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KaveRonnson

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Everything posted by KaveRonnson

  1. This is also the solution if you want to use the 64 bit version with steam in-home streaming. Thanks!
  2. Wow! That's helpful All questions answered. Edit: And It works, too! Now I can get to modeling. Thanks again, you two.
  3. Thanks for the link, didn't find that thread before. Didn't know about that compilation or the thrust vector either. I guess that's all I need to get started cheers! Edit: to answer you question anyway, I use the Unity/PartTools worfkflow but with Maya and standard FBX export instead of Blender, which works pretty good.
  4. Hey guys, I'm a 3D artist with very little coding experience and new to KSP modding. I've made a few parts and successfully imported them, but now I'm kind of stuck. I want to make a custom engine but can't figure out the correct way of setting up the cfg file. If I just copy the cfg from Squad's liquid engine for example and change some parameters like name, manufacturer, etc. it does show up in the editor and "works" like an engine on the launchpad but it just doesn't give any thrust. If I use exactly the same cfg, the engine shows up in the editor with my custom model but on the launchpad it just switches to the stock liquid engine model. So I guess, KSP decides what model to use based on the name parameter? Please correct me if I'm heading the wrong way. Can anyone give me a dummy cfg file for a working custom engine? Any help with that would be much appreciated. I want to make a lot of content and my fingers are already itching. Also, the documentation/wiki seems to be awfully outdated and the more up to date threads where hard to find, which made getting into modding a tough task. Any chance this is going to improve in the near future? I'd also like to contribute to the community by making tutorials on modeling and texturing when I find some time, so any suggestions on topics, software and whatnot are very welcome.
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