

Kvorshk
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Heat shield shroud help
Kvorshk replied to Kvorshk's topic in KSP1 C# Plugin Development Help and Support
Ok so I will try and get rid of decouple. -
Heat shield shroud help
Kvorshk replied to Kvorshk's topic in KSP1 C# Plugin Development Help and Support
I thought the Moduledecouple was to drop the heat shield not the shroud. Was i mistaken? -
Hey there I'm working on my own parts pack and when writing the cfg for my heat shields I'm not sure if Im getting something wrong. I dont seem to get the stock shroud to come up. I plan on making my own for release, but in just learning to see if I got it right I cant seem to get the shroud to come up after attaching anything to the bottom. Below is my cfg. I have done the best I can to rewrite all code from scratch. Please if someone could take a look and tell me if they see something wrong it would be greatly appreciated. PART { name = HeatShield module = Part author = Kvorshk // --- assests --- mesh = hs1.mu rescaleFactor = 1 // --- node deffinitions --- node_stack_direct = 0.0, -0.00, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.193, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.089, 0.0, 0.0, 1.0, 0.0, 2 CoPOffset = 0.0, 1.1, 0.0 CoLOffset = 0.0, -0.36, 0.0 // --- fx definitions --- fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple // --- editor --- TechRequired = landing entryCost = 1200 cost = 600 category = Aero subcategory = 0 title = Heat Shield (2.5m) manufacturer = LRKFlightTech description = heat shield // --- part parameters --- attachRules = 1,0,1,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 maxTemp = 4950 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 thermalMassModifier = 1.0 tags = ablat drag entry insulate protect re- rocket therm MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 stagingEnabled = False checkBottomNode = True } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true menuName = Jettison Heat Shield stagingEnabled = False stagingEnableText = HS Jettison Not Staged stagingDisableText = HS Jettison Staged } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 800 maxAmount = 800 } }
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help with adding ladders
Kvorshk replied to Kvorshk's topic in KSP1 Modelling and Texturing Discussion
Yes it was. JPL, I think the problem was when I tagged the parts I didn't capitalize the letters right, I had ladder instead of Ladder and AirLock instead of Airlock. Once i fixed that I seem to be having no errors. I really appreciate all the help. You guys rock! -
help with adding ladders
Kvorshk replied to Kvorshk's topic in KSP1 Modelling and Texturing Discussion
No there are no errors in Unity at all. And the Instructions I was trying to follow said to use a mesh for the ladder. so I should be able to just use a box collider for it? This is the line from the KSP log: PartLoader: Compiling Part 'LRKFlightTech/Parts/Command/pod4b/pod4b/pod4b' [ERR 19:45:33.976] PartCompiler: Cannot clone model from 'LRKFlightTech/Parts/Command/pod4b' directory as model does not exist And here is the cfg for it, I just used the MK 1-2 config and changed as needed to test PART { name = pod4b module = Part author = kvorshk mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.4, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 1.6, 0.0, 0.0, 1.0, 0.0, 1 CoPOffset = 0.0, 0.6, 0.0 CoLOffset = 0.0, -0.45, 0.0 TechRequired = commandModules entryCost = 7600 cost = 3800 category = Pods subcategory = 0 title = pod4b command pod manufacturer = LRKFlightTech description = This modern cockpit is designed to be fully re-useable. Its spacious cabin can hold a maximum of 3 crew. attachRules = 1,0,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 45 maxTemp = 2400 // = 3400 vesselType = Ship CrewCapacity = 3 bulkheadProfiles = size2, size1 INTERNAL { name = PodCockpit } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 15 RESOURCE { name = ElectricCharge rate = .7 } } 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 = 2.0 } RESOURCE { name = MonoPropellant amount = 100 maxAmount = 100 } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } } And thank you so much JPL fpr the help! -
Hello Im new to modding and having an issue with adding ladders. Ive followed the instructions found in the forum but Im lost. When I read the KSP log it says it cant load the model because the model does not exist. Now the pod works fine without adding a ladder. Im posting a picture of what unity looks like before i write out the model. Any help would be appreciated. https://goo.gl/photos/eQvg7SraPsbCKSYa6