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Everything posted by Fireheart318
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It would be great if I could select ships based on the save file they were created in, or even make different folders for ships
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Basically what the title says. I'm trying to modify the stock docking ports to have moving guide teeth that only allow you to dock in one orientation instead of at any angle. How do you give the teeth collision and movement in Unity, and how do you get the Deploy Limit bar like with cargo bays? I already know about the part where you have to chop concave meshes into smaller convex bites.
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Looking for mod that cover/close container
Fireheart318 replied to aamir12_51's topic in KSP1 Mods Discussions
They appear to be from the B9 Aerospace packs; the boxes are from the HX pack, and the cockpit and oval fuselage thing are from the Core pack. Idk about the giant cylinders or screens -
Is there a guide to making robotic parts anywhere? I've been searching for one for a while to no avail, and you're the only person I've found who seems to know how they work.
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[1.12.x] Near Future Technologies (September 6)
Fireheart318 replied to Nertea's topic in KSP1 Mod Releases
Antennae, landing legs, a single girder, some lights, a piston, some sepratrons, that one square probe core, scientific equipment, some batteries... really anything you want to shield from the airstream -
Whatever you do, don't paste a paragraph into the Orbit Editor because you thought you copied '100000' to easily get into orbit but you didn't and the essay you wrote last night gets copied into the box, making it several screens in width and making it so you can't open the box again when you manually close it with the X button.
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[1.12.x] Near Future Technologies (September 6)
Fireheart318 replied to Nertea's topic in KSP1 Mod Releases
Can you add some mk1 and mk0 cargo bays please? -
Basically what the title says. How detailed can I make a model and hitbox before it starts to negatively affect the game? In this particular case, I'm making a docking port with several animations and moving parts/meshes. How complex can the visual model get before it starts to hurt the game, and how complex can the hitbox/mesh get?
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What’s the first thing you’ll do in ksp2?
Fireheart318 replied to Lewie's topic in Prelaunch KSP2 Discussion
Gift a copy to some of my friends and challenge them to an air race -
[Help] I am having trouble with making collision meshes.
Fireheart318 replied to jackkymoon's topic in KSP1 Mod Development
Okay, I got the collisions and whatnot to work, but I can't get the ports to detach from each other when connected in the VAB, even though they work fine when you dock them in flight. There are also no staging options available. I'm assuming this has something to do with decouplers, but I can't find any documentation on how to do that, or even if that's actually how it works. Can I have some help, please? -
What is your favourite mod?[Megapoll]
Fireheart318 replied to έķ νίĻĻάίή's topic in KSP1 Mods Discussions
RCS Build Aid is the one mod I can't live without. It allows you to see where your center of mass will be once all your fuel is drained, as well as some other useful stuff for balancing your RCS ports, engines, parachutes, etc.. I personally use it for building VTOLs, normal planes, rockets, rovers, etc. -
Looking for a lost 5 Meter Docking port
Fireheart318 replied to ProcrastinatorSpaceDiv.'s topic in KSP1 Mods Discussions
I'm working on a docking port mod right now. Once I actually figure out how to get things to decouple when they're attached in the VAB, I'll be sure to make a 5m port in addition to the standard 3 sizes. -
Hey, I'm having some issues making a docking port; I have the whole docking thing worked out (finally), but I can't figure out how to make them detach when they're already put together in the VAB. I'm pretty sure it's the same mechanism as a decoupler, but I can't find any (working) documentation on it. So... anyone know what to do?
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[Help] I am having trouble with making collision meshes.
Fireheart318 replied to jackkymoon's topic in KSP1 Mod Development
Any idea why this isn't appearing in-game? I've also tried just applying the mesh to the 'meshatm2' object and not each individual part. -
[Help] I am having trouble with making collision meshes.
Fireheart318 replied to jackkymoon's topic in KSP1 Mod Development
Should each segment be its own individual object, or just one object made of separate "blocks"? I'm using 3ds Max for modeling if it matters -
[Help] I am having trouble with making collision meshes.
Fireheart318 replied to jackkymoon's topic in KSP1 Mod Development
Sorry to necro this thread, but how does one accomplish this? I'm trying to make a docking port with a hole through the middle, and several pits along the top of the ring to make docking at specific angles easier. -
Describe your "standard" Kerbin re-entry profile...
Fireheart318 replied to Hotel26's topic in KSP1 Discussion
I like to slow down near the large crater to the left of the desert and have the blue line disappear somewhere around the island runway. This brings me back to the KSC reliably enough to land an SSTO. If location doesn’t matter, I just go as fast as possible. -
Will it be possible to build colonies that aren’t on the ground/in space? For example, a very large boat that you can land rockets and planes on and move it around the ocean on Laythe? Or a balloon base that drifts about in Eve’s upper atmosphere? Colonies are definitely awesome, but I’d like them to be super flexible and fun to build.
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What is your favourite mod?[Megapoll]
Fireheart318 replied to έķ νίĻĻάίή's topic in KSP1 Mods Discussions
RCS Build Aid, the one mod I cannot live without In other news, this is the first poll I've ever seen where "other" is in the lead! -
I love what you did with the engines on that plane!
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I hope they add some programability and logic stuffness. For a practical example, I'd want to be able to program a rocket to launch, deliver a payload to orbit, and then deorbit itself. For an impractical example, I'd want to be able to tell the wheels on a car to face forward prograde no matter how sideways it is.