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KSP2 Release Notes
Everything posted by Markelius
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The cheat doesn't function the same way this mod does, you still have to wait around for stuff to become efficient and with the cheat they'll just go into the dangerous range of heat and become inefficient. With the mod you don't need to use the cheat, and things function efficiently right off the bat.
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I'll take a look at the object hierarchy and try to see what's wrong with my .blend. Though I would like to eliminate the problem on the unity side of things as I don't want to eliminate the possibility of making parts in the future which are animated, use lights, expel projectiles, ect. It uses the "MODEL { }" syntax, and as I said, it worked fine when I was using a different .mu file. EDIT: Hmm, I just tested again and now the part loads fine in KSP! It still won't import into blender, and the UV map is messed up, but I suspect I can fix that.
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So, I've been trying to teach myself how to make parts for KSP, starting with a simple modification of one of the parts from Planetary Base Systems. I imported the original mesh into blender with taniwha's addon, made my changes, and saved the .blend. I then set up a simple unity project following the instructions in this tutorial, and despite the unity console not giving any errors on export, and the .mu's filesize being what it should be, KSP will not load the part (it won't show up in the list) and trying to import the .mu file into blender using the addon I linked above gives the error "Unrecognized format 76543 4". I know the part .cfg isn't the problem as it worked fine with a different .mu file (it's just an existing cfg that I made a few changes to). At this point I have no idea how to solve this problem. I tried to figure out how to export a working .mu only using the tool @taniwha made, but I couldn't figure out how to get it to export with the collider and I do want to teach myself how to use Unity for making parts so I'd like to figure out what's wrong. Let me know if there's any info I should add or project files I should include. I did some basic searches but couldn't find anyone with the same problem I was having. BTW I am using the part tools from this post.
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Thanks, I never bother with layers when I 3d model as I always end up forgetting that I have stuff on different layers, didn't even think to check them.
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Can you upload the .blend file for the workshop? The "workshop.blend" file that's there is for the IVA but there isn't one for the exterior. Thanks!
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Hey taniwha, do you think you could post some .blend files of the mod's parts on the github? I want to try my hand at making some stockalike textures for the mod but your .mu importer isn't being 100% cooperative and I don't want to go through the trouble of converting the meshes using unity but I would like to take a look at the UVs.
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Yeah, modulemanager is working and up to date, so is KIS. Though come to think of it, I don't know if this was intentional but with the latest version of KIS I can't stack connector ports anymore. Might have just been a balance change though. KSP.log, modulemanager.configcache (sorry, they were too big for pastebin or hastebin) EDIT: I figured out what was wrong! Since I'm using both Extraplanetary Launchpads and Simple Construction, I had forgotten to update the Launchpad.dll in Simple Construction, and there being two different versions of the same plugin seemed to have messed up the game.
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My Minimus base has both a Survey Station and a stake, it functioned before I updated the mod but as I said, now I can't open the build window at all.
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Hey taniwha, I tried out the newest version of this and I have to say I like the changes to the workshop mesh, nice to actually have a visible ladder on it now. Unfortunately, with the newest version (5.3.2), I can't get the Build Interface to show up at all, if I click on the build interface toolbar button, nothing happens, and right clicking on the Orbital Construction Dock or Survey Station won't even give me the option to open the build interface at all. I checked my modulemanager.configcache to see if anything was messed up (misplaced brackets, stuff being deleted, etc.) and everything looked as it should. I'm running KSP 1.1.2 and if it's any use, I didn't have this problem with 5.3.1. I'd go back to using 5.3.1 but I'd rather not have my game harass me at startup to update the mod. Let me know if you need me to post any logs or anything, I checked the OP and it didn't mention how to post issues.
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Which MKS parts overheat? I didn't include any patches for MKS parts, if that's what you're asking.
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Hello fellow Kerbalnauts! Have you ever started a drill or ISRU, only to be frustrated when it either takes forever to max it's efficiency, overheats, or needs a massive amount of NearFuture radiators or solar panels to dissapate the heat, which aren't always reliable? Wish the stock drills and ISRUs worked the same way Karbonite did before 1.0? Then you need... No Overheating Download on Spacedock [works with 1.1.2, probably 1.0+ too] This mod is just a simple couple of Module Manager patches, which completely remove the core heat system on Drills and ISRUs. Just start them up and let them do their thing. It also removes the core heat system on RTGs, I wasn't sure if they actually had any effect but I removed them just to be sure. It also works with Kerbal Planetary Base Systems, Modular Rocket Systems, and Near Future Electrical, but does not require them. It does however, REQUIRE Module Manager. You can get it here. That's all, and happy mining! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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Okay, thanks a lot for showing me what was wrong, I was tired last night and was sure I was making some kind of dumb mistakes somewhere. So now everything seems to work, only problem is while the containers show up in the Utility section and if you search for them, they won't show up in the "EL Items" section anymore. I can't seem to figure out why this is or how you define parts to be in that category in the first place, and it's inconvenient, but not a deal breaker. I think I'll release the mod today and if I can find a fix for making the ore containers show up in that category again, I will. If not, it's not the end of the world, the rest still works great. Thanks for all the help!
