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Beluwel

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Everything posted by Beluwel

  1. -_-" i just tried to recreate the animation properly and now it's working. Sorry for the useless post
  2. Hey there ! I'm trying to get my hand back into KSP modding (already done one in the past but i've got to get more experience in 3D modelling etc...) and i can't seem to get my animation to work into the game. I don't know why a deploy limit appear because i just used the ModulAnimateGeneric. I'm a bit lost, so if someone could help me, it would be really great Here are multiple screenshot :
  3. plague006 -> Ok ! thank you ! rottielover -> Hmm, actually i can't really work on it but monday I'll look more into the probe cfg file because my probe already have 2 modules from the probe but maybe it need to have all of the modules to get recgonize by MRS.
  4. rottielover -> Ok so... i did some tests this morning and when i released my mod i forgot about the 2.5km thing so the only way to correct that is to install : http://forum.kerbalspaceprogram.com/threads/80292-1-0-2-Flight-Manager-for-Reusable-Stages-%28FMRS-v1-0-00%29 and sadly add a core probe to my mod + a parachute and switch to the probe, land it, do science and get back to your plane do the same with each probe you drop. I'll add it in the description of the mod.
  5. sover667 -> Yeah, it is planned to add a little animation to it, on the probe you can see a little trapdoor with a do not open inscription so it may come from here.
  6. rottielover -> Yeah why not i'll think about it ZodiusInfuser -> I didn't create any sort of checking for my mod, the surface sample already check if the vessel is on the ground. So the probe can't take it in the air.
  7. Toyotawold -> First : Thank you ! I am looking for CKAN but i don't understand at all how to import my mod >< so i just need to PM the author of the tools and he will add it for me ?
  8. Mipe -> Thank you ! You're right about the EVA but it is just replacing the action from a kerbal by a machine so i could rename it as : camera reports, things like that but people may not notice that do the same as the EVA reports.
  9. KURRIKANE 1.0 Overview : The main idea came when I started a new science game in KSP. I was looking for a way to get surface sample and reports from kerbin faster. The answer was in aircraft but I had to land, reports,take off, land etc... so I thought about a probe which is loaded on an aircraft (1-6 probes) and that would be dropped around kerbin biomes and then to takes the data and be recovered in the space center. What it does ? It is basically a probe that can collect surface sample and do EVA reports without a kerbal. It's only purpose is on Kerbin usage. For Science and Career games, the parts comes in Advanced Exploration techtree node. Images : http://imgur.com/gallery/RFJBV/new HOW TO INSTALL : 1. Extract "Kurricane" into your "Kerbal Space Program\GameData" file 2. Enjoy HOW TO USE : /!\ You must install this mod : http://forum.kerbalspaceprogram.com/threads/80292-1-0-2-Flight-Manager-for-Reusable-Stages-%28FMRS-v1-0-00%29 to avoid the debris thing/!\ 1- Add 1 or more probe on your ship/aircraft with decoupler 2- Add 1 core probe from the game (to get FMRS usable) 3- Add mk1 parachute on each probe you have 4- Properly arrange your stage so you can activate the chute and eject at the same time 5- Launch your mission, eject the probe when you want 6- When ejected get back to the probe with FMRS, land it, do the science and get back to the main ship. 7- Do the same for each probe you have. Download : KerbalStuff : https://kerbalstuff.com/mod/939/Kurrikane Curse : http://www.curse.com/ksp-mods/kerbal/231984-kurrikane#t1:description Curseforge : http://kerbal.curseforge.com/ksp-mods/231984-kurrikane Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA Special Thanks : InGame testing : Syatus
  10. Hey ! I have a little question : i have made a custom parachute for my new asset, i pasted all the cfg files from le Mk1 parachute in my asset CFG, my part is in game and when i right click on it i have the parachute options but it doesn't show in my stages so i can't activate it when in a mission. Do i need to link a script into it in Unity ? Edit : it is working now in stage, but i have another problem >< when i activate it, my FPS drops a bit and the chute itself move a bit (http://puu.sh/iB60j/f508876c5c.jpg we can see it's not in the center of the base)
  11. I didn't move/delete something in my gamefolder, the last thing i did before updating was editing my cfg files from my asset. I did the check from steam too and did nothinh so i'm reinstalling the game so i'll see.
  12. It just broke my game i was making an asset and i load my game and it told me : Parts missing... and when i go into the VAB, i have no parts (even squad ones !) I don't know what to do
  13. Hello ! I'm new to modding in KSP but i'd like to make some assets (i already mod ArmA 3 and Cities Skyline), my skills are 3D model and texture but when it comes to code... well i'm a bit lost ! So i would like to make a part that can act as a kerbal, i mean : it can take surface sample and do a EVA report. Is it possible ? and if yes, how ? And i guess if it's considered as a kerbal in the game, it can be recover from the center ?
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