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SmashingKirby148
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Everything posted by SmashingKirby148
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Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='fairy']Did you name the part "model" in Unity? If you reference "model.mu" in the .cfg file and your part was named something else in Unity, the game won't know what to load. In the partTools section where you select "Model Name", "File URL" and "Texture Format", what did you put in the "Model Name" slot? The name you put there is the name you need to reference in "mesh = ....." section in the .cfg file. Also, if you named your engine nozzle "thrustTransform", make sure the nozzles orientation is -z. If not, the thrust will go straight up. Most people use a separate GameObject/Empty as a thrustTransform.[/QUOTE] The exported model is called "model" and it is a .mu file. In the config it's model.mu. Does it need the mu bit at the end? As for the nozzle, I think it's grand. If the blue arrow is pointing down, that's where people told me the thrust will go. And for RCS, you need to have the green arrow pointing in the right direction. The reason why the nozzle is named that is because it allows the nozzle to gimbal. -
This has probably been answered tons of times but I can't find the solution, so, how come my part isn't showing up in the VAB? Here's the part in Unity. (I know, the fairing is in the wrong position, I did that so you can see the engine. The nozzle on the bottom is named ThrustTransform and the base of the engine is called private, the name of the engine.) [IMG]http://i.imgur.com/VAQrY82.png[/IMG] Here's the code: [code] PART { name = liquidEnginePrivate module = Part author = SmashingKirby148 mesh = model.mu scale = 1.0 node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = advRocketry entryCost = 2000 cost = 500 category = Engine subcategory = 0 title = LV-500 "Private" Liquid Fuel Engine manufacturer = Frozen Technologies description = The 500 model is an engine where in the case of someone needing more thrust for their crafts, but the LVT-30/45 is too powerful and the LV-909 is too weak, this engine is the perfect middle! attachRules = 1,0,1,0,0 mass = 0.75 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 100 heatProduction = 120 fxOffset = 0, 0, 0.21 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } } [/code]
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[quote name='strykersm']Very nice! I saw you on the need help texturing post ahahah, i needed help myself with my damn IVA's xD Glad to see you managed! Looks great my friend :) I'l be watching you closely![/QUOTE] Thank you! Yeah, unfortuantly this command pod has no custom IVA because I don't know how they work yet. :/ But it's pretty similar to the Mk1 Command Pod, so I just used it's IVA. :P [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='RoverDude']Congrats and welcome to modding :)[/QUOTE] Well, I have made another mod, the EnginesPlus mod. And I've made two planet packs (both outdated. If anyone likes to take over they can) so I'm not new to modding, but thank you anyway! :D [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='CobaltWolf']Best of luck! Looking good so far - you say you have ideas for other 1.25m parts. Anything in particular?[/QUOTE] Well, the Private engine from EnginesPlus is gonna migrate to this mod instead. :) Having problems with it though, and it's most likely the nozzle of the engine. :/
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Hey everyone! So, I'm working on a new parts pack called 1.25m Expansion which is an expansion for the 1.25m parts, and so far, I have 3 parts done. Want to be an alpha tester for my mod? Well... just get it now (if you'd like) before the next few updates come out. https://kerbalstuff.com/mod/1287/Frozen%20Technologies:%201.25m%20Expansion Frozen Technologies: 1.25m Expansion is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
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Blender Issue: Can't cut?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Oh wow. I know I'm late, but that's great advice. I never thought of that before! Also, is making mods for 1.0.5 the same as 1.0.4? That's kinda the reason I stopped, because I wasn't sure. -
Texturing Help. :(
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
I have the main texture finished. How do I get specular and normal and the other ones? -
Texturing Help. :(
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Thank you, that did help, but I'll show you what I mean with the text being hard to write. As you can see, I have a new UV layout for the pod itself. I have the old texture up there as well so I can get my colours from it. Like a painters pallet (which actually makes sense, since I'm an artist (well, if a person who draws a lot whether they have talent or not is considered and artist...)) But you can see on the bottom left uv layout and the bottom middle one that the hatch is in between the two separate cones. So writing the text and having it stretch across is gonna be hard. Also getting some of the lines to match up. -
Texturing Help. :(
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
I'm guessing you're explaining this as if I made the texture first and now I'm trying to unwrap it onto the texture, but that's not what I did. I exported the UV layout and then made a texture in Photoshop CS6 under the layout. I then imported the texture to Blender and got this result. So, If I smart unwrap the main pod instead of normal Unwrapping it, I can get the texture much better than this. But because of the way it Smart unwrapped it, re writing the text and having it be perfect with out stretching is gonna be a pain... -
Texturing Help. :(
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Ok. I'll try. - - - Updated - - - I have realised that that is what I've been doing. :S -
For some reason, The texture on the right of my hatch on my command pod goes up! I can't fix it no matter what I do! Also, the texture on the right of the command pod where the white lines are goes weird as well. Is there a way to fix it? (well duh, there is, but how?) (Ignore the white. I tried to fix it, but I made it even worse than it already is!) Am I just gonna have to give up texturing and have somebody help me with it?
