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ZuluDoggy

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Everything posted by ZuluDoggy

  1. Hold on...no, I'm exporting them as different .mu files. Suddenly I suspect that you've hit upon my problem. If it wasn't so stinking late I would boot Unity and try this again. I've no idea why/where I got the impression these needed to be separate .mu files. Well, looks like more time spent in Unity tomorrow. On the plus side, I'm actually starting to work through the Unity building process without constantly referring to a guide... :-D ZD
  2. Tried it with both Firefox and IE this morning. No luck with either of them. Since it worked fine and d/l'd ok just now with Firefox, I suspect the problem may have been a hiccup from my ISP. Thanks though! ZD
  3. Tried d/l this today to help with a problem I'm having w/engine fairings. Comes up as a blank page. Is this still in existence? ZD
  4. Thanks - I will look at that. I'll try changing that line in the .cfg file also, but I have a sneaking suspicion I called it WAHSLPfair. I'm not very original with my naming conventions... ZD
  5. So then, I read through the stuff on the above link, built a new mesh for the fairing, used the section of the .cfg to call the fairing when needed, and...nothing. I even had to add a "Icon_Hidden" tag in Unity to select it (there is no Icon_hidden tag in Unity 5.2.4, and one of the posters said it was a necessity). After it didn't show up initially, I went back and rebuilt the fairing adding a mesh collider to it this time, still nothing. I even took out the "Icon_Hidden" tag on a 3rd rebuild, still no effect. Here's the portion of the .cfg file that I'm using, what am I missing? " MODULE { name = ModuleJettison jettisonName = WAHSLPfair.mu bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } " ZD (And the engine that I built the fairing for imported into the game and works as designed...it's just this cussed fairing!)
  6. Thanks! On my way to read the link you provided. ZD Edited to add: Thanks again! Don't know how I had missed that thread before, but you (it) answered my question exactly! I really appreciate the help.
  7. How do I go about creating a fairing for the engine bell? I'm talking about a fairing that "hides" the engine bell when there are parts (ie - stages) below the engine. I'm guessing a separate mesh is needed, but how would I bring said mesh into Unity? Would I need to do it while 'creating' the engine/collision mesh itself in Unity? Or could it be done in a second creation after the engine has been created (and then called via the .cfg file)? If it needs to be done at the same time as the engine, could someone tell me how I would go about it (or point me towards a tutorial on it)? As usual, thanks in advance - all you "pro" modders are the best! ZD
  8. Thanks! I kind of suspected that Visual Studio (for C#) is a 'nice to have, but not necessary if you are making parts' program. I d/l'd it and will probably look at it - some other time! I will probably stick with Photoshop versus Gimp as well, since I know the former. Now to check to see which version of Unity I downloaded... And I tend to agree with your comment on outdated stuff out there. I've watched a ton of videos only to realize halfway through that they are referencing KSP v0.90 or v0.23, or somewhere in between. Ah well, off to do some work, and thanks again! ZD
  9. I'd like some help. I'm considering creating a few parts/mods, mostly for myself at least initially. If I can get them to work, decide I like them, and the process doesn't take more time than I can devote to it, then perhaps I would even consider attempting to make them available to others. Here's my problem. I've been scouring the boards for tutorials, suggestions, help, etc. and can't seem to find agreement on even the most basic of items. One person says you must use Unity 4.2.2, another says 4.2.x is preferred, while still another claims 5.x.x is currently in use for KSP and is the version that should be used. Some say you need to use PartTools 0.23, others say no, use PartOverhauls. Some have even said you have to use one version of Blender instead of another, or one version of Gimp instead of another, etc. TBH, I'm already getting frustrated trying to figure out what's the correct way of doing things and I'm not even past the concept stage yet! (And I'm really getting tired of watching You Tube videos that disagree with each other too!) Let's begin with the basics: 1) Is there a preferred version of Unity, and if so, which one and why? 2) Does it make a difference which version of Blender is used, and if so, why? 3) Visual Studio for C# files...necessary or not? And again, why? 4) I saw Gimp recommended frequently and d/l'd it also. I already have Photoshop. Photoshop seems more intuitive to me (probably because I'm used to it) and I am wondering if Gimp is really needed. Ok, I think that's a good start. Thanks in advance for the help, and I also wanted to add that I appreciate the effort a lot of you modders have put forth by making tutorials for folks like myself. Even though there seems to be disagreement here and there, I probably wouldn't be as far as I am without you! ZD
  10. That's what I am wondering. My first attempts were similar to what you are describing - I would leave from the "correct" side of the orbit so as to increase/decrease my speed and use that to reduce the dV needed when encountering Eve/Duna. However, I soon discovered it seemed to make no difference where I left orbit from, my speed always jumped to 10K+ m/s leaving the Kerbin SOI. Then I would get a second speed boost upon entering the Eve/Duna SOI. This is why I gave up on orbiting Kerbin and just started launching straight out...
