Unlocked at: Advanced Exploration (160 Science node) 2. The Science BOX (The BOX) - It's a box with Thermometer, Barometer, Accelerometer, Negative Gravioli Detector and even Athmosphere analyzis! In one part! Unlocked at: Advanced Science Tech (550 Science) 3. Multi-Use UMTC - It's UMTC that's smaller, lighter, and more expensive. For multiple use: - Make Experiment - Take Experiment with EVA Kerbal - Repeat Unlocked at: Advanced Science Tech (550 Science) ======= Licences and DOWNLOAD ======= Download [0.24.2] (Mediafire) Licence: Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) More at: http://creativecommons.org/licenses/by-nc-sa/4.0/ As always: HAVE FUN Thanks to: - nli2work for great help with modelling and texturing - undercoveryankee for the help with licencing - SpannerMonkey well, he helped too.
  5. Hi! I've got almost finished creating my mod, and I have a question: What licences should i put there if one of my parts is just retexturing of an original Squad model.
  6. Your video tutorial worked! THANKS!!! I have made my own model and texture too. Thanks nli2work and SpannerMonkey for helping (And wasting their time because i'm too lazy to find answer in internet)
  7. But the name is changed to "name = theBOX" and the mesh is always set to the mesh, i have made (if there's model.dae in folder, i write "mesh = model.dae", if it's model.mu file, i write "mesh = model.mu") Every part my mod adds has it's own folder.
  8. i'm just dropping my .dae or .mu in gamedata mod folder
  9. When I exported model to .dae, and changed model extension in parts.cfg, in KSP my part looked like Kerbal Engineer Redux flight control without texture. What is the best extension for KSP? @edit .3ds file made my part not load to KSP at all.
  10. Here it is: https://www./folder/l3428r6u4438d/Model @edit I have noticed now i wrote "loadnig" in the Title. Sorry.
  11. Like in title. Images: http://imgur.com/a/S6BqW First image: model in blender Second image: model in KSP Yes, it's re-modelled, and re-textured battery. Download: https://www./folder/l3428r6u4438d/Model
  12. I've seen that for example KWRocketry adds "Experimental Rocketry" to stock tree (Without Treeloader)
  13. "We ran out of fuel... Again"
  14. Hi! I have question: How can I create new tech tree node?
  15. Does anything in Kerbal-universe makes any sense?
  16. UPDATE! Thanks for all suppport I have received. I have just completed and tested this new Update: v1.1 - Vessels with stock struts aren't deleted anymore. Stock struts are replaced with Steel struts in existing vessels and saved ships. Have fun! DOWNLOAD v1.1 [0.24.2]
  17. Thanks, i'll keep it in mind. Maybe i'll make texture packages or something like that. Thanks for support and have fun.
  18. @Chezburgar It IS pointless, it's in "Start" tech, so it have to be as bad as possible Thanks for the idea, and have fun Someone may want to use golden or lead struts when starting new career
  19. NOTE! Add-on needs ModuleManager to work! Hi! This is my first KSP Add-on release. This mod adds 9 new Strut Connectors to the game: 8 avaible in career and science mode (1 for each tier) and 1 for Sandbox. STRUTS: Name | Cost | Mass | Strength (Stock Ingame Strut | 42 | 0.05 | 150) Better Struts can be longer Gold | 250 | 0.25 | 30 Lead | 40 | 0.1 | 90 Iron | 25 | 0.08 | 170 Steel | 40 | 0.07 | 340 Cobalt | 90 | 0.11 | 1400 Uranium | 90 | 0.2 | 8000 Osmium | 140 | 0.25 | 240'000 Quantum | 600 | 0.005 | 800'000 InfinitiStrut | 1400 | 0.0001 | approx. 99'999'999 (Sandbox only) I hope you will enjoy it! DOWNLOAD v1.1 (Changed download link) Module Manager Thread UPDATE! Thanks for all suppport I have received. I have just completed and tested this new Update: v1.1 - Vessels with stock struts aren't deleted anymore. Stock struts are replaced with Steel struts in existing vessels and saved ships. Have fun!
  20. GREAT THANKS! I exported to .dae, because it was said in tutorial. Tutorial link: http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-3.htm "Exporting to DAE" "Now we can export to DAE, which is what KSP uses." Thanks and bye!
  21. I don't know what's Unity project source file, but there's .blend: http://www.sendspace.pl/file/7300fa07d5973d1c3242844 (press "Pobierz" in blue circle)
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