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jeffreystjean

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Everything posted by jeffreystjean

  1. Hmm okay thank you. Any mods with science packages?
  2. I'm looking for a mod (for 1.0.4) that either gives you a sensor package (like B9 did) or has a certain science part that will allow you to slowly gather science over time. Anyone know any or have the ability to make one?
  3. I'll definitely give those a shot. I find Vanilla KSP doesn't really interest me.
  4. Looking for a decent looking (and small part count) "aircraft" that is an aircraft carrier to be put in Kerbin's waters!
  5. Does anyone know a mod (or is able to make a mod) that will self deploy parachutes on lower stages so I don't have to switch to the craft (and add a probe body) just to deploy the parachutes?
  6. Ahh, that is a very smart idea, thank you. Only trouble is, I believe, only the top mesh is working. See below for details. Okay so I did that but only the top mesh is actually being applied to the model in game, at least that's what appears to be happening. Here's the mesh: And here's how the game engine reacts:
  7. But which two should I use? Ome for the inside, one for the outside? I've been playing around with it for awhile, I'm just not sure what exactly to do
  8. Okay so I saw a recent request for a "shell-like" fuel tank where the fuel is in the outer portion of a cylinder and then you put your second stage inside the hollow area. I decided to try my hand at making it (my second part ever making in Blender). I finished the modelling and texturing (although it looks pretty bad) and I was ready to move onto the collision mesh, which I used Unity for. If I used a Convex Mesh Collider, it would make the bottom of the fuel tank (the little lip) work perfectly fine but I couldn't put anything inside. If I used a Concave Mesh Collider (by not checking the convex box), it would let me put my second stage inside but the whole fuel tank could fall through the terrain (because the little lip doesn't have a collider on it. I'm looking for a way to make this mess collider in either Unity or Blender (if it's Blender, a little help on the export straight to KSP) so that I can put things inside of my fuel tank without it falling through Kerbin. Any help is appreciated! The Fuel Tank: http://imgur.com/a/0TfhR
  9. Hmm well I made a new and improved design (http://imgur.com/a/0TfhR) but now I'm on to the mesh, any help would be appreciated: http://forum.kerbalspaceprogram.com/threads/132787-Help-with-Fuel-Tank-Mesh-Collider?p=2164650#post2164650
  10. I just tried making that exact same thing! http://imgur.com/a/0TfhR
  11. Haven't tested it yet but looks like I should update to that
  12. No, I was trying to make it the same size but I guess I accidentally put a dash instead of an equals sign. KSP probably defaulted the incorrect syntax to "No rescale" and left it the same size so I never noticed the incorrect symbol. I'm now going to change it to:
  13. Oh right sorry my bad. When I first read your message, I thought you were suggesting I change it to "-1" so I was really confused. Yeah sometimes the config files want a '-' and other times they want a '=' but thank you
  14. Why would I change the rescale factor? I purposely made it the right size in Blender
  15. Ah, would you look at that, one simple negative changes the world. Thank you
  16. I just made a quick model (with poor texturing) in Blender.
  17. I'm curious too, anyone found anything? I found the 1.0.2 version but nothing newer. I haven't actually used it but I loaded it onto my 1.0.4 game and everything worked.
  18. Okay so I just started modding not less than 24 hours ago and I've been following this tutorial here So I made my fuel tank in blender, textured it with photoshop and blender, added the mesh with Unity and now I'm on to the config file. My problem is that no matter what I do to the node parameters in the config file, the bottom node always wants to connect to the bottom of the engine instead of the top. Here's the config file: PART { name = Test module = Part author = Jeff mesh = model.mu rescaleFactor - 1 node_stack_top = 0.0, 2.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 275 category = FuelTank subcategory = 0 title = Test manufacturer = Jeff description = Test. attachRules = 1,1,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 // = 3600 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1, srf RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } } And the two specific lines I'm looking at node_stack_top = 0.0, 2.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0, 1 And here's what the engine does when trying to attach: http://imgur.com/a/3x7nA If you need anymore details, just ask.
  19. Okay so what I did was select my GameData folder inside the actual KSP game folder and gave it the name "Stock." In the Stock Folder in the DataSwitcher folder, I added in just the original Squad folder. At this time I had all sorts of mods in the actual GameData folder so I figured I would see it change to just the Squad one. When I clicked activate, all it did was change the name of the Squad folder to "Squad_DSbak" I also tried the same thing but this time I created the instance with a file path to the KSP folder and then imported the GameData folder and changed the mods I wanted from the DataSwitcher folder. When I clicked activate this time, it changed the name of the GameData folder to "GameData_DSbak" I'm not sure if I'm doing something wrong but any help would be great!
  20. I'm trying it out right now and so far it looks promising. I'll let you know how it goes - - - Updated - - - How long does it usually take to switch between gameData folders because I'm going on 15 minutes with the status saying "Creating links" Did I do something wrong?
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