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Everything posted by NippyFlippers
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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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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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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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- b9 procedural wings
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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
Same problem here. I can't import .mu files. (Blender 4.1) -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
NippyFlippers replied to Gameslinx's topic in KSP1 Mod Releases
Hello, everyone! I am using an older AMD GPU (Vega) and I have really bad performance on the Mun, maybe 10 fps. While I am on Kerbin everything runs mostly okay at 60fps, with only occasional drops to lower rates. Is there a way to fix this? In OP's troubleshooting guide I can only find references to Nvida GPUs. (And the link to download OP recommended settings.cfg is dead, too.)- 3,170 replies
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
NippyFlippers replied to Gotmachine's topic in KSP1 Mod Releases
I'll try. Maybe it helps. Thanks for the answer. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
NippyFlippers replied to Gotmachine's topic in KSP1 Mod Releases
Here ist the log file: https://speedyupload.com/d/5fs1GHBhTWAGi7 When I, for example try to reattach a tank with 4-way symetry, I get these random placements, sometimes they are even randomly offset in several axis: -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
NippyFlippers replied to Gotmachine's topic in KSP1 Mod Releases
Since the last update I am expericencing bugs with part symmetry every time when I am detaching and reattaching parts in build mode. -
Aviation Cockpits (New prop cockpits)
NippyFlippers replied to Mallikas's topic in KSP1 Mod Releases
After the last KSP update the game crashes when using this mod. Any chance for a fix? -
NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
You should be able to edit the file now.- 24 replies
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- external seat
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
I sent you a PM with a link to a google drive folder. The other rocketeers will have to whait a bit until it is finished.- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
It is not the stock model and I am going to replace them with a totally new design, anyway. For now it is just based on the stock part. It differs from the stock seats, has textures and UVs made by me. Not planning to release it that way, yet. First this pivot thing needs fixing, then new seats, then release.- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
The seats are just meshes, childs of the same "seatExternalCMD" pivot as the actual seatPivots are, as you can see in the hierarchy. And the kerbals are in a seated pose, so that works fine two. Orientation is also okay, everything faces the same direction. I am honestly at my wits' end. See here:- 24 replies
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- external seat
- open cockpit
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