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Everything posted by gkorgood
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I am a halfway decent modeller, but absolutely horrid at coding. PM me with details. I have finals coming up, but in 3 weeks or so I should be freer.
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It would seem that the orientation of one or both the stack attachment nodes are screwy, as going into the debug menu and activating "Non-strict part orientation checks" solves the problem, albeit in a bit of a roundabout way.
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[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
gkorgood replied to sarbian's topic in KSP1 Mod Releases
Ooh what does it do? I'm curious, everything you release is amazing. -
Oh, I fly strictly under NASA's colors, I just love seeing the amazing efforts people put into every single aspect of the game. And as to the Ishmael flag, it doesn't offend me, but I have met people from both sides of the conflict who are radical enough to have it concern them. So I know those people are out there, and if any of them play KSP, they might be offended over it. Your response didn't sound defensive, it sounded logical, which is all that really matters to me. It's your pack, do what you want with it. My thoughts were just something to consider.
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Until Snjo releases a fix, you can get Firespitter to work as is in the meantime by opening the debug menu in the VAB or SPH (alt-F12) and turning on non-strict part orientation checks. no issues that I've seen otherwise, aside from the fact that the Mk1 shaped propellers and helicopter rotors are in the fuel tank tab. @Snjo, so good to hear this mod will get an official fix. I love building planes, and Firespitter lets some really true to life replicas be built in KSP.
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anyone else having issues with interstage fairing bases? regular fairings work fine, but interstages seem to be plagued with the same node attachment bug that is affecting many parts mods
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HotRockets! Particle FX Replacement + Tutorial
gkorgood replied to Nazari1382's topic in KSP1 Mod Development
actually I just tested it and, at least for jet engines, their afterburners are always on full, even when the engines haven't been activated yet. anyone else having this problem, or just me? -
HotRockets! Particle FX Replacement + Tutorial
gkorgood replied to Nazari1382's topic in KSP1 Mod Development
Does anybody know if this is working in 1.0? -
Hey, great pack. One concern. "Ishmael" is a biblical character. In particular, he is Abraham's older son, though he was born to a maidservant, while Sarah was still unable to get pregnant. He is said to have gone on to father the Islamic people, in fact the Ka'aba hold's a meteorite that was supposedly found while Ibrahim (Islamic name for Abraham) and Ishmael were walking. Some people on both sides of the story may be a little irked by the naming of the Israel parody "Ishmael". You may want to consider changing it. Otherwise great work, these flags are all very high quality.
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I've had this idea for a mod for a while now, but I'm lost as to how it may be implemented. I'd like to create a stock-alike control surface that, for pitch and roll commands, functions normally, but when is told to yaw while still in a horizontal placement, splits into two pieces, as in the following pictures: I can do modelling and texturing starting in a few weeks, once school is over, but I'd like some input/advice/assistance as to how one might implement such a part in Kerbal.
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great mod, would use if 1.0 weren't looming over us. but we are currently in version 0.90, not 0.9
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Thanks so much. The mod is up, you can look for it on kerbalstuff, github or the forums under the name RocketWatch. You'll see very quickly why it makes sense for this part in particular to have Tweakscale.
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This mod is a single part and plugin, designed with both aesthetics AND function in mind. Like Jeb's sunglasses ^^^: They protect his eyes from Kerbol's harmful UV rays, and he looks totally boss (but I mean, he always does, now doesn't he) The part is a rocket-sized wristwatch; sized initially at 1.25m, but with Tweakscale support (if you use Tweakscale). It has two top nodes, one for attaching to the bottom of Mk1 fuel tanks, and a second for attaching to the bottom of the Mk1 Command Pod, hiding that annoying heat-shield-shaped bottom of the pod. The plugin is simple, it adds a window displaying the current Earth-Universe time just underneath the game's mission clock to the screen whenever the current active craft has a RocketWatch™ on-board. The code is based heavily on Cybutek's youtube tutorials for coding, in which he teaches viewers how to add text windows to their game as their first mod. Screenshots: As noted in the album above, this part can be attached in a variety of ways, beneath the Mk1 pod, on the surface (press "W" once to orient it properly for surface attachment) and between two normal Mk1 parts. DOWNLOAD @ Spacedock DOWNLOAD @ GitHub Also if you want, the module that adds the window is called "DigitalClock", so if you don't want to have to add the part to get the window, you can write up a ModuleManager file to add that module to all command pods/probe cores. I made the mod for a school project that required CAD, and don't really know my way around module manager, so I will NOT be undertaking this myself. Feel free to do it and distribute it, if you do I'll even add a link to it on this post, just give credit, please. Source Code This work is licensed under a Creative Commons Attribution 4.0 International License. I made all the art assets, code, and config files. Kerbal Space Program is owned by Squad and I make no claim I am affiliated with them. Details here: http://creativecommons.org/licenses/by/4.0/ ChangeLog: Removed the very top attachment node, now there is the one that attaches to the bottom of a capsule and the node on the bottom of the watch. Offset tool can be used for precise positioning. Fixed any issues with nodes not attaching properly, if you still encounter these, go into the Debug menu and enable "Non-strict part orientation checks" This mod is fully compatible with KSP v1.0.5! HYPE!!!!
