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AcesDwn

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  1. Yup! I kept adding "2's" to my math and it kept getting closer.. After 8, I decided I'd round up and call it close.. (For KSP.. Never for real life.) Divide by .9, then multiply by 1.1 sounds a LOT better.. LOL
  2. I made a capsule with a hatch and ladder.. (I'm VERY new..) Absolutely check out the links that Nookos provided.. Very helpful. Also, I can't remember the post here in the forums, but I watched a video suggested by Nli2Work (I think is the name) and it helped me A TON! ( _)I ended up watching all of it, and Part 2 of it.. Hope that helps... :-)
  3. As usual, you're right on top of it Randazzo.. I honestley have no idea what happened.. I actually deleted the folder from GameData, but when you asked for screenshots, I put it back in. Go figure.. It worked right.. (I have no idea..) Maybe a glitch when I first tried? It was, after all, my first attempt ever and have since made 2 tanks and a capsule. Oh, Made my first engine too.. Nothing I'd share, but the basic shape and it worked.. I have a lot of learning left to go... I guess that if others have this same issue, remove the "GameData/<your folder>/<your part name>" folder and try copying again? I tried to re-create the issue, but it didn't happen. It just worked as expected.. (Even with the odd ratio..) By the way.. I did some math.. I read the ratio was 1.67 (ish) ... I found that if I take the LF and then multiply by 1.223, that typically gets the proper amount of Oxidizer needed.. Am I off on that? Thanks again!!
  4. Randazzo, You were certainly right about having many collision meshes.. Shouldn't be an issue.. (I have no animations) I actually added 2 capsule colliders as well for the "Airlock" and the "Ladder"... Thanks again for pointing me in the right direction! Aces
  5. sumghai, Thanks for that.. I just learned something too.. Sorry I wan't helpful hraban..
  6. Just a thought... Have you tried creating in 4.2.2 and then importing to 4.6.6? I don't know if that will work, but might be worth a try to test. (I am VERY new to KSP and modding. Feel free to ignore me..) Aces.
  7. I still don't know why this happened, so it's an open question.... However, I have since created a fuel tank and a capsule that both work. I don't want to mark this as answered because it really wasn't answered. It could be a good thread for others that experience the same... Aces
  8. Ok.. Sorry about that.. Wish I had a better answer, but I don't.. Hope it works out! My best! Aces
  9. Ok, Thank you again! I think I'll try putting the mesh colliders back and see what happens. At least I know the Box collider works... Trial and error from here..
  10. OH!! So if I were to texture the inside, I'd have to put it in the spaces directory or something (Not there yet).... I just left it thinking it was needed.. Hmm.. Well thanks again!!! I can breathe now.. LOL!! :-) - - - Updated - - - Randazzo, Does that mean that having 2 mesh colliders on my 2 seperate objects would have worked then? Or would that be a problem? It's working now with the Box Collider, but wouldn't the 2 mesh colliders be better (more in line with the model) ? Just a curious follow up.. It's working so I won't knock that.... :-)
  11. Randazzo, you are incredible!!! (I'd love an explanation about the Internal section, but that could be another post sometime..) I changed it back to the mk1 and IT FLEW!!! Some screenshots for you since you helped SO much! (It's always the simple things isn't it... lol)
  12. Internal? I'm not sure I know what you mean, but Heck! I just found the log you were referring to.. I think you're right. (Please forgive me as a noob..) Here's a section of the log I found, and yes.. an error.. Does this confirm your thoughts? ---------- Log clip --------------------- [LOG 01:14:16.477] ------------------- initializing flight mode... ------------------ [LOG 01:14:18.279] Loading ship from file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/JoeScienceGame/Ships/VAB/Auto-Saved Ship.craft [WRN 01:14:18.294] [Part]: PartModule indexing mismatch at orionCapsule, index 4. Node 'ModuleConductionMultiplier' found in loaded data, but 'FlagDecal' is defined in prefab. Looking for ModuleConductionMultiplier in other indices... [WRN 01:14:18.296] ...ModuleConductionMultiplier module found at index 5. [WRN 01:14:18.296] [Part]: PartModule indexing mismatch at orionCapsule, index 5. Node 'ModuleTripLogger' found in loaded data, but 'ModuleConductionMultiplier' is defined in prefab. Looking for ModuleTripLogger in other indices... [WRN 01:14:18.297] ...ModuleTripLogger module found at index 6. [LOG 01:14:18.321] Untitled Space Craft loaded! [LOG 01:14:19.758] putting ship to ground: 9.925836 [LOG 01:14:19.762] [untitled Space Craft]: Ready to Launch - waiting to start physics... [LOG 01:14:19.768] Crewmember Stalie Kerman assigned to Orion Command Capsule, seat # 0 (crew seat index: 0) [LOG 01:14:19.769] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 01:14:19.770] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 01:14:19.773] Clouds: Volume Destroyed [LOG 01:14:19.808] Clouds: Volume Initialized [LOG 01:14:19.809] Clouds: Volume Enabled=False [LOG 01:14:19.810] Reference Frame: Rotating [LOG 01:14:19.814] Cannot find InternalPart 'orionCapsule' [EXC 01:14:19.815] ArgumentException: The thing you want to instantiate is null. UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) UnityEngine.Object.Instantiate (UnityEngine.Object original) Part.AddInternalPart (.ConfigNode node) Part.CreateInternalModel () Part.SpawnCrew () Vessel.SpawnCrew () Vessel.MakeActive () FlightGlobals.setActiveVessel (.Vessel v, Boolean force) FlightGlobals.SetActiveVessel (.Vessel v) ShipConstruction.AssembleForLaunch (.ShipConstruct ship, System.String landedAt, System.String flagURL, .Game sceneState, .VesselCrewManifest crewManifest) FlightDriver.Start () [WRN 01:14:19.845] [FlagDecal Warning!]: Flag quad object is given as flagTransform, but no object found in model with that name [LOG 01:14:20.010] [CHATR] Capsule starts the exchange... [LOG 01:14:20.011] [CHATR] Capsule starts the exchange... [LOG 01:14:20.089] [scenarioDestructibles]: Loading... 0 objects registered [LOG 01:14:20.091] Loading Depletion Nodes [LOG 01:14:20.092] DepNodeCount: 0 [LOG 01:14:20.092] Loading Biome Nodes [LOG 01:14:20.093] BiomeNodeCount: 7 [LOG 01:14:20.093] Loading Planet Nodes [LOG 01:14:20.094] PlanetNodeCount: 3 [LOG 01:14:22.464] Clouds: Volume Enabled=True [LOG 01:14:22.510] [PlanetariumCamera]: Focus: Untitled Space Craft [WRN 01:14:22.587] [CurrencyWidgetsApp]: No live widgets to Despawn! [LOG 01:14:27.036] [untitled Space Craft]: ground contact! - error: 0.038m [LOG 01:14:27.037] Unpacking Untitled Space Craft --------------- End log clip ----------------------
  13. Honestly I don't know if the game is throwing an error in the log.. All I can seem to do is exit after that happens. I'll grab a screenshot now. (Please know, I am not a designer so it looks bad, but I'll send it...) LOL - - - Updated - - - Is this what you meant?
  14. My Unity object is as follows: Game Object --Capsule ----Hull ----Docking I tried removing the mesh colliders from both the hull and the docking objects. Then I added a box collider around the capsule object. Still didn't work. Same results..
  15. I don't have a mac, but a quick search on the web found this page. http://www.filetips.org/how-to-open/dds.html Hope it helps, Sorry if not.. Aces
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