ackley14
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About me
Bottle Rocketeer
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Currently watching the entire series as i play my Career mode XD
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Was doing some reading on early ksp and realized just how far this game has come. Some of you (if not most of you) haven't been here for the whole ride and missed out on alot of "early" ksp. Below is a link to one of the earliest full fledged lets plays of KSP. All the way back when it was in 0.13...its still one of my favorite things to watch for neostalgic purposes (and was the initial reason I got into ksp). The youtuber's name is Kurt J Mac (i'm sure many of you know him already) for those who don't know him he has inspired quite a few to play this game. I'd just like to thank him (tho i doubt he'd ever see this post ) for sharing with me one of the best and most enlightening games I've ever played! For those of you who haven't (or even those who have) seen his series, please, take some time and watch an episode or two! You might enjoy it! very first episode:
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it does say that's supported on the github wiki strangely enough. and i have a perfectly valid use: if you want to add science functionality to something that has an "active animation" with animation groups, you need to use the animate generic with manual activation set to false, BEFORE the animation group module or else the science part won't understand that theres an animateGeneric in the part file and thus, won't play the parts animation. but thanks for the tip it helped
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according to the wiki this: @PART[Part_Name]{ MODULE,0 { name = ModuleAnimateGeneric animationName = Animation_Name allowManualControl = false } } should add a module with name "ModuleAnimateGeneric" at the begining of the modules list. however, all i'm getting is the definition, verbatim at the end of the part config...am i doing something wrong? D:
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How to have an experiment activate a parts animation?
ackley14 replied to ackley14's topic in KSP1 Mod Development
//i've got the science module defined, my problem is getting the research action to play the animation (preferably before the science window appears). edit: i'm using a "moduleanimationgroup" over "moduleanimategeneric" which may be the root of my problem but i havn't found a work arround yet. Edit2: success! apparently Module "load order" is important. i placed the animate generic above the animation group and it worked flawlessly. thanks cap'n for the helpful thread! -
hey wasn't sure where to put this so i'll just throw it up here . how would you go about getting a stock science action to activate any given parts animation? (the way for example examining the goo cannister opens it up then activates the science window). or is this only for certain items built into the games core code?
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Heya i was wondering if its possible (or legal for that matter) to reference stock ksp models for temporary use in mods (untill custom meshes can be finished). I tried the standard mesh = Squad/Parts/..ect but to no avail. is this possible? if so how do you go about doing it without redistributing the mesh file you intend to use (cause i know for a fact thats totaly illegal). also, is this in itself illegal? i asume not because im not actually distributing anything copywrited, simply referencing to something the user should already have on their computer if they intend to use this mod Edit: sorry if this is the wrong location for a question like this but i wasn't really sure where else to go (since there are no part.cfg threads that im aware of lol. and the plugin thread was most certainly not right for this question)
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Hey! im running the most recent version with ksp 1.02 and im getting this repeatable bug. basically the mod works fine when you first load a save (at the space center) however once you leave the space center cell, and move to, for example the flight cell (in this case, a ship on the launch pad) the plugin icon disapears. it doesn't re apear when you go back to the space center view. not really sure whats causing this however i've only tested with the toolbar button. i'll relaunch the game and set it to use the stock app bar and update asap QuickEdit: it appears that leaving the save game and going back to the main menu doesn't fix this problem. i'm going to restart KSP entierly and like i said before, try the stock app bar. QuickEdit2:ok so apparently restarting the game entirely didn't even help. going to change the value in the configs manually then. edit3: changing the configs manually has restored the icon to the stock app bar. which does persist to alternate scenes! so in conclusion (atleast in my case) the toolbar mod functionality isn't working with this mod. not sure if thats a toolbar mod issue, or this mod (however this is the only mod i've had problems with, i even use the contracts+ mod which works just fine as well as several others)
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Pre-Career Company selection/career presets
ackley14 replied to ackley14's topic in KSP1 Suggestions & Development Discussion
well i mostly used greed as an example cause it was the only company 'type' i could think of when writing this lol. but yeah what you're saying goes very in line with the idea, basically there'd be traits, so in your example, the mining company could have the "resourceful" trait wich boosts the resource gathering rate of any and all resource harvesters (mods included). or the "cool" trait lol. this could totaly be a mod. If i took the time to learn i bet i could get something put togeather. maybe using the community tech tree mod as a base or something like that lol. didn't think of that! -
Pre-Career Company selection/career presets
ackley14 replied to ackley14's topic in KSP1 Suggestions & Development Discussion
hahaha the "explosive" trait X3 -
Not sure if this idea has been thrown arround before but either way, here goes: Basically when starting a new career mode, you can pick a starting sponsor from all currently available (stock and mod based) agencies. (you can opt out completely and choose "indy" instead for the default career mode). you can also still pick whatever mission flag you want however based on your sponsor choice, the default mission flag is set to that companies logo. So what would selecting a sponsor/benefactor do for you? well for starters, it would change how career mode progresses. For example, picking a more greedy company (interested in profits over exploration) would give you less starting money (but more starting science since they're a large well formed company) and various contracts would give overall less or more payout (noticeably but not so much as to make things impossible : i.e. 5% less/more or something to that effect) . On top of that the company you pick would also dictate your tech tree to some extent, where the more greedy company will charge more for unlocking of parts (but less for actually using them due to production connections) and you'll start off with more nodes unlocked than just the first few. also there would be an option for a custom company (where you could make your own sponsor which would be like the way things are now when you set up career mode (all those settings) but its saved as a future preset and you can set your default flag, and business practices ect ect. companies can even have 'traits' which give them/you special effects durring game play. for example, this greedy company could have the (aforementioned) connections trait thus reducing all build costs by, say 15%. things like that i think would be super cool. and you could catagorize each of the companies, so like, easy/medium/hard ect. quite a few other factors can be modified with this idea but that's basically it. just a thought i had. what do you all think?
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well its less about unwrapping it (thats not hard) my problem has to do with styling it. i guess this was probably a stupid question D: but im just really bad at detailing textures. or even deciding what something should look like in the first place :c. and regarding the level of detail, the reason its so detailed is because that model is going to be used for several things in the mod so i figured if im only going to do one, it may as well look good right? but what do i know? D: - - - Updated - - - that'd be awesome! ill pm you with the .blend file if thats alright, or i can give you the .dae (up to you). i've already unwrapped the "housing" which is all the circular bars arround the parimeter as well as the vertical bars on the edges, and the top and bottom caps.
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Hey! I'm working on a tiny mod and was wondering if anybody would mind lending me a hand (with due credit of course!) in texturing the model I've made for the mod. I'm only half way decent at modeling and my texturing is terrible lol so any hand lent would be super appreciated!!! Here's what the model looks like: I haven't unwrapped it yet but each part is a separate object so that shouldn't be too difficult.Im not asking anybody to model it for me, mostly just lend me their stylistic hand x3. Im really uncreative when it comes to texturing cause i never really learned and espeically with KSP i have no idea what style i should even try. (im so lost here v.v lol). lastly, thank you so much to anybody willing to lend their time and hand to me! it really means a lot! p.s. if this is the wrong forum location (as opposed to like, mod requests or something) please let me know so i can move it there asap. tyvm! p.p.s the object is a refinery.
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Getting wheeled base to minmus?
ackley14 replied to ackley14's topic in KSP1 Gameplay Questions and Tutorials
ahh that does make sense o.o i just figured wheels might be too much for a faring . also i don't have powered wheels yet XD i should have read the contract before signing i guess . but ive got 12 years to do it so im sure i can get to it later. thanks for the handy tip friend!