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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
Not that well, I have to fix the drag cubes, yet.- 24 replies
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- external seat
- open cockpit
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
I am planning a few more parts, such as a cargo bay with large door, a short version and some cosmetics. I just wish I had more time to work on it.- 24 replies
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- external seat
- open cockpit
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(and 1 more)
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
A new part is done, a cargo bay/service bay with working door animations:- 24 replies
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- external seat
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I have not the slightest idea how to do that buoyancy stuff. I have no idea what a drag cube is and how to configure one in the plugin. I hope I can figure it out as I go along. IRC buoyancy module needs Firespitter and user Lisias can help you since he takes care of Firespitter? How does that dependecy even work? How make I use of that? @Lisias (how do I mention a user here)
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Well, moisten my crumpets and call me Betty! I found the error. I forgot to name the material below the Field "Name: _MainTex" in Mu Shader tab. I hate that it does not explain why it has to have two names, '_MainTex' and 'customNameByMe'. This is so confusing. But you answered quite a few questions for me and I am much less confused now. Great thanks for the help, mate!
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And I can't figure out why KSP refuses to load the second texture. I know it is possible for KSP, other part authors do it, too. But when I try to use the a module that way, for example: PART { name = FlyingBoatServiceBay module = Part author = NippyFlippers MODEL { model = TestMod/Parts/FlyingBoatServicebay/FlyingBoatServiceBay texture = FlyingBoatServiceBayHullTex , TestMod/Parts/FlyingBoatServicebay/FlyingBoatServiceBayHull texture = FlyingBoatSerciceBayDoorTex , TestMod/Parts/FlyingBoatServicebay/FlyingBoatSerciceBayDoor texture = FlyingBoatSerciceBayDoorGlassTex , TestMod/Parts/FlyingBoatServicebay/FlyingBoatSerciceBayDoor } ... } Then still KSP refuses to load the texture for the hull part. Is it even possible to use multiple image texture files using this .mu plugin? Am I damned to use Unity to achieve that? If so, what version?
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I have baked a PNG file and it has alpha values in the areas corresponding to the glas parts. But in game the glass is barely visible (see picture). I need some adivce what values for the KSP/Alpha/Translucent Specular Shader work well, because in game it looks nothing like in blender. It is for an external window. The texture is baked and looks fine, alpha channel is adding some slight opacity for the window parts of the file and all. It just looks bad ingame. Also I have a problem with sections of my part showing as grey in-game. I am trying to make a cargo bay that has doors with transparant windows. I am using two texture files, one for the doors including trasnparent windows, one for the hull. But for some reason I cannot get the script right in order to texture both elements. (see pictures) Can you help me with that, please? PART { name = FlyingBoatServiceBay module = Part author = NippyFlippers mesh = FlyingBoatServiceBay rescaleFactor = 1 TechRequired = fuelSystems entryCost = 8200 cost = 1550 category = Payload subcategory = 0 title = Flying Boat Service Bay manufacturer = testn description = Taken from Bill's fishing boat. attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 65 breakingForce = 2000 breakingTorque = 2000 maxTemp = 2000 bulkheadProfiles = size2, srf tags = Boat Hull Flying NODE { name = top transform = node_stack_top size = 1 method = FIXED_JOINT crossfeed = True rigid = False } NODE { name = bottom transform = node_stack_bottom size = 1 method = FIXED_JOINT crossfeed = True rigid = False } } pics:
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[1.2-1.7] Blender (2.83+) .mu import/export addon
NippyFlippers replied to taniwha's topic in KSP1 Tools and Applications
I don't know, but the first boot up of my KSP always takes longer than successive ones. I allways assumed it is suposed to work that way. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
NippyFlippers replied to taniwha's topic in KSP1 Tools and Applications
Thanks, the reimport is a great tip. Also, I found the problem. It was not with the colliders at all. It seems that KSP is loading cached Data when being closed down and restarted. Somewhow it did not load the newly exported model with updated colliders. Is there a way to force KSP to flush the cashe before restarting? -
[1.2-1.7] Blender (2.83+) .mu import/export addon
NippyFlippers replied to taniwha's topic in KSP1 Tools and Applications
Is there a maximum number of colliders that KSP supports on a single part? I am trying to build a cargo bay, using 28 colliders, but 12 of them are missing and I cannot for the life of me figure out why. -
NippyFlippers' Old Timey Flying Vehicles
NippyFlippers replied to NippyFlippers's topic in KSP1 The Spacecraft Exchange
Yes, that is exactly the association I tried to invoke. I tried to imagine what a Consolidated PBY Catalina would have looked like if it had not first flown in 1935 but in 1930. Something that is technologically a bit more sophisticated than a Consolidated P2Y (which was an ancestor of the PBY) or a Dornier Do R, but not quite there yet. I just love flying boats and whish they could become a thing again.- 15 replies
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- b9 procedural wings
- modded
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NippyFlippers' Old Timey Flying Vehicles
NippyFlippers replied to NippyFlippers's topic in KSP1 The Spacecraft Exchange
You don't like flying boats? Well, I do. I'll keep making them until you like them, too.- 15 replies
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- 3
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- b9 procedural wings
- modded
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(and 2 more)
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