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Blender Issue: Can't cut?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Ok, I'll try that. - - - Updated - - - I got it. I used the knife tool. Also, real quick does Blender have a symmetary mode? I saw a Mirror mod used once, but the mirrored side didn't have the little points to show the vectors. -
Blender Issue: Can't cut?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Well, I'm new to this, so these options sound very complex, but I'll try them. As for the edge loop, I know it's in the wrong spot. When I move it over it wont show the purple line. -
Blender Issue: Can't cut?
SmashingKirby148 posted a topic in KSP1 Modelling and Texturing Discussion
So, I'm working on a new mod called 1.25m Expansions (and I'm gonna move my "I-5 Private" engine from EnginesPlus to this) and I'm working on command pods. They are something I've never done before, but I'd love to try, but I've been having this issue where I can use Blender to cut it. Here's a sketch of what it should look like: Yeah, it's really poorly drawn. But it's meant to be like that as it's a blue print. So as you can (hopefully) see to the left of the FrozenKerbal148 flag, there is a Monopropellent tank inside a little gap into the command pod. But as shown here, I can't get the cut positioned there. Is there any other way I can make this? -
It's not hard, it's just that it seems you didn't decouple your pod from your rocket on reentry. And also, in the VAB / SPH in Aerodynamics, there is a heatshield. You put that on the bottom of your pod.
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Thank you! - - - Updated - - - Thank you! They are there, you just see them in this picture. - - - Updated - - - I imagine Laythe to look like this, as it is very close to Jool, so tidal forces could be warming the planet. - - - Updated - - - Not normally, but I'd imagine that if there were trees on Laythe, they would be palm trees. Or at least some kind of tree that looks like a palm tree. - - - Updated - - - Thanks! Yeah, there is, but you can't see them.
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[1.12] Extraplanetary Launchpads v6.99.3
SmashingKirby148 replied to taniwha's topic in KSP1 Mod Releases
Ok, I removed the KSP directory from my desktop (moved it to Steam since I got it from Steam) and removed all mods, and reinstalled those two. Still the same problem. - - - Updated - - - Ok, first, thank you for coming to help. Ok, I'll try getting the new module manager. ....Wait, really? 64-bit can break EL?..... huh. Never actually knew that! I thought I managed to get it before though on 64-bit.... but apparently not... Ok, I'll try both. Thank you in advance. - - - Updated - - - Wow! It actually worked! Thank you taniwha! -
[1.12] Extraplanetary Launchpads v6.99.3
SmashingKirby148 replied to taniwha's topic in KSP1 Mod Releases
Before I do that, are there any mods that I have incompatible with EL? -
[1.12] Extraplanetary Launchpads v6.99.3
SmashingKirby148 replied to taniwha's topic in KSP1 Mod Releases
I've reinstalled all the mods that had A KSPAPIExtensions.dll, and I didn't move any Dll's, and the problem is still occurring. -
[1.12] Extraplanetary Launchpads v6.99.3
SmashingKirby148 replied to taniwha's topic in KSP1 Mod Releases
Oh, ok. But EL's DLL was in its EL folder, not in a separate folder. Ok, hang on, I was having this problem BEFORE I removed the other DLL's, ok? I was trying everything I could, because I need to get this GUI working! (Well, as a common Human mistake, we don't NEED it, we just want it so bad we think we need it ) So, any solutions? Move the DLL to it's own separate folder? Just reinstall EL with the DLL in the EL folder? And what if I get the problem again? Meanwhile, I'll try to get the removed ones back. -
[1.12] Extraplanetary Launchpads v6.99.3
SmashingKirby148 replied to taniwha's topic in KSP1 Mod Releases
Now I'm confused. I was told to only have one KSPAPIExtentions.dll because multiples can cause problems. And now I need to keep them all? And to install the mod you put the EL folder in GameData. It can't be an installation issue as all I had to do was that. But, I'll still show a picture of it.