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Everything posted by Capt'n Skunky
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Monkey Business Rocketry - Pirate Pack v0.7.1
Capt'n Skunky replied to Capt'n Skunky's topic in KSP1 Mod Releases
A quick update on my texture pack. I will be releasing a new set of packs over the weekend. The biggest change will be that the packs will be texture replacements, not separate parts. The VAB is cluttered enough as it is. The other main change will be the separation into multiple packs. I will release a matching pack for each of the major mod packs that exists (Wobbly, SIDR, C7, etc). This will allow you to overwrite the default textures of each mod with Jolly Roger themed textures based on what you have installed. You will need to make sure you have backups of the original textures or just use GME as it handles backing up replaced files. With GME, you activate a mod pack, then activate the matching Pirate Pack to replace that mods textures. I'm getting the Vanilla pack together now and should have a download ready shortly. Arrr! Capt'n Skunky -
The underscore issue was fixed, they are now allowed characters. It used to cut the name at the first encountered underscore so a part named 'origname_myname' would appear in the craft file as 'origname_myname_234652394' and would translate to just 'origname' when read back. Harv changed that and it seems the code now works looking for an underscore followed by a number. This means 'name_1' will fail but 'name_one' won't. Arrr! Capt'n Skunky
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Well, obviously you need to have a different name for the folder, but the most important thing is the name property in the config file. The only caveat to the name is you can't use an underscore followed by a number because that's how the program tracks multiple instances of the same part within a craft. The first LFT would be fuelTank_1, the second fuelTank_2 and so on (the game actually uses a much longer random number). What we as a community have been doing is adding the abbreviation of our make believe companies to the front of the folder name, for example, mbr_fuelTank would be a fuel tank from my Monkey Business Rocketry. That would also work for the name property in the config. What we are suspecting is happening to you is that when the game reads your part name and manipulates the name from the unique one in the craft file to the actual part name, it's reverting back to the original name after fixing it up. You can see how this works by looking at what the name does with the name property in a craft file. Arrr! Capt'n Skunky
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Oh, they do make some difference, no doubt, but it's not as much as it could be if they were truly vectored. Hopefully this will change soon and I suspect it will when HarvesteR adds gimballed engines. Arrr! Capt'n Skunky
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UV Mapper wanted
Capt'n Skunky replied to Capt'n Skunky's topic in KSP1 Modelling and Texturing Discussion
For starters, I need a UV of C7 Studio's fuselage adapters, i.e. the parts that go from a 1m tube to the stealth body fuselage. It currently has a weird UV at the ends and the side are squished. As you can see in the picture, there are bands at the top and bottom that are generated by stretching the end texture which is making it hard to match up properly. It's also distorting the flag a bit. Thanks for the help guys! I love to texture things, I just can't seem to grasp the apps and concepts needed to UV map. Arrr! Capt'n Skunky -
Start to angle your rocket after getting some altitude. If you've ever watched a rocket launch, you should have noticed it doesn't go straight up the whole way, at some point it will start to tilt over. At what altitude you need to start going over and how far depends on a number of things like how high you want your orbit, how much payload you're pushing, and how much fuel your carrying. You can also try the rather crude method of shutting your engines off and waiting for most of your vertical speed to bleed off. Then pitch over and throttle up to get into orbit. Arrr! Capt'n Skunky
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Currently only solid thrusters are able to actually do vectored thrust. If it's a liquid engine, despite the angle of the nozzle on the model, the thrust is still straight down. Arrr! Capt'n Skunky
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Welcome to the KSP Forums! Happy Launching! Arrr! Capt'n Skunky
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Silly mortals, this contest will obviously be one by the mods. We can lock the thread and still post! [mod]Muahahahahah![/mod] Cheers! Capt'n Skunky KSP Forum Moderator
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I think it's just the stock radial decoupler with the crossfeed property set to false. Arrr! Capt'n Skunky
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Welcome to the KSP Forums! Currently there is nowhere else to fly to but there are plans for a moon and other celestial bodies. For the most part we've been challenging each other to various feats and records for something to do while testing. Happy Launching! Arrr! Capt'n Skunky
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UV Mapper wanted
Capt'n Skunky replied to Capt'n Skunky's topic in KSP1 Modelling and Texturing Discussion
I don't have the time or desire to learn a new 3d program. It took me long enough to learn SketchUp and that's why I use for my 3d architectural work. If there was a program that did nothing but UV mapping, I might consider using it, but for now I have no need or desire to learn a new 3d package. They tend to be quite complex and my learning style would take months to learn a new one. It's not that I haven't tried, I just can't seem to grasp the UI in other programs. Arrr! Capt'n Skunky -
I'm looking for someone that is really good at producing UV maps that aren't stretched or distorted. I've been trying to make my Pirate skins for parts and some are just too wonky to be able to get a decent Jolly Roger on them If you're interested, let me know and I'll let you know which parts I need help with. I've tried learning this myself but I'm just not able to do with with the tools I already know how to use and I am not really in the mood to learn another 3d modeling program. I want to be able to put all my time and effort into actually making the textures. Arrr! Capt'n Skunky
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Welcome to the KSP Forums! Happy Launching! Arrr! Capt'n Skunky
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Hey Moach, any chance you could add some pics of your parts? Would go a long way in getting people to check it out. Arrr! Capt'n Skunky
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I know you can add more than one exhaust trail. There's a massive engine part on here somewhere, I mean it's just a freaking HUGE nozzle, and it has multiple flames on the bottom instead of a large scaled up one. That might be a start to getting more than one flame. As far as scaling it up, I've no idea. Arrr! Capt'n Skunky
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Ah, you were working on a copied part. As HarvesteR pointed out, that might be the problem. The next time you encounter this issue, could you post both the original part cfg and the modified part cfg so we can look at it? And yes, notepad is the only editor for configuration files. I don't see what an editor would bring that can't be achieved already via notepad or other text editor. Arrr! Capt'n Skunky
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I think you might be expecting a result different that what your tweak has made. Have you looked at the SDK docs or the wiki? The fact that you are seeing the change of stats in game tells me your tweak is being applied, it's just that you may be expecting a bigger difference than you're actually getting. Arrr! Capt'n Skunky
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Can you be a little more specific as in what you're trying to edit, what you're expecting to get, and what you ultimately experienced? Arrr! Capt'n Skunky
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Welcome to the KSP Forums! Happy Launching! Arrr! Capt'n Skunky
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MOAR BOOSTERS! Arrr! Capt'n Skunky
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Welcome to the KSP Forums! Happy Launching! Arrr! Capt'n Skunky
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Does the fuel in all three tanks get used by the engine below the reverse tricoupler? Since you can only have one object attached to the top, you're really only connected to one of those tanks. The other two should be dead weight unless there is something allowing the transfer of fuel horizontally. Arrr! Capt'n Skunky