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Everything posted by Caithloki
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Sorry for the let down Augustus but they are just solar panels, there is already a few solar sails around in some mods tho, for the sun tracking ability I will probably be doing that with a later model once I get these stationary ones for 0.625m, 1.25m and 2.5m.
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Okay, I have been messing around with an idea I have had in my head for awhile, I do not know if there is any inline solar panels available in mods at this time so I thought I would try and make one. So far I have the model created for 1.25m ships at this time, at least I believe it should be that size, I just haven't transferred it yet to Unity. My question mainly is will keyframes properly transfer over to unity and if there is current a reason I have not seen inline solar panels before. Here are the pics of the starting state and the fully deployed state. Pardon my lack of textures at this time, just wanted to get some input on this before I continue on with the idea.
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No offence to you and your mod Toadicus, but I guess I will remove antenna range, I have about 20+ crafts for remote tech to allow connections with dishes and such and removing remote tech would make them obsolete. But you have made an awesome mod and I will probably use it in future games when I am not using the engineering tech tree. Thanks for the assistance with finding what was causing the issue.
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I have been having an issue with the mod, while I am not sure if it is an issue. I have the best range antenna and the icon for range is green, it has connection through relay to kerbin. It will say starting transmission but will not transmit all the time. It will transmit one pack of data, say 14% then stop or transmit everything at once. Its really hit and miss. I like the mod but I am confused. Also, don't know if it matters but they keep mentioning Moving... in the hud, do I need to turn the craft for the larger antenna?
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Thanks a ton, they now work with remote tech! Now I don't have to feel so cheaty with my new minimus sat network.
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I asked about this in the RLA post and someone actually made the MM code for use with remote tech. Don't know what to do with it but hopefully I figure it out.
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Thanks for that man, but I am kinda confused on what to do with this code? Do I just paste it into Module Manager?
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Hey, I started using your mod and I really like what it adds, but one mod that I use has an issue causing all probe cores it adds to have local control. The mod is RLA stockalike. (http://forum.kerbalspaceprogram.com/threads/90218-1-0-4-RLA-Stockalike-13-18-Aug/page45) I didn't know if it was your mod or his that has to enable it so I posted on both posts.
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Will this work with Remote tech in the future? Currently all parts act like a kerbal, don't know if this is something you have to put in place or the person who made Remote tech has to do.
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Can we get a bit more of an explanation on how this works. It seems like an awesome mod but is the yearly budget given each year, so could you just fast forward multiple years and have hundreds of millions of $. Or would it penalize you for not sending any missions up. What does increasing/decreasing confidence and public opinion? Again seems like a great idea and can't wait to see where this goes.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Caithloki replied to Probus's topic in KSP1 Mod Releases
Would this work with Kolonization by Rover Dude and have the parts just randomly dispersed or would they not show up?- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Caithloki replied to Probus's topic in KSP1 Mod Releases
I only seem to have two antenas unlocked at start, the reflectron and aeis comtech, I don't have the ability to do anything because there is no other parts. Can someone assist. Nevermind, I do not know what I did wrong, (might be because I just extracted all the working mods in the list at once) but the issue is now resolved.- 1,028 replies
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[Solved] Bugs... no target indicator?
Caithloki replied to Kill3rCat's topic in KSP1 Technical Support (PC, modded installs)
I second that, I spent the last two weeks with no way to track targets, was quite interesting. -
Here is the drone body in game, again with still bad textures . This is a pic of the original model. It is smaller then the current probe body, I have resized the model to be larger.
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I decided to go ahead with the boolean mod, It helped lower the amount of UV work removing the inner faces so I went with that option. I also finished the model for the drone body for the mod. It is a little bit bigger then the in game probe body and has attach points for wheels. I am going to set up attach points for each one. I am not quite sure if I am going to setup my own tires or not. Alot of the work left for the parts I have made so far is just setting up textures, I am not the best artist but Its a learning process. This mod pack will be a nice learning process for school, I am taking animation in about a month for two years. Also I did a remodel of the grabber part, I learned that suction cups would not work in space (No atmo so no different pressure zones, duh). Here is the new model and I decided to go with magnets instead.
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I saw that mentioned but never could find the boolean mod, went back and looked and now found it. Guess I need to just look harder. I checked it out but it seems to actually increase the amount of triangles while lowering the face count. I think I might just leave as is.
