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Squiggsy

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Everything posted by Squiggsy

  1. yeah I found what the problem was just now pretty embarrassing I'd managed to extract TechManager to the main folder not GameData, saw it there while i was starting the game up and thought "ah, that would explain why I don't have the tech tree options..." >.<
  2. I'm also having a problem I hope someone knows the answer to, certain tech tree points aren't showing up, namely the fusion tech, i have the prerequisites, and i all of the other tech options from KSPI that i should have unlocked have unlocked, but this one is just absent, i checked in my save folder and the tree.cfg has them there (top of the page in fact) they just won't show up any ideas? really want that dual mode thermal turbojet upgrade
  3. yeah I just found it, thanks! only reason I mentioned it was I didn't see where to get it from, all working now love this mod!
  4. I'm having this same problem on .25, worked fine on .90 for me but the experiments wont work now (I downgraded because my .90 game was so glitch, some mods are so much more compatable, but not this one .. ) its a shame because i love this mod
  5. Was really pleased with this view so had to take a screenshot, my rover on the Mun with Kerbal and the Sun in the background all perfectly lined up, views like this just add that extra level of awesome to this game - - - Updated - - - http://41.media.tumblr.com/b9353dc4037838bfef5d1e0ff55f27f6/tumblr_nm3cnvgued1r0o48lo1_1280.png <full res image here
  6. done the textures as much as I can be bothered to for now, pretty happy with it considering its my 3rd 3d model that I have ever made and also the 3rd part for KSP thanks again, it all works perfectly now, apart from one encounter with the kraken when i loaded a quicksave where the doors were clipping through some rocket nosecones from side mounted rockets :\
  7. ah thank you nli2work!! I was only checking the location of the part itself, not the location of the part tools game object, that was what was causing it, I will remember that for future reference, it had confused me because after a problem like this but less severe with a previous part which was actually caused by what Sumghai suggested I had been extra careful to create my part at 0,0,0 of blender. all solved now just need to get the connection nodes back to the right place - - - Updated - - - really chuffed with that seriously thank you, now i just need to work on the texture a bit more and make a stock-a-like one too thanks again!
  8. not really sure what's going on here... when i click the part from the menu to use it instead it spawns way back out of my view because it seems to think the item is not where it actually is... I really can't for the life of me figure out what's going on the item was centered in blender and unity it is only once it came into KSP it decided suddenly it's not, its getting mildly infuriating. the item has an animation, not sure if that'll have anythign to do with it, and I have tried moving it around in unity, i have also tried completely recreating the unity file, re importing it from blender, pretty much everything i can think of and it just always does this no matter what. any one have any idea or has seen this before? I'm headed to sleep now but if anyone has a clue please reply I am in desperate need! thank you
  9. I've managed to get the nodes in the right places but it still thinks that it's physical location is about 10 meters away, it makes it really hard to move around the VAB and causes the right click menu for it to float that distance away from it, please if someone could offer some insight i'd be so happy, I have everything working perfectly for it now except this and moving its location around unity has no effect so I'm stumped
  10. Ok I've found the problem it is actually there it's just a VERY long way away from the connection nodes, just happened to scroll out and saw it there way up by the ceiling, I have no idea how to get it centralised again it was perfectly centered in blender... - - - Updated - - - that is how far away it is... i've checked and it has been at 0,0,0 in both blender and unity...
  11. Just finished making a storage container for science experiments for a probe, has animated doors and emissive texture for glowstrips, it all seems to work fine in unity, i am struggling to come up with ideas of what I have done wrong but it's my first time making a part with an animation so my knowledge is limited... basically when I go into the VAB it shows up in the preview no problem (but at the end of its animation, doors open), when I click and drag it out however it is not there, but the connection nodes are, I don't think it is exactly invisible either because I can't click on it once i drag it out and connect it, it ceases to exist i think. Any ideas of where I could have gone wrong? followed tutorials exactly on how do get an animation from blender into unity then into KSP and it all seemed to be working so well! thanks!