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Hey, I'm back. I seem to have gotten all my tweaks working except a few things with the metalore to ore patch. The way you're supposed to handle modifying entries that are nested under other entries is confusing me so I know I'm probably doing something wrong here. The names and descriptions of stuff changed, but the smelters don't work and the ore containers do store ore now, but they also store metalore as well? Don't know what's happening there. I modified the Augers too but I haven't gotten a chance to test them since I'm pretty sure in all my time playing Extraplanetary Launchpads I've always used Roverdude's drills or stock drills. Anyways, here's my patch: @PART[*Auger]:NEEDS[Launchpad]:Final { @MODULE[ExExtractor]:HAS[#ResourceName[MetalOre]] { @ResourceName = Ore //With how tough the EL Augers are to use, I don't think their ratio needs to be changed. } } //Below section changes resource storage containers and modifies their titles and descriptions. @PART:HAS[@RESOURCE[MetalOre]]:NEEDS[Launchpad]:Final { @RESOURCE[@name[MetalOre]] { @name = Ore } } @PART[HexCanOreHuge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Huge @description = A 6m long resource canister containing Ore } @PART[HexCanOreLarge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Large @description = A 3m long resource canister containing Ore } @PART[HexCanOre]:NEEDS[Launchpad]:Final { @title = HexCan-Ore @description = A 1.5m long resource canister containing Ore } @PART[HexCanOreSmall]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Small @description = A 0.75m long resource canister containing Ore } @PART[ELTankLargeORE]:NEEDS[Launchpad]:Final { @title = MSV-2000 Ore Container } @PART[ELTankMedORE]:NEEDS[Launchpad]:Final { @title = MSV-1000 Ore Container } @PART[ELTankSmlORE]:NEEDS[Launchpad]:Final { @title = MSV-500 Ore Container } //use Simpleconstruction ratio for turning ore into metal (ie. 1 ore + 60 ElectricCharge = 0.5 metal) //tiny smelter should produce metal at 0.4x the rate, & small smelter should at 0.7937005259840998x (round to 0.8) the rate. @PART[Smelter] { @MODULE [ExConverter] { @INPUT_RESOURCE:HAS[@ResourceName[MetalOre]] { @ResourceName = Ore @Ratio = 1.0 } @INPUT_RESOURCE:HAS[@ResourceName[ElectricCharge]] { @Ratio = 60 } @OUTPUT_RESOURCE:HAS[@ResourceName[Metal]] { @Ratio = 0.5 } } } @PART[SmallSmelter] { @MODULE [ExConverter] { @INPUT_RESOURCE:HAS[@ResourceName[MetalOre]] { @ResourceName = Ore @Ratio = 0.8 } @INPUT_RESOURCE:HAS[@ResourceName[ElectricCharge]] { @Ratio = 48 } @OUTPUT_RESOURCE:HAS[@ResourceName[Metal]] { @Ratio = 0.4 } } } @PART[TinySmelter] { @MODULE [ExConverter] { @INPUT_RESOURCE:HAS[@ResourceName[MetalOre]] { @ResourceName = Ore @Ratio = 0.4 } @INPUT_RESOURCE:HAS[@ResourceName[ElectricCharge]] { @Ratio = 24 } @OUTPUT_RESOURCE:HAS[@ResourceName[Metal]] { @Ratio = 0.2 } } } // Fix resource detection @PART:HAS[@MODULE[KethaneDetector]]:NEEDS[Launchpad]:Final { @MODULE[KethaneDetector] { @Resource:HAS[#Name[MetalOre]] { @Name = Ore } } } // Fix resource detection @PART:HAS[@MODULE[ModuleResourceScanner]]:NEEDS[Launchpad]:Final { @MODULE[ModuleResourceScanner]:HAS[#ResourceName[MetalOre]] { @ResourceName = Ore } } // Fix resource detection @PART:HAS[@MODULE[ModuleAnalysisResource]]:NEEDS[Launchpad]:Final { @MODULE[ModuleAnalysisResource]:HAS[#resourceName[MetalOre]] { @resourceName = Ore } } EDIT: