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Skalou

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  1. A new version v0.3.0 is available here is the changelog: https://github.com/skalou/Ext-Seat-Dummy/blob/master/Ext-Seat-Dummy_Changelog
  2. Hi, I see there isn't any options for KSP 1.3.1 version on Curseforge: https://kerbal.curseforge.com/ksp-mods?filter-game-version=&filter-sort=updated
  3. thank's for the bug report i can take a look at it.
  4. This thread is NOT quite old. Please DO NOT consider starting a new thread rather than reviving this one. v0.3.0 is out, works with KSP 1.3.1 (and previous)
  5. @linuxgurugamer , everyday KSP , thank's @kerbalfreak, the LANTRN takes time to glow, also if the engine is linked to a huge thermal mass or radiator etc... it's possible that you will never see it glowing ( the engine could be not enough hot to reach the glowing temperature)
  6. your are right for the 1st bug, easy to fix: @linuxgurugamer it's a typo in the config (LANTR.cfg): line 87: should be: (remove 1 / before AtomicAge) for the 2nd bug, i just tested it and don't have it myself (on KSP version 1.3.0): for the LANTR: I haven't reworked this model ( only converted the textures to .dds) and for the Lightbulb: i reworked it with 2 independent thermal animation: (and many other things ) - the 1st linked to the throttle: more throttle/ time of burn = more glow - the 2nd linked to the internal part's temperature: hotter = more glow
  7. Yes for the main features ( mass, COM,...), the only thing that won't be accurate is the drag and buoyancy ( because it has changed in 1.3). but i'm working on a new version
  8. it remenbered something when i was doing my first mod: So for classic engines: Z is the thrust axis (blue), for RCS engines it's Y (green).
  9. It's seems to point in the blue arrow direction, maybe the thrustTransform Z axis? this Z axis should point in the direction of thrust ( UP for your image instead of LEFT) or someting like this
  10. strange, because with the KSP diffuse shader, the transparency layer of your png (if there is one: RGBA instead of just RGB), is not used as transparency but for shininess ( see some stock textures for examples). but again without screenshots or more info it's hard to help you.
  11. yes, and if its your first try at it, it's really easier to try the simplest part as possible ( the box as you said, a simple diffuse texture and a fuel tank config or something like this)
  12. don't know it works for me, but i don't understand well your problem. for the main color i set it to white, the texture then do the color.
  13. Great news, congrats for this teamwork! After importing the model to blender, i reworked the whole model and rebuilt the animations specially for the tricky nozzle with gimbal. for interested people, you can find the reworked blender's models in the sources link given in the 1st post.
  14. Hi Strykersm,

    I'm trying to build an engine with a nozzle animation, and found your really usefull link of the video n°3, thank you! :)

    but the downloadable example file is not here anymore :/. Is there a way to got it again please?

     

    1. strykersm

      strykersm

      Apologies for late response, i'm afraid not :\ But I can hook you up with a blend file if you wish :)

  15. On my side i'm using blender and export directly in .blend, because if i update my blender model it will automatically update the Unity scene and keep all the already done work. there is some parameters to ajust by selecting your model in the Unity asset folder ( specially the: import or not the normals)
  16. thank you You can export your blender model directly in .blend into Unity, the main advantage is if you modify it it blender then save it will automatically update in Unity without the need to redo all the boring stuff.
  17. what is exactly the part you want? i can try it for you (but no promise on the result )
  18. I tried it , and it works great ( KSP 1.3.0),Thank you for this mod! however i have a question/request: @JPLRepo, is it possible to plot the trajectory in the orbital frame instead of the surface one? i would like to know the (orbital) trajectory of my craft after a long burn hovering the surface in different directions.
  19. I was trying to use this mod, and i didn't found how to use it, until i decided to look carefully at the readme file when redownloading it (i did'nt got it installed at first because it's not in the KittopiaTech folder in the dowload zip, maybe include it inside for next release? ), so to open the UI you have hit: CTRL+P Thank you for this mod , i hope it will help me
  20. why create a greyscale then try to convert it to purple? if you have a high and low poly model in blender, you can create directly the normal map (purple) from the high poly, easier faster better.
  21. It's not currently planned, maybe one day
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