  12. seriously thank you, this whole forum has been incredibly friendly and helpful and accepting of my current incompetence . I am having a different problem now though, with a different part, it all loaded up fine and seemed to work ok but when i click on it in the VAB and place it, I then can't pick it up again, or interact with it in any way whatsoever, do you have any ideas about what might be causing this or shall i start a new thread? (it has an emission animation if theres any chance it's that which is causing problems) Edit: Nope I fixed it I was just being silly and forgot to add a collision mesh since I restarted the project in Unity 4.2.2 to get the animation to work, thats embarrassing
  13. Forgot to edit this last night to say its been semi-solved though I don't know quite how! all I did was put it back to how it was before (just like how you have shown it up there) and now it works fine, although I got the orientation of the model wrong in blender so now when the kerbal leaves he grabs on to the ladder while hanging on to thin air at 90 degrees to it :\ but it loads and accepts that there is a ladder and airlock there now
  14. thanks for you hard work! This is one of my favorite mods, that design is so clean and they seem to work better than most other docking ports! seriously awesome stuff one question, how did you get the lights implemented into them? I have been trying to add lighting/glow to something and have not really found much in the way of help towards achieving it.
  15. when I put the meshes like this it errors and will not load the part, but I'm sure this is the only way it WILL allow the actual airlock and ladder to work in game is it not?
  16. Well I've realized what it is causing it, when I correctly set up the airlock and ladder (at least i think correctly, put them under the object in the hierarchy, which is then under part tools, set as "is a trigger") it errors and won't load the model, saying "[Error]: PartCompiler: Cannot clone model from 'Test Mod/inlineCommandPod' directory as model does not exist", but it works fine as soon as i remove the ladder and airlock mesh's, any ideas?
  17. ah no I have just checked the debug menu and it says "[Error]: PartCompiler: Cannot clone model from 'Test Mod/inlineCommandPod' directory as model does not exist" and before that "[Error]: PartCompiler: Cannot compile part" and "[Error]: PartCompiler: Cannot compile model" I then decided to simplify things a bit and put the model back through unity, this time only giving it a box collider, and now it DOES freeze while loading and returns "[Exception]: ArgumentException: The requested value 'Command' was not found." edit: it seems this is because I had the object type as "Command" instead of "Pods" - - - Updated - - - it's working now! well a simplified version of it is, only a box collision mesh and no mesh's for airlock and ladders, need to do that now and see if it still works, E.Nygma does that mean each individual part of the object needs to be its own game object if you are adding a collision mesh to them individually? if so that would explain why it wasn't working before. thanks for the replies people
  18. yeah its odd i switched to a different craft and pressed space to activate a new stage and suddenly it started up! clicked it and the chatter option was there, once i had gone back to vab and into a new craft it never returned again
  19. Hello I'm pretty new to the forum and very new to modding KSP, I recently started making an inline command module, created it in blender, got it all imported into Unity no problems with textures attached, set up collision mesh for the object, as well as one for the hatch and one for the ladder (followed instructions from this forum for those, tagged ladder and airlock, set to "is trigger" put in layer 21 named it Part Triggers) followed Part Tools instructions from multiple tutorials, got it all exported as a .mu and .mbm textures, created my .cfg (in truth I copied and edited one for the Mk1 Command Pod to try and ensure i didn't go wrong anywhere), but when i attempt to put it into my ksp folder and load it in the VAB it just isn't there, the game doesnt complain or fail to load, it just doesn;t have the part there, I have no idea where I have gone wrong or what information i need to provide to be useful but if there is anyone who could give me any pointers in the right direction that would be super I have spent a lot of time making this and its incredibly frustrating that it just refuses to show up. thanks!
  20. Not sure whats going on but for some reason the "chatter" button is not there, I have beeps and ambient noise menus, but no chatter, any ideas?
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