Okay, I messed with the patch but it didn't seem to do anything, descriptions and titles still work but the resource storage doesn't, and neither do the smelters. I think the smelters store ore now but they also store metal ore? Honestly I'm gonna call it a night for now. I have something else in mind that might work but I'll try it tomorrow Here's the updated code: @PART[*Auger]:NEEDS[Launchpad]:Final { @MODULE[ExExtractor]:HAS[#ResourceName[MetalOre]] { @ResourceName = Ore //With how tough the EL Augers are to use, I don't think their ratio needs to be changed. } } //Below section changes resource storage containers and modifies their titles and descriptions. @PART:HAS[@RESOURCE[@name[MetalOre]]]:NEEDS[Launchpad]:Final { @RESOURCE[@name[MetalOre]] { @name = Ore } } @PART[HexCanOreHuge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Huge @description = A 6m long resource canister containing Ore } @PART[HexCanOreLarge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Large @description = A 3m long resource canister containing Ore } @PART[HexCanOre]:NEEDS[Launchpad]:Final { @title = HexCan-Ore @description = A 1.5m long resource canister containing Ore } @PART[HexCanOreSmall]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Small @description = A 0.75m long resource canister containing Ore } @PART[ELTankLargeORE]:NEEDS[Launchpad]:Final { @title = MSV-2000 Ore Container } @PART[ELTankMedORE]:NEEDS[Launchpad]:Final { @title = MSV-1000 Ore Container } @PART[ELTankSmlORE]:NEEDS[Launchpad]:Final { @title = MSV-500 Ore Container } //use Simpleconstruction ratio for turning ore into metal (ie. 1 ore + 60 ElectricCharge = 0.5 metal) //tiny smelter should produce metal at 0.4x the rate, & small smelter should at 0.7937005259840998x (round to 0.8) the rate. @PART[Smelter] { @INPUT_RESOURCE,0 { @ResourceName = Ore @Ratio = 1.0 } @INPUT_RESOURCE,1 { @Ratio = 60 } @OUTPUT_RESOURCE,0 { @Ratio = 0.5 } } } @PART[SmallSmelter] { @INPUT_RESOURCE,0 { @ResourceName = Ore @Ratio = 0.8 } @INPUT_RESOURCE,1 { @Ratio = 48 } @OUTPUT_RESOURCE,0 { @Ratio = 0.4 } } } @PART[TinySmelter] { @INPUT_RESOURCE,0 { @ResourceName = Ore @Ratio = 0.4 } @INPUT_RESOURCE,1 { @Ratio = 24 } @OUTPUT_RESOURCE,0 { @Ratio = 0.2 } } } // Fix resource detection @PART:HAS[@MODULE[KethaneDetector]]:NEEDS[Launchpad]:Final { @MODULE[KethaneDetector] { @Resource:HAS[#Name[MetalOre]] { @Name = Ore } } } // Fix resource detection @PART:HAS[@MODULE[ModuleResourceScanner]]:NEEDS[Launchpad]:Final { @MODULE[ModuleResourceScanner]:HAS[#ResourceName[MetalOre]] { @ResourceName = Ore } } // Fix resource detection @PART:HAS[@MODULE[ModuleAnalysisResource]]:NEEDS[Launchpad]:Final { @MODULE[ModuleAnalysisResource]:HAS[#resourceName[MetalOre]] { @resourceName = Ore } } .
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Okay, my edits to the patches are going well, I got the names and descriptions on things to change, and my DisableProgressiveBuilds patch seems to be working, I couldn't get builds without a crew to work, but hey, I'll take my success for now. I'm gonna finish writing the ore patch and then I should be able to release my mod. I have this mod to tweak extraplanetary launchpads and another to disable the core heat system on ISRU's and Drills (which is working perfectly). I'll post in this thread again if I hit another snag, but I think it's just a matter of finishing touches now, thanks for the help! I appreciate it.
