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Derpistheword

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Everything posted by Derpistheword

  1. How are we supposed to create stable enough structures to use these big base parts?
  2. Someone should absolutely keep developing this, this is what people have been wanting to see for a while now in KSP.
  3. Yes and on top of that the values for lift and drag become undefined / NaN underwater
  4. This is exactly the kind of mod i wanted to make months ago, any support for 3rd party expansion mods? id like to set up some bases with custom models!
  5. FAR's Github is not in a great state right now, there's half implemented features that refuse to turn off, broken water and an ever decreasing stability with each new version of KSP. I fear for the worst. Someone must reach out and attempt to maintain FAR. there's simply nothing else like it.
  6. well i knew about the documentation link already, this isnt my first rodeo, and i did use the blender transform names in the config, ill just keep trying, thanks for confirming that at least.
  7. @Astra Infinitum Well i know how to configure the config file for them, i just do not know how to set animation transforms within the model, i have to way to open up one of the mu files and see how it works, so how does one set an animation transform? Also that PDF will be handy, i have been looking through every page by the way it just sometimes references things like these animation transforms with no context. Would these be set in Unity with the parttools addon or is it some functionality i was never told about in the mu addon for blender?
  8. Hello! I am working on a simple kerbal konstructs add-on, I intend to place bases throughout the system however I am running into several problems. Ive combed through as much documentation as I can however there is alot I do not understand yet: For the StaticModule: DishAnimate: What is it referring to when it mentions transforms? are they in the model itself or defined elsewhere? my bumpmaps don't seem to be behaving properly, its as if they are scaled improperly, but the UV mapping in blender shows fine, both diffuse and normal textures are the same size I need these bases to be capable of holding a runway, launchpad and merchant type. I'm assuming i have to separate these into different parts but this once again leaves me wondering what the transforms are referring to (specifically DefaultLaunchPadTransform) last problem is window lighting, allowing them to turn on and off like the KSC lights do, i have yet to find any resources explaining those I will say ive gotten as far as collisions and the model itself showing up fine. Eventually my goal is to add a new button on the toolbar that brings up a trade window, one a bit nicer than the existing un-scalbale-no-search-having one, but ill cross that hurdle when I get to it. and if it matters these bases will be scattered throughout the Kcalbeloh System. Any and all tips tricks and advice is welcome when dealing with Kerbal Konstructs
  9. Im in the process of making some buildings and i have a few questions: will we ever get UI scaling for the menus? Is there a discord for this yet? and DefaultLaunchPadtransform, how is that position configured, is it something to do with the model or something else?
  10. Knock Knock, anyone home? itd be a shame for this idea to die
  11. Is this even being maintained anymore? the previous two versions (mach and mader) have had crippling issues with water for two years without a single word on it. I'm not trying to sound rude but some response would be nice.
  12. Would it be possible to have the nebula trail a planet, as in align itself with the tailing edge of its trajectory so that a pseudo comet trail could be made? It would be interesting if minmus could have a dust trail behind it
  13. I have a partial solution. Deleting parallax Stock textures and moving terrain quality all the way to the right (mine has more than just the there usual settings for some reason) has gotten rid of the squares.
  14. Yeah its surface level textures that are busted, everthing is black no matter what body it is, but only when the ship is actually near surface level. Tried running with some different parallax settings with no luck either.
  15. Plenty of people dislike it simply for the fact its completely redundant in every way possible, is that not valid enough reason? Plenty of people hate it because of the company associated with it and potential data collection routes. Let the reviews speak for themselves, unless this launcher is mandatory for functionality in the sequel (in which case its still redundant for KSP1) most will not like it, myself included. For Jools sake i even reactivated my old KSP forum account just for this issue specifically.
  16. Yeah this useless adware isnt gonna fly on my install. I can understand why theyd do it for KSP2 as some sot of inefficient multiplayer system but if that was the case they could just use steam's API. This just seems like another detached CEO's hairbrained idea on how to potentially increase sales of their other non-existant games. Making a game that takes forever to get working and launch, have another piece of software hug onto it is a terrible idea. The way to remove it is to go to C:\Users\yourPCName\Local\PDsomthing something And then go into your KSP install's main folder and remove the PD folder from there as well.
  17. Hey man, you packs are amazing, im enjoying the total rebuild one as we speak (although kopernicus is being a lil grumpy) and im was wondering, possible release date?
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