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Everything posted by Neverhood
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Solar Panel Orientation
Neverhood replied to Neverhood's topic in KSP1 Modelling and Texturing Discussion
Thanks for the tips, I kept playing with it til I found out the base object for the solar panel can't be the same as solarPivot object. I added a separate object for solarPivot and it worked! -
Hi, I'm new to modding and decided to make a test solar panel to see how sun tracking works, but it doesn't rotate correctly. I've gone through the forum and found out that: 1. " raycastTransformName doesn't aim the panel, the object you specify as the rotator does. " 2. " The object set as solarPivot will rotate along its local Y axis and make its local Z+ axis face the sun. " I get the idea, but whatever I do, the edges of the panel face the sun and rotate incorrectly. I've been at it for a few hours now and can't figure it out, I'd really appreciate it if anyone can help! http://imgur.com/a/HxJgT
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ksp loads 2 of the same part
Neverhood replied to Neverhood's topic in KSP1 Modelling and Texturing Discussion
Thank you so much guys! I used MODEL {} for all configs and it got fixed, really appreciate the help. -
ksp loads 2 of the same part
Neverhood replied to Neverhood's topic in KSP1 Modelling and Texturing Discussion
Yes, they are all in the same folder plus the mbm file -
ksp loads 2 of the same part
Neverhood replied to Neverhood's topic in KSP1 Modelling and Texturing Discussion
This is what I have in Unity http://imgur.com/a/sdXI3 -
ksp loads 2 of the same part
Neverhood replied to Neverhood's topic in KSP1 Modelling and Texturing Discussion
So I've narrowed down the problem. Two copies of the pod spawn on the launch pad whenever I include the internal.cfg file in the folder and get the kerbal portrait for EVA and stuff, but I still don't know how to fix it. Any ideas what could be the problem? -
ksp loads 2 of the same part
Neverhood replied to Neverhood's topic in KSP1 Modelling and Texturing Discussion
Yes, I've tried with 3 other models since I posted this and still no luck! This is what I used for layers 16 Kerbals 20 Internal Space 21 Part Triggers -
Hey guys! So I just started playing around with Blender and Unity today for the first time to make a mod, but for some reason ksp loads 2 of the same part. Sorry if this issue has already been discussed on the forums, but I couldn't find anything. http://imgur.com/PghuiNt // --- general parameters --- name = Pod4 module = Part author = Neverhood // --- asset parameters --- mesh = Pod4.mu scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.55, 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 CenterOfBuoyancy = 0.0, 0.5, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancy = 1.5 buoyancyUseSine = False // --- editor parameters --- TechRequired = start entryCost = 0 cost = 750 category = Pods subcategory = 0 title = Pod4 manufacturer = Neverhood's junkyard description = Will this ever work?!? // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 14 maxTemp = 1200 skinMaxTemp = 2200 skinInternalConductionMult = 0.625 heatConductivity = 0.1 // 5/6ths default vesselType = Ship // --- internal setup --- CrewCapacity = 1 tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque INTERNAL { name = Pod4Int } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.25 } } 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 = 25 maxAmount = 25 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 1000 reentryConductivity = 0.01 ablationTempThresh = 800 charMin = 1 charMax = 1 charAlpha = 1 } RESOURCE { name = Ablator amount = 200 maxAmount = 200 } } INTERNAL { name = Pod4Int MODULE { name = InternalSeat seatTransformName = pilotSeat allowCrewHelmet = false } }