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Hey, thanks for the in depth writeup. I'm going over my patches now and I see where I've gone wrong in a lot of places. Also, you were right, "period+asterix" is not proper syntax, I mistook it for "comma+asterix" which searches all keys of the name you specified and edits them all. It's in the module manager handbook. As for the ore stuff, I'm gonna take a look into the converters and do the math to make sure the balancing is right for the final patch, thanks for reminding me of that. I'm also gonna try changing the " @ " to " % " for the descriptions and titles and see if that works. As for the Survey Station, I forgot that it already had a workshop, so I'm just gonna exclude those lines from my patch, as they seem to conflict with the DisableProgressiveBuilds patch I made. I added ":Final" to the patch too, so it should hopefully actually apply now. Finally, with the texture replacer, that is what I wanted the patch to do, but since changing the texture paths in the part file doesn't seem to do anything, I might just give up and open the model in unity to manually change the texture. It's not ideal as it's more work for me and I have to redistribute a modified model that is essentially the same, but I suppose if there's no other way to change the texture without replacing the original it's what I'll have to do.
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Hey, so I have a few personal tweaks I make to some of the mods I use and I recently decided that I should create module manager patches to apply these tweaks so I don't have to go edit the cfg files in the mods every time they update. However, I'm not totally fluent in module manager syntax and the github wiki pages on it don't have examples for everything so I just wanted to post the patches I'm working on here to make sure I'm doing stuff properly.For one patch, I wanted to make all the parts which use or store MetalOre use Ore instead, however, the patch didn't seem to do anything, here it is: @PART[*]:NEEDS[Launchpad]:Final { @ResourceName.*[MetalOre]{@name = Ore} } @PART[HexCanOreHuge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Huge @description = A 6m long resource canister containing Ore } @PART[HexCanOreLarge]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Large @description = A 3m long resource canister containing Ore } @PART[HexCanOre]:NEEDS[Launchpad]:Final { @title = HexCan-Ore @description = A 1.5m long resource canister containing Ore } @PART[HexCanOreSmall]:NEEDS[Launchpad]:Final { @title = HexCan-Ore-Small @description = A 0.75m long resource canister containing Ore } @PART[ELTankLargeORE]:NEEDS[Launchpad]:Final { @title = MSV-2000 Ore Container } @PART[ELTankMedORE]:NEEDS[Launchpad]:Final { @title = MSV-1000 Ore Container } @PART[ELTankSmlORE]:NEEDS[Launchpad]:Final { @title = MSV-500 Ore Container } I've checked and double checked my syntax and by all accounts this looks to me as if it should work, however it has no effect ingame.Secondly, I wanted to disable Progressive Builds in EL, since as far as I can tell you can't disable them anymore, and with crewed vessels this seems to have worked, but unfortunately I can't seem to figure out how to allow probe operated vessels with no crew build ships. I tried both setting IgnoreCrewCapacity to true and removing IgnoreCrewCapacity altogether and neither seemed to have any effect. Let me know if there's actually a way to disable Progressive Builds (including allowing probes to build stuff) as I'll just do that, however, if there isn't, I imagine this patch will come in handy to a number of people. @PART[*]:NEEDS[Launchpad]:HAS[@MODULE[ExWorkshop]]:Final { @MODULE[ExWorkshop] { @ProductivityFactor = 1000000 //@IgnoreCrewCapacity = true !IgnoreCrewCapacity.* // I wanted to allow building things without Kerbals but I can't seem to get it working. } } @EXPERIENCE_TRAIT[Pilot]:NEEDS[Launchpad] { EFFECT { name = ExConstructionSkill } } @EXPERIENCE_TRAIT[Scientist]:NEEDS[Launchpad] { EFFECT { name = ExConstructionSkill } } @EXPERIENCE_TRAIT[Tourist]:NEEDS[Launchpad] { EFFECT { name = ExConstructionSkill } } Furthermore, this patch seems to be conflicting with another I made to allow you to build Rocketparts from the Survey Station (and build rockets there too), seemingly making the addition of a building rocketparts void. See below: @PART[ExSurveyStation]:NEEDS[Launchpad] { MODULE { name = ExWorkshop // Allows you to actually build ships ProductivityFactor = 2.5 } MODULE { // Only produces parts at half the speed of the full workshop, // but it allows for building smaller ships and bases. name = ExConverter StartActionName = Start Part Production StopActionName = Stop Part Production INPUT_RESOURCE { ResourceName = Metal Ratio = 0.00975 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5 } OUTPUT_RESOURCE { ResourceName = RocketParts Ratio = 0.35 } } } Lastly, back in 0.25, I had made a stockalike retexture of the workshop from Extraplanetary Launchpads by changing the blue to a light grey. I wanted to bring this forward to my current build of the game and again, I was hoping to only do this with a simple modulemanager patch so I don't have to reapply the edit every time EL updates. Unfortunately, the patch I wrote doesn't seem to do anything. See below: @PART[ExWorkshop]:NEEDS[Launchpad] { @MODEL { texture = ExLtweaks/Textures/Workshop/Hatch, ExLtweaks/Textures/Workshop/Hull } } I'm hoping to release these patches as I imagine others may enjoy playing with them, but I of course need them to work first! Thanks for any help I can get. I'm getting the hang of modulemanager a lot more now and am really enjoying both modding and playing the 1.1.+ branch.