  11. I think I could use a little help. I've read through a good chunk of this thread (not all, admittedly) and I've even read jd284's wiki but I think I must be missing something. I've been putzing around with this mod (in sandbox mode) and keep encountering the same situation. With velocity conservation on, I launch straight out - I don't circularize. At about 650 Km my velocity is somewhere in the vicinity of 1500 m/s and I engage the Alcubierre drive, continuing straight out. Shortly after I pass the orbit of Minmus, my velocity jumps to somewhere in excess of 10,000 m/s. I then head for Duna or Eve, depending on how I feel and try to keep my ship somewhere outside their respective orbits before entering either system. But, upon entering the Duna or Eve systems, my speed jumps even higher. Duna is usually over 15,000 m/s and Eve has been in excess of 20,000 m/s. Can someone tell me either what I am doing wrong (highly likely) or explain what I need to do to keep this from happening? Thanks! (edited to fix my continued use of Km/s when I meant m/s)
  12. Thanks for the recommend. I just d/l'd it. One would think that there would be more containers out there that can be configured to hold metal ore. I have your mod running as well but as you noted it adds metallic ore storage containers instead of metal ore. Ah well, what's another mod between friends? :-)
  13. I believe that this is indeed the problem more than anything else. I've been tinkering with my rover design and replaced the USI drills with the metal ore drill from KPBS. It won't fill any of the storage tanks (since they only accept 'ore' and not 'metal ore'), but if I run a winch line from the rover directly to KPBS's Metal Ore storage building while the drill is running, the building begins to fill. Off to see if I can find yet another mod that adds metal ore storage containers... Thanks for the help folks! (As I suspected initially, it was my fault... *sigh*)
  14. Thanks, I downloaded the patch to see if that will help. I'll attempt to post some pictures later, but as simply put as I can make it: I'm using a Buffalo rover that has a storage container on it. I also added 4 of USI's MEU-100-A drills, set to mine metallic ore. I take the rover to the mining location, drill (which fills the storage container), bring the rover/ore back to my base, and attempt to transfer the ore into KPBS' Metal Ore storage structure. The transfer into the Metal Ore storage structure is where I'm having problems. Any help is appreciated, and again, I'll try installing your patch to see if it helps as well. Now to see if I can get some pictures and post them...
  15. Hmmm...can someone tell me what I'm doing wrong? (Must be me, the mod seems to be working fine...) I have a mining rover that I use to mine "Metallic Ore", which is stored in a case on the rover as it gets mined. I drive the rover from the mining location next to the metal ore storage building, grab the connector on the winch (which is attached to the rover's storage crate) and plug it to the Metal Ore storage building (docked). At this point I should be able to transfer the ore from the rover into the storage building, right? Nope. I've tried Alt-Right-clicking until I'm blue in the face and get nothing, I've tried using Ship Manifest (it recognizes the ore stored in the rover's crate but says there's no other storage location available to transfer it to), I even tried threatening the ore with being dumped out if it didn't transfer (let's just say there's a big pile of ore outside the Metal Ore storage building now). Is it because I've got "Metallic Ore" mined and the building only accepts "Metal Ore"? There's no setting on the MEU-100-A to mine 'Metal Ore'. Or am I doing something obviously stupid...or not doing something just as obviously stupid? (Either of which are pretty likely...)
  16. Just a note to say "Nice Job" with this list. One minor problem I noticed though - the link to stupid_chris' "RealChute Parachute Systems" connects you to "Kerbal Launch Failure Revived", which is immediately above it in the list. Here's the actual link for RealChute: http://forum.kerbalspaceprogram.com/index.php?/topic/52931-12-realchute-parachute-systems-v1412-141016/#comment-768045 But again, nice work on the list, and thanks!
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