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SmashingKirby148

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Everything posted by SmashingKirby148

  1. Yes, but it's not receiving a signal from the small relay. When I said " to relay the signal to the separated probe with a Communitron 16 ", I meant the separated probe HAD that.
  2. So basically, on my mission is two probes that are connected to a separator. After it separated, I expected the smallest relay antenna (forgot the name) to relay the signal to the separated probe with a Communitron 16, but the probe is not getting a signal, even though the main one is. At the time of me writing this, they are both 300 metres away. I thought the separator was blocking the signal, so I destroyed it with Whack a Kerbal, but that didn't help. Anyone know whats going on?
  3. Hmmm... I'll try and focus the next update on that before I work on anything else, because If you say it makes such an improvement then what have I got to lose?
  4. Hmmm... I'm not too sure how to make normal maps. I remember trying once, but it didn't turn out right. :S
  5. It's a big day today, guys! The first download has been published!
  6. Designed some awesome B9 ships based on designs back during the golden days of 0.24 and 0.90. (basically my own design, a design from a YouTuber who I forget the name of, but it was three space planes flying at once and docking at the middle carrier, and Robbaz's Yotenheirm (I think that's how it's spelt)) Also, I'm really starting to love my PC even more now. Even with 118 ITEMS in the GameData folder, even with these massive ships, even with their many parts, even with OPM AND even with SVE AND SVT... and still roughly 20fps, and hardly any crashes. I believe 1.2 in general is just much more stable, but whatever, I love it.
  7. Huh, dosn't seem to be working. Where do I need to put it? I put it after the fx lines near the top at the config.
  8. Thanks for the info! So is this for the config, or is this the prefab setup in Unity?
  9. Hmmm.... this will be awkward because the entire nozzle IS the bell so it can gimbal. :S
  10. Lads... It's back... The GTX 1060 is back.
  11. If anyone saw my mod thread, then, see? I told you this was a learning experience. Any, my upper stage Sarnus V engine, or Poodle Revamp engine is almost finished. Except the exhaust is acting funky. With the normal Poodle exhaust that hasn't changed in the config, the plume comes from deep within the engine, too deep in fact. And even if I change the parameters it doesn't change location oddly enough. Even weirder, I tried to copy the config from my other engine, and add an FXPoint in Unity for it. Yet, even when I have no throttle, the plume shows up and just stays going! No thrust is being applied, it's only visual. How do I fix this? Config here. PART { name = liquidEngine2-2Remake module = Part author = SmashingKirby mesh = model.mu rescaleFactor = 0.625 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -3.1, 0.0, 0.0, -1.0, 0.0, 2 fx_exhaustFlame_blue = 0.0, -5.74338, 0.0, 0.0, 10.0, 0.0, running fx_exhaustLight_blue = 0.0, -5.74338, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -5.74338, 0.0, 0.0, 10.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -5.74338, 0.0, 0.0, 10.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = heavyRocketry entryCost = 4200 cost = 1300 category = Engine subcategory = 0 title = RE-L10 + SI "Poodle" Liquid Fuel Engine manufacturer = Rockomax Conglomerate + Smashing Industries description = It is agreed by many that the Poodle engine isn't the prettiest engine out there, and therefore doesn't deserve it's name. Smashing Industries stepped in to help Rockomax solve this dilemma. attachRules = 1,0,1,0,0 mass = 1.75 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 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3600 bulkheadProfiles = size2 tags = lander orbit (poodle propuls rocket Sarnus MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 250 heatProduction = 83 fxOffset = 0, 0, 0.4 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.75 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 90 key = 3 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 4.5 } MODULE { name = FXModuleAnimateThrottle animationName = overheat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } } As you can see the parameters on the fx_exhaust are slightly different than the normal Poodle. This was me copying the parameters from the Swivel to see if maybe I made a typo. And again, that 10 used to be a 1, but didn't change anything (at least noticeably) in-game.
  12. Oh, my god. I can't look. I'm too jealous of your phenomenal skills.
  13. Welcome to Smashing Industries! So, basically, this is a thread for a WIP pack I'm making, which adds more parts to the game. Simple enough. Not only will they be useful for me, and for you, the reader, the community, but it should also provide a learning experience for me as I'm going to attempt to make other parts I haven't made before. ( parachutes, landing legs, solar panels, docking ports, launch clamps, and although I have made pods before, I have never made an IVA, because I just don't have a clue how to. ) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Current progress http://imgur.com/a/3roaH Most recent addition: Mainsail, Skipper and Spark Remodel (inspired by @Porkjets ideas) and a 2.5 metre Science Package (animation a bit buggy) ---------- Download ---------- ------------------------------- Stay tuned for more! Smashing Industries is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  14. Returned to part modding and designed a first stage replica of the Saturn V. Gonna call it the Sarnus V. And now I'm using it in my main save to conduct the first Kerballed Mun landing using the Kerollo 1. >:D
  15. Yay! Finally, my fuel tank can be finished now. Thanks a lot for your help, hope your mod goes well too.
  16. *sigh* I got it now, but one of them is flipped horizontally. I can't just flip 180 degrees because then it would be upside down. I also don't know which one it is since they're perfectly symmetrical. |:/
  17. I've joined them, still won't work. Unity setup is: GameObject SarnusVMainFuelTank flagTransform tank And the cfg: PART { name = Size3MegaTank module = Part author = SmashingKirby rescaleFactor = 0.625 node_stack_top = 0.0, 15.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -15.0, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.0, -3.0, 0.0, 0.0, 1.0 TechRequired = highPerformanceFuelSystems entryCost = 56600 cost = 20000 category = Propulsion subcategory = 0 title = Sarnus V Main Stage Tank manufacturer = Smashing Industries description = A mega tank for your mega main stage. attachRules = 1,1,1,1,0 mass = 12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 400 breakingTorque = 400 maxTemp = 2000 // = 2900 bulkheadProfiles = size3, srf tags = fuel fueltank ?lfo propellant rocket Sarnus MODEL { model = SarnusVParts/Parts/FuelTanks/Large/model } RESOURCE { name = LiquidFuel amount = 12960 maxAmount = 12960 } RESOURCE { name = Oxidizer amount = 15840 maxAmount = 15840 } } MODULE { name = FlagDecal textureQuadName = flagTransform } } Ok, wait, I did a bit of reshuffling and it kind of works. But when I select a flag, it chooses the main background colour of the flag and displays that. For instance, if I choose the Orbs flag, the flag turns yellow but doesn't show the orbs. If I choose the main KSP one, or those that have a transparent background, it disappears.
  18. Ah, I see. So is it easy to make them into one object in blender? What do I need to do to make them separate objects?
  19. Hmmm... like this? Btw, I tried this and it didn't work, but if this setup is right then it means I need to show you the cfg. So is this right? Yes, the flagTransform is a renamed GameObject.
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