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I just tried it out and it is wicked, It is going to make it a ton easier to size up everything, now I don't need to spend multiple load times of KSP to verify the sizes. Thanks man. Do you happen to know any way to remove internal faces with blender? I have been attempting to look for this answer online but to no luck, here is a picture to show what I mean. The part inside of the main part has a ton of triangles that I could remove but for the life of me I cannot find out how to do so. - - - Updated - - - Here is that part also, It is either going to be a battery or small reactor. I am not sure yet I am still working on it.
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With the original drawings I did for the welder it had a joint in it. I kinda just made the model quickly to see if I could get it into the game since I had so much trouble before (All because i was using unity 5 instead of the 4.2.2 version or lower). For the solar panels I agree with you, it would be better to have them usable for other ships, so I think I might just make ones long enough to cover from side to side of the container. The would be wider shorter version of the ones in the picture above. And to verify, is that link you mention a program that will let me bring any part/ship into blender to use as a comparison to the model I am making? If so I am elated. I would be downloading it right now and testing it out but I just popped on while I ate breakfast.
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I do need to fix that welder, it does point directly up when selected it KSP, I will be fixing that next and also increasing its size a bit. I also just finished the base idea for a container, while the shape at least, I will need to improve on the texturing for all my models. Here are pics of the container and the idea with stock parts (I hope to replace the probe body with one of my own making). The container will only be for a small amount of parts, that is why it only has 4 slots and 200L of space. I might even lower it further since the pipes are only about 6L. I only want the rovers to be able to set up piping and pylons for the pipes. Here is the rover concept with stock parts. I have the container pretty short to help keep it from flipping the rover and plan to make my own solar panels, probably curved to follow the shape of the container. Also you can see how small the welder looks like too, way to tiny for the rover size. For some reason the mod making install I had did not have the rover body so i couldn't test out the size compared to it.
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Does the Collider and Model have to be two separate models brought into unity or as one object. Here is what I have at unity at the moment, without the collider mesh component added. Here is the model selected. And here is the collider selected. I was using this tutorial on how to transfer to unity then from it to KSP. Edit : well I guess I missed something the last time I attempted to add the collider, I might of picked the incorrect one. I was able to add it now and the part is now select able.
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I have a node_collider (or how ever it is spelled) on the full mesh in blender ( I did not scale it down though so the mesh for the model and collision are the same size which I am not sure if that would cause an issue. But when I attempt to add the collision in Unity it causes the mod to not show up in kerbal, without it the mod shows up but once placed it technically becomes one with the part it is attached to. Do I need to use the unity for the collision mesh or can I just use the one that is a second mesh in blender? If the blender one will allow it then I think the base only idea would make my life a ton easier if I have to scale it down by a small amount.
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Thanks for the input, I actually just got my very first part actually showing up in kerbal, its not the best currently but I am quite pleased with myself since all y prior attempts ended up with frankenstien models that did not look anything like the model I made. Here is the early look of the part. It is supposed to be that small in case anyone is wondering but I might make it a tad bit bigger and the model will be updated to something of a less flat one color look. Currently it is only setup as a ladder part just to make sure I can get it usable as a model. Now I just need to do this for the grabber part then figure out how to transfer the KIS/KAS ability to these parts, if anyone can give a bit of insight on this or are willing to help me do so I would be grateful. - - - Updated - - - Slight issue though, it currently is in game and able to be added to a ship but since it has no collision mesh it cannot be selected and removed, but when given a mess it ends up not being in game anymore. Does anyone know a solution to this issue? There does not seems to be something referencing this issue in common issues on the start here for moding post.
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Hello, I am working on my first mod pack and would like a bit of input on the idea. The first two parts I am working are a welder and grabber for a rover so that it can use KIS/KAS to lay piping and such. The main idea for pack is to allow you to send a robot farm/mining rig ahead of your actual kerbals. The way I plan to balance it is to make it require alot more power and other resources and lower production then what a kerbal can do. The first two parts I am working on would be required for any of the future ideas to work. Here is the grabber part. I still need to work on the texture And here is the welder part without a texture yet. My main concern is that I do not know if it would be possible to give these parts the ability to weld and move stuff like a kerbal and if it is possible would it be able to be limited to an area around the part, to prevent slapping on the part to anywhere on a ship to allow construction anywhere on the ship. Any input would be welcome on this matter, and thanks in advance.