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I currently don't use Tweakscale, as I am in the middle of an almost all stock save. Only info mods allowed, and Proc fairings, but that's besides the point. I am finishing up a mod i made months ago in prep to release it tonight. I originally did not include Tweakscale support, but it is a part that should really have it. So am I correct in understanding that i need only add the tweak scale module, with proper variables, and if the user does have tweak scale installed, it will be called, and if they don't the game should just ignore the module?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
gkorgood replied to bac9's topic in KSP1 Mod Development
Great work bac9, always love your stuff. could someone enlighten me as to whether the full KSPAPIExtensions is required? Or can I get by with just what comes in the GameData folder of this release? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
gkorgood replied to sirkut's topic in KSP1 Mod Releases
why exactly did one part work with the docking washers but not with this? and thank you for your prompt responses -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
gkorgood replied to sirkut's topic in KSP1 Mod Releases
yes but a free spinning one so you could spin it up to centrifugal speeds. also, making it one part would be nice, and i just got into modding and wanted to try my hand. any ideas? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
gkorgood replied to sirkut's topic in KSP1 Mod Releases
@sirkut the other day on DasValdez's stream, he was building a replica of something called the Discovery II, out of this NASA paper: NASA Paper. The view of the ship he was using as reference is at the top of page 5. Those 3 arms spin to generate artificial gravity, and he tried using your free-spinning docking washer to accomplish this. However, the command module before the centrifuges is supposed to be linked to the rest of the ship below them. This was not doable without some Kraken-enticing strutting. I, along with others in chat, suggested a skateboard-bearing type part, where there is an inner race, and an outer, the inner remains stationary, while the outer spins. I attempted to make one, and successfully modeled it in blender. However, the two meshes are structurally fixed to each other whenever I test it in-game. I don't totally understand how to fix it, any help would be awesome. -
[0.25] Astronomer's Visual Pack - Interstellar V2
gkorgood replied to Astronomer's topic in KSP1 Mod Releases
read through this thread and you find you are not alone with these issues. the new textures are quite large, that's part of why the pack looks so good. For one thing you can try using ATM. or, what I did was run in force-openGL mode. this reduces the RAM required by the game to roughly half, with no significant reduction in quality. or do both. and lastly, run with minimal graphics options from the pack and get it to work with the smallest textures. then slowly increase the texture sizes (yes that means quitting and reopening the game every time) until you're just under crashing. Then, to be safe, go back down one texture size. although with only open GL mode enabled, not ATM, i was able to install the largest textures and run stable at full graphics settings in 32 bit. granted i don't use FAR, but i've still got B9, firespitter, and loads of other mods -
well then as it is my very first part and only ever going to be used in a stack (it is a wristwatch after all) i guess i can safely make it a basic disc collider. So to recap the steps are: 1. Open Completed blender object, which has only the part, no secondary mesh for the collider, make sure it looks correct, save it, close blender. 2. Open Unity, create new project, make sure part tools is installed correctly. 3. Import blender file (does it have to be exported or can i use the .blend? and if it does have to be exported what file type is best? fyi there are no animations) 4. Add simple cylinder collider, resize to part. 5. No clue what to do now. I know there are intermediate steps but i am fuzzy on them, clarification would be much appreciated.