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AcesDwn

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Everything posted by AcesDwn

  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
  16. First off, I'd like to ask if there is a better sub-section of the forum for questions like these.. Read on and see why.. I made a capsule in Blender, textured it, exported and brought it into Unity. The capsule is made up of 2 objects so I could have 2 materials (per something I read from nli2work?? forgive me, I don't remember the full name off-hand). I pretty much used the Mk1 command pod .cfg as my custom and the Mk1 are about the same size.. Had to tweak it some. (I'll include the text of my .cfg just in case, but not sure that's the problem...) I am able to load KSP and use my custom capsule in the VAB without a problem. However, when I try to launch and the physics kick in, the planet goes away. Map view shows stars and that's it. Can't revert, can't do anything else except go to space center. (still shows the stars, not the usual KSC). I can then use the exit arrow on the lower right of the screen to go back to main menu and exit. I'm thinking it has to do with the fact I created 2 collision meshes in Unity. (One for each object). (Saw a video of someone destroying Kerbol by using a grabber and colliding). Should I have not done that? If not, what is the best way to put 1 collision mesh around a single object that is actually composed of 2 objects? Sorry if this sounds like a noob question, but I am in fact a Noob... Thanks in advance! --------------------------- .cfg --------------------------------------------- PART { // this is a sample config file, for determining a good file format for defining part parameters // comment line - ignored by cfg parser // empty lines, or lines without a '=' sign are also ignored // all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting // diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs) // each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though) // each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored. // conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value // This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed) // --- general parameters --- name = orionCapsule module = Part author = AcesDwn // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1.25 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.6223756, 0.0, 0.0, 1.0, 0.0, 0 bulkheadProfiles = size1, size0 //CoPOffset = 0.0, 0.5, 0.0 //CoLOffset = 0.0, -0.35, 0.0 // --- editor parameters --- TechRequired = start entryCost = 0 cost = 600 category = Pods subcategory = 0 title = Orion Command Capsule manufacturer = Joe's Exploding Parts LLC. description = Not sure, but if you think of a good one, let us know before our facility blows up again! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 14 maxTemp = 2400 // = 3400 vesselType = Ship // --- internal setup --- CrewCapacity = 1 INTERNAL { name = orionCapsule } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.24 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } } ---------------- end .cfg ----------------------------
  17. Well, I feel like an idiot.. The electric on the engine was it's generator output. not charge.. Anyway, I still don't know why the tank didn't work, but I made another smaller one similar to the FL-T800 and that worked just fine...
  18. I just made my first part, and my experience was that Unity 5 didn't work with the available PartTools. I had to download an earlier version of Unity. (I got Unity 4.2.2) As for the rest of your questions, I have no idea. (I just started doing this too.. lol)
  19. One final update for today. (I'm done troubleshooting for now. Need sleep lol) Seems that "Electric Charge" is not flowing through my custom fuel tank. I've tried a few different engines on my tank all with the same result. Engine Electric goes to 0 and it shuts off. (Even though there is 1k electric in the battery on top of the tank.) To confirm this, I replaced my tank with a stock tank (Same parts otherwise). Electric was fine, didn't drop to 0, and launch was as expected. I'm going to keep trying things tomorrow, but if this helps jog any memories out there of "OH Yeah! I had that once!" I'd appreciate any insight or links to the proper direction to be looking for my solution. (Doesn't have to be handed to me, but directions on WHERE to look would be appreciated.. lol) Thanks again!
  20. Update For those thinking of this issue to try to help. I've noticed that the tank isn't too heavy (I think).. The main engine ignites, but flames out after about 1/2 to 1 second and no longer burns... Throttle drops to zero as well, as if it's out of fuel, but it isn't.. Still thinking something in the .cfg, but I don't know enough about it (yet) to know for sure... Thanks!
  21. Just subscribed to this thread. I've seen some online, but I'm not ready for that yet. Hoping you get good info so I can view later when I'm ready. Best to you!
  22. I've been playing with the values, but here is what it is all set at now. Thank you! -------------- Copy of .cfg Contents -------------------------------------------------------- PART { name = md40FuelTank module = Part author = AcesDwn mesh = model.mu rescaleFactor = 1.25 node_stack_top = 0.0, 2, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.1, 0.0, 0.0, 2.0, 0.0, 0.0 TechRequired = basicRocketry entryCost = 1200 cost = 150 category = FuelTank subcategory = 0 title = MD-40 Fuel Tank manufacturer = Joe's Exploding Parts LLC. description = The MD-40 is a new product developed in 1 day. Could be prone to SPECTACULAR explosion! (But who doesn't like that, right? :-p ) attachRules = 1,1,1,1,0 mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 // = 2900 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = size2, srf RESOURCE { name = LiquidFuel amount = 900 maxAmount = 900 } RESOURCE { name = Oxidizer amount = 1010 maxAmount = 1010 } } -------- End Copy ------------------------
  23. Definately watch the tutorials, but in case you haven't found the tip, once you've unwrapped the faces onto your UV-Map, click the UV's button on the bottom of the view and at the top click Export UV Layout. There's a lot to all this.. (I just started myself! :-) ) Absolutely watch the tutorials.. They are worth it! EvsDefcon talks fast, but I got a lot of info from his modding tutorials on YouTube. Also Nifty55 or something like that... I took parts from both of them to successfully create my first fuel tank. It's not working right in KSP right now, but the Blender/Unity part seemed to go well... Hope that helped, even if just a little..
  24. I apologize if this is in the wrong place, but all the other threads are very similar to creating mods.. I've created a fuel tank in Blender, imported it to Unity, and wrote it out. I then copied it and a .cfg file into KSP SUCCESS! It shows up, attaches as expected and It was great! Except it won't fly... Hmmm... It's a VERY basic cylinder.. 1.25m dia, 4m deep. Holds Lf+Ox (900/1010) respectively.. However, the basic 1 kerbal capsule, then the tank, then a mainsail.. It falls back to the launchpad and explodes. Added 4 of the larger SRB's to help it, but even with that it only climbs at a MAX of 1.1m/s.... I think I have something off in the .cfg, but is there somewhere else I should be looking too? Thanks!
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