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Kvorshk

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  1. Title says it all. Im using 3ds max and can do an animation in it just fine. After that I dont know what to do to get it ready in unity. Or should I do the animation in unity?
  2. I thought the Moduledecouple was to drop the heat shield not the shroud. Was i mistaken?
  3. 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 } }
  4. 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!
  5. 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!
  6. 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
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