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wasml

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Everything posted by wasml

  1. @gamerscircle With a simple MM patch you can add the stock ModuleFuelJettison module - without any parameters it dumps everything in the tank.
  2. I've installed ksp-StopBreakingGroundNotificationSpam and it does work. You may need to edit your persistence file to stop the spam from already placed experiments.
  3. I believe you would need to change the material that uses the texture if it's not already using a normal map. This is set in Unity - I think you can change shaders (which correspond to materials?) in a MM patch but haven't done this myself. Sorry - not real familiar with this (so take with a few grains of salt).
  4. Have you looked at the API page for ModuleParachute? Quite a few public attributes not in most configs.
  5. One possible place to look for all the "hidden" fields (those that are usually left at default) is the KSP documentation - more of a API listing but still some good info. Look for the Public Attributes - many are settable in the config.
  6. There use to be a number of text tutorials by "The White Guardian" the only one I have a link to is this one: and some videos by the same:
  7. @Maxx The difficulty will depend on a number of things 1) How familiar you are with programming 2) How familiar you are with the Unity API 3) How familiar you are with the KSP API #1 and #2 have lots of online as well as offline documentation/tutorials, #3 has bare bones API documentation (mostly a list of classes and methods) with a few comments at https://kerbalspaceprogram.com/api/index.html and lots of examples in the form of source code from most of the mods out there. I've found it to be very satisfying as well as intensely frustrating - I seem to keep coming back to it so either the satisfying out weighs the frustrating or I'm a masochist. If your interested I can dig up some links that I've found useful.
  8. An old post by JPLRepo stated "The UPGRADE node is applied to a MODULE node" - so I take it you can't change values in a resource section - would like to be wrong - capacity is one thing I would like to upgrade. As far as the BatteryFailureModule - I would have thought that would work. My only suggestion would be to try to get it working on a test part without the MM patch. Edit: I found a upgrade in Angel125's Buffalo mod - in the AuxEN pod - that upgrades the Kerbnet scan mode: (note the full DISPLAY_MODES section is included - not just the change - not sure if that's because they're both "Mode" or if it's the key to changing something like a resource) UPGRADES { UPGRADE { name__ = WBIFlightControl2 description__ = Can now scan Biomes; Anomaly Detection: 6% AnomalyDetection = 0.06 DISPLAY_MODES { Mode = Biome Mode = Terrain } } } and thought that maybe something like this might work: RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = PartStatsUpgradeModule UPGRADES { UPGRADE { name__ = test description__ = increase EC RESOURCE { name = ElectricCharge amount = 15 maxAmount = 15 } } } } but have not been able to get it to work - but then changing RESOURCE to mass = doesn't change anything either so I'm doing something wrong - still holding on to a bit of hope that this might be made to work.
  9. Looks great! My comment would be that for something this big could you just provide a cluster with mounting points for some size 3 engines - or even do without RCS as something this size would only need to change course (it's not going to dock to anything - things will dock to it) so a surface mounted engine to point it in a different direction would suffice. We don't have anything else like this and I would like to see this in game - I've been peeking in occasionally but haven't had anything to add - but if your losing motivation I'd say don't push yourself - this is for fun after all and pushing yourself will just cause burnout. Come back to it later when you have some fresh ideas and the itch to play with it returns.
  10. You need to set the Icon_Hidden tag (I think that's the name) on the shroud in Unity. I'm working through some examples on parts as I figure out how to make them - include Blender and Unity projects with some notes here. I've tried to include tripping points and items to note. If you do look at any of these and see something that's not clear or that I've missed feedback is welcome.
  11. Disclaimer - I'm far from an expert on this. With that in mind on all my models I don't worry about clipping. I do remove extra faces - in the middle picture of your OP I would remove the inside cylinder end and slide the remaining face ends closer to the cube surface but wouldn't worry about getting too close. In fact I have found that if I try to get things flush - no clipping - I sometimes get sparkles in game when moving around. One situation I don't worry about flush edges is when I separate one mesh into two - cylinders are a good example - if you smooth them with the end caps it doesn't look very good so after I have my cylinder where I want it I separate the end caps to a different mesh and the smoothing works much better - but the edges are dups so exactly the same (or close enough not to matter - not clear on the inner workings of Blender) and I don't see the sparkels.
