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Sticky32

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  1. I've been busy with work and college lately, though development should resume within a couple months. Sorry for the wait.
  2. Hello there, ShotgunNinja. So I saw your mod a while back and thought it looked really cool, and I just got around to starting a new career mode with it, and it seems amazing so far! Except I've been having some issues with it. I use other mods but tried removing them to see if that helped but it didn't, I have: Kerbal Alarm Clock, Community Resource Pack, KER, and Asteroid Day. Tried using Remote Tech but read that it conflicted with your mod and removed it. Would any of those be a likely cause? Anyways, firstly there are two barometers in the tech tree, one at Engineering 101 and one at Space Exploration for me, and after unlocking the first but before the later, the barometer become locked again somehow... Also all the command pods no longer have shielding, scrubbers, co2 storage, they did however when I first installed it, but about the time I removed Remote Tech and installed Community Resource Pack they stopped working. At first nothing had oxygen or food, but then I realized I had to install the Community Resource Pack.
  3. Let me know how the 1.25m docking iris goes, I feel like it would be too small for a kerbal to walk through, perhaps they could EVA up through it head first though. I was planning to make a different style docking port for 1.25m, probably one with 3 or 4 doors that open inwards so that the interior would be larger.
  4. I just tried it in 1.1, the parts work just fine of course, it's just the first person camera that doesn't currently work. So if you don't mind not having a first person camera for awhile but still want the parts go ahead and download it.
  5. I have started working on an airlock but ran into a few snags getting it to function[it won't even show up in-game], I also don't like the look I went with and am going to have to remodel it before release. And sorry but this mod is currently on hold until classes end and I have some free time to work on it.
  6. Need help! KerbalStuff has shutdown and I am unable to download KerbalTubes

     

    Hello, I need help because your mod looks awesome but KerbalStuff has shutdown and I am unable to download it. Can you send me a zip file or a download link? I really want this mod and it could help other people too, you could perhaps upload it on curse? I can be joined at anytime at [email protected]

    Thanks a lot for your help and hope to hear from you soon,

    Dorian,

    AKA DORIAN KERMAN

  7. In all honesty, I rushed the collider to try getting the part at least in-game the same day. I duplicated the model and didn't spend enough time removing geometry. I remade the collider yesterday, here's a screenshot of it. Thanks for the help, and the critique.
  8. Thanks for the tips, I was wondering why the collision mesh seemed larger in-game when it was open. I lowered the poly counts of the colliders and remade the iris coliders so they match the animation exactly. I would be using box coliders but they don't provide the definition I need for something like this. I had to split the ring up into little pieces and use separate pieces for the iris so that the game sees it as hollow instead of just a solid object. I'll release them in the next update and try to improve the textures a bit.
  9. Oh ok, I posted it here thinking it had to do with how I wrote the config file. Wish I had this info last night, I was able to find a tutorial on exactly what I needed to do after someone asked where my dockingnode empty was. I didn't know there was such a thing and that I needed to include it. I was able to get it working, tested it, packaged, and uploaded last night. Thanks anyways, this was exactly what I would have needed to figure it out of I hadn't already :).
  10. Here's all my files :) Nevermind the obscure download site, I use it all the time, works great for small stuff like this, just be sure to only click the green "Kerbal Tubes Debug Package.zip" text. Nevermind, I just got it working! Thanks for your help . The empty dockingnode was the issue, had never heard of such a thing, googled it, got one hit, a link to a forum discussing this same issue, then halfway down a link to instructions on how to fix it. Here's that link. Wouldn't have figured it out with out you! Yet no one on the entire ksp subreddit had any useful suggestions on the issue...
  11. Hey, thanks for taking interest. I have to leave for work now but I'll upload screenshots and unity files when I get home. What do you mean by "placement of the dockingNode empty"? Everything other than the unity files can be found through that link in my previous comment.
  12. So this is a bit unrelated but I am working on a docking port for a mod of my own and can't seem to get it to function as a docking port. This seemed like an appropriate place to ask, I downloaded your mod and looked through the files, but what you did doesn't seem any different from mine. What did you have to do to get your mod working? I made a stock-alike Sr. Docking Port with a central door for kerbals to pass through. I got everything working except half the docking functionality. I can set all the action groups for it, and right click in-flight to "control from here" and "disable fuel feed" but not "undock" or "decouple" even though I can set them in the action groups. When I do set up the action groups they do nothing. I also cannot actually dock with them, nor do the magnets work. For screenshots and more info please click below. Reddit post
  13. PART { name = DockingIrisSr module = Part author = Sticky32 mesh = DockingIrisSr.mu rescaleFactor = 1.25 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = metaMaterials entryCost = 12200 cost = 1250 category = Utility subcategory = 0 title = Docking Iris Sr. description = The highly sought after and long awaited Senior Docking Iris is finally here. Allowing much larger Kerbal space habitats to be built. This high tech new docking port has a door in the center to let Kerbals through. attachRules = 1,0,1,0,0 mass = 0.2 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 20 maxTemp = 2000 // = 3400 bulkheadProfiles = size2 stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2 stagingEnabled = False } MODULE { name = ModuleAnimateGeneric animationName = Open startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle Door } }
  14. Update: I got it working, had to create an empty game object in unity and set it as the dockingnode in the config file. Never would have figured that out on my own... So I made a docking port, and everything single thing works except the docking functionality. While it has the options to decouple and undock in the action group menu, they do not function, and they do not show up in the right click menu, also if you do try to dock there is no magnetism and they never lock. Do I need to write a plug-in for it or something? I literally copied the code from the Sr Docking Port, thinking that would work like it usually does. I'll post the code and any other files as requested. Any help is greatly appreciated. More info on this docking port: this is for my mod, "KerbalTubes". It is a mk.II size docking port with a central iris style door for kerbals to pass through. It was a lot of work to get this far[literally all I did today] and I would like to complete this one last small, but yet extremely important step. Thanks in advance. Download link of current build for debugging Download link for current build plus lots of extra debugging info and development files Screenshots Screenshots
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