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Is there a mod that you couldn't live without?
Markelius replied to Foxster's topic in KSP1 Mods Discussions
As far as things that would make me outright quit, I'd say not having Kerbal Engineer Redux. Second place would have to be Extraplanetary Launchpads/Simple Construction, as I wouldn't find an extended playthrough fun without being able to build functional bases on other bodies. Beyond that, Tweakscale is a huge help, and SpaceY is practically essential for getting big payloads into space. -
Ooh, I think I may have figured it out. The recipes are in the "EL_USI.cfg" file in the UKS folder. It uses a module manager patch to simply remove a lot of the EL recipes and replace them with it's own. I'm gonna delete that file and see if it does the trick. Thanks for the "recipe settings" pointer btw, I had been scrounging through UKS' files for a good while and I just found the right file in less than a minute knowing what to look for. EDIT: Deleting that file did it. You should put a note of that in the OP for ppl who might get confused when installing UKS.
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Hey, I have this mod and MKS/OKS and was wondering if I could make the behaviour reset back to using Rocketparts instead of Materialkits and Specialisedparts. Having two separate resources needed to build stuff is too micromanagey for me yet I still really like a lot of the parts in OKS/MKS and would prefer not to have to uninstall it. Can this be achieved?
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Markelius replied to pizzaoverhead's topic in KSP1 Mod Releases
Heya, so I'm using the 3.0 beta of this with KSP 1.0.5. I had previously been using the mod with KSP 0.2.4 and finally got around to updating my game to the most recent build. Problem is, while I got the mod to play a customized space playlist fine, the VAB and SPH are completely silent. Not even vanilla tracks play in them, only the ambient sfx. Here is my cfg for reference: Not sure what's wrong here, all I did was edit the existing cfg to add my tracks in. Please let me know if I can fix this problem, and thanks for this fantastic mod!- 779 replies
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[help] ModuleManager Syntax confusion
Markelius replied to Markelius's topic in KSP1 Mods Discussions
And here I thought this would be a simple little mod. -
[help] ModuleManager Syntax confusion
Markelius replied to Markelius's topic in KSP1 Mods Discussions
No, In that picture, the particles should be going in every direction pushing the thrusters into the ship. I want the thrust to come out the opposite direction of the circular black hole on the thruster. -
[help] ModuleManager Syntax confusion
Markelius replied to Markelius's topic in KSP1 Mods Discussions
Same problem as before, the engines make noise and burn fuel but create no thrust and no particles. -
[help] ModuleManager Syntax confusion
Markelius replied to Markelius's topic in KSP1 Mods Discussions
Still not working, the fuel gauges show up and so do the parts in staging, but, despite making noise when throttling up, the rockets create no thrust and no particles are rendered. -
So, I'm trying to write a modulemanager patch to create a duplicate of the Vernor Engine that's in the propulsion category and acts like an engine rather than an RCS thruster. I got as far as replacing it's rcsthruster module block with one written as if it were any other engine in the propulsion category. My problem is, I've written what appears in my eyes to be a patch that should work, and yet ingame it does not appear in staging when placed, and cannot be activated and used by any means. Here's my patch: // Creates a duplicate of the Vernor engine and adds it to the propulsion category. // vernorEngine (stock) +PART[vernierEngine] { @name = vernierEngineRocket @title = Vernor Engine MicroMotor @category = Propulsion @description = A VR-N1ER Engine, refitted as a microthruster for small craft instead of an LFO burning linear RCS port. It doesn't have much thrust, but it can be placed in a lot of places other microthrusters can't. EFFECTS, 0 { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow_tiny_Z transformName = thrustTransform emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } !MODULE[ModuleRCS] {} MODULE[ModuleEnginesFX], 1 { thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 12 heatProduction = 0 fxOffset = 0, 0, 1.6 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 260 key = 1 140 } } MODULE, 2 { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1 } MODULE, 3 { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True } } I'm pretty new to writing modulemanager patches (and modding KSP in general), so I'm not sure what I need to do to make this work. I read through the documentation on github but I don't understand what I've done wrong. Can anyone point out my mistakes so I can fix them and hopefully not make them again? Many thanks in advance. :3