  12. I think you want to add the UPGRADES section to the module it's self - not a separate PartStatsUpgradeModule. Just got this working last night - upgrades SAS - Note the module name MODULE { name = ModuleSAS SASServiceLevel = 0 moduleIsEnabled = false UPGRADES { UPGRADE { name__ = SAS_Level_0 description__ = SAS level 0 techRequired__ = electrics IsAdditiveUpgrade__ = false //ExclusiveWith__ = SASb SASServiceLevel = 0 moduleIsEnabled = true hideUIwhenUnavailable = false } UPGRADE { name__ = SAS_Level_1 description__ = SAS level 1 techRequired__ = precisionEngineering SASServiceLevel = 1 moduleIsEnabled = true hideUIwhenUnavailable = false } UPGRADE { name__ = SAS_Level_2 description__ = SAS level 2 techRequired__ = unmannedTech SASServiceLevel = 2 moduleIsEnabled = true hideUIwhenUnavailable = false } UPGRADE { name__ = SAS_Level_3 description__ = SAS level 3 techRequired__ = advUnmanned SASServiceLevel = 3 moduleIsEnabled = true hideUIwhenUnavailable = false } } }
  13. I suspect that's not possible (without coding a new module) - the wheels have a ModuleWheelDamage and one of the attributes is "isRepairable". The ModuleDeployableSolarPanel doesn't have anything similar.
  14. I can't speak to the linux toolchain but the only documentation I know of is on either the Kerbal Space Program Documentation page where all the API are exposed with a little (read tiny) bit of documentation, or the source code that modder's release with their mods. I've found the source code is the best bet if you can find a mod that does something similar - and with all the mods out there, there's a decent chance you can find something.
  15. I've seen a few mods that provide different textures for the planets but I don't know if they use different shaders - as a start you might check them out. Here's one of them:
  16. Do you have TextMeshPro installed? I was trying to get this working at one point and, even though I wasn't using TestMeshPro in my asset, it was throwing a similar error until I installed it. I think there are some instructions on JPLRepo's PartTool page but it's been a while since I last looked.
  17. @badboyz31 Check that you have the two required mods - Click through Blocker and ToolbarControl (I may have the names wrong - check the OP) - If these aren't installed the buttons won't show.
  18. Added a hinge, piston and rotor to the robotic file. Found some interesting attributes for the rotor - you can use LF/O instead of EC and, while the attribute names don't suggest it would work, I had a rotor that worked on LF and IntakeAir! I'm not sure how the internal logic takes the LFPerKn and OxidizerPerKn and applies it to LF and IntakeAir but it spun up when I set it loose.
  19. When you run your part through Unity you add a trigger collider and set a tag (on the collider I think). I've created some template parts with some basic instructions and the Blender, Unity, Gimp and GameData folder here.
  20. Added fixed and deployable radiators and a robotic part based on the new piston. Will add the other three (Hinge, rotor and servo) later.
  21. Added this to the bug tracker (22749) and updated a similar bug report (22073 - stack node orientation is ignored in variants)
  22. @Kartoffelkuchen I just double checked - I'm using a 2048 x 512 and it's working in KSP 1.7.1. I do have a dim memory of having the same problem you mention - not sure if it was something else or if it was real - what I did to fix it.
  23. @Electrocutor Have you been able to move node_attach nodes? I've made a series of truss segments of various lengths and used variants to combine them into one part in the menu (using you example - thanks) - the stack nodes work correctly but the surface attach node doesn't change. Not sure if I'm doing something wrong or if variants can't change node_attach points.
  24. @mkalaska Last update I know of was Oct 2018 at https://github.com/linuxgurugamer/KWRocketryRedux. Was for 1.5.1 but if its a part mod (no dll's) there's a good chance it will still work. The one hiccup might be a missing "bulkheadProfiles" in the cfg. Thought I saw a MM patch recently that would add those if they were missing - unfortunately don't remember who or where (think it was in the last few weeks).
  25. @shdwlrd The three parts that jump to mind that use tags are the airlocks, ladders and engine fairings. I think I have some screen shots in the ladder files. The short of it is you need to add the tag(s) that you need in each project - for that matter you also need to set any layer names you need too. One caution - at least one (I don't remember which - layers or tags) are case sensitive.
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