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/not/pol/

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Everything posted by /not/pol/

  1. ... all i said was it was mis-scaled... its stupidly oversized to be even somewhat reasonable. it looks out of place on even 2.5 meter parts. also - i am actually making properly scaled weapons
  2. The GAU-8 Avenger is mis-scaled, i put a 30x127mm object object next to one of the barrels.
  3. still involves C#(a coding language i am in no ways familiar with) although it sounds like a good idea
  4. the most code i know is Lua is even thats a far stretch. does not really seem worth the time just for cockpit mirrors when i can just look behind me :|
  5. So. a metric ton of C# and HLSL Shaderblocks for every different type of hardware and OS..... all i wanted was cockpit mirrors jesus KSP...
  6. On the runway in an A10C waiting until i finish remapping all the textures for the cockpit
  7. Is it possible to use self-written shaders with KSP and if so are there any limitations?
  8. i had seen that already and i just wanted to know if it would ever be added as a major feature update
  9. Is there proper documentation for the BDMk22 plugin or is it not designed to be used by modders, and is there ever going to be a way to get BDA Data onto JSI Monitor screens?
  10. Annnnnnd it works now... the hell is with this stupidly specific syntax that KSP Forces you to use. thanks for the help @MeCripp@MOARdV
  11. Even with an absolute path it will not find it. KSP keeps adding a directory to the path and looks for the model inside it when the directory its adding does not exist and is not defined in the Cfg INTERNAL { name = a10cinternal MODEL { mesh = a10r1\assets\a10cinternals\a10cinternals texture = a10cext, a10r1\assets\a10cext texture = handle, a10r1\assets\handle } MODULE { name = InternalSeat seatTransformName = pilot allowCrewHelmet = False kerbalEyeOffset = 0, 0, 0 } }
  12. Making a small parts mod and for whatever reason KSP keeps looking for the IVA Model sub-directory that is not referenced in the IVA Cfg anywhere Cfg - Logs -
  13. airlocks are added in unity. it would be required by the maker of the docking ports to add support
  14. What is the process for making lights? i cant find a tutorial anywhere on it. figured it has something to do with animated textures
  15. So are you actually blind or am i just stupid and its just a clever member title

    1. Starman4308

      Starman4308

      It's a reference to the story in my signature, where I'm exploring Galileo's Planet Pack without looking anything up about it. 

    2. /not/pol/
  16. joined cuz' tech support. stayed for making mods. (A10C Thunderbolt II cockpit coming soon™)
  17. I actually found that exact model in one of my older project folders a few hours after this thread was posted. thanks for linking it either way.
  18. Most likely not the scope of this mod. but to make it alot easier to implement could FreeIVA be required by the Modders to support? it would take pressure off you and could use something like a primitive "panel" collider system(see picture) for intra-IVA collisions. im code-blind so i have no clue what this would take to implement but it seems alot easier to me. Pics:
  19. Modeling a fighter cockpit with custom bits and i need a scaled kerbal in the sitting position and the one i found is not to scale. cant find the model in the sharedassets files. (even better if the origin is placed where the IVA transform would need to be)
  20. Normals are correct and so are UV's. separating it into a different mesh solved the issue.
  21. i set the rotation gameobject and all children to layer 16. its something on the mesh itself that refuses to show up. it might be a texture mapping issue. its a part of the mesh, on the Mk3 IVA its something added to the Mk3Int(the back wall and roof) screencaps incoming
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