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Krakatoa

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Everything posted by Krakatoa

  1. As my introductory foray into 3D modelling after following the tutorial on the Modelling and Textures subforum, I decided to make a pack based on volcanic propulsion. I present to you the finished textured model of the first attempt, the Magma Chamber fuel tank. The current plan is to add at least an engine and a command pod of some sort. At this point, I haven't processed the part through Unity, through I think I have set up the collider correctly in Wings3D. Any advice on where to go from here, even as far as the shape of the collider I should use or anything else would be greatly appreciated! I'd like to add glowing emissives to the lower areas of the mesh, as though the inside were glowing, and will have similar effects on the engine. Thank you to @JadeOfMaar for his great suggestions and being interested in what I'm doing, and to @blowfish for helping me get sorted with FX transforms! LINK FOR DOWNLOAD: [MAJOR WIP, BE CAUTIOUS] Krakatoa's Eruptive Propulsion on GitHub GPU GNL-3.0 License
  2. This may be more of a question for the BARIS thread, but since I don't use it, I don't have the expected life time as a reference. How do you see the hierarchy of permanence of your different mods? I think I saw you say MOLE was the beginner tier, and I know Pathfinder is theoretically short-mid term, but what about Bison gondo-buildings or DSEV vehicles? I'm guessing Sandcastle will be the top tier of permanence/establishment of a base on a body. I know the new part says Ranch House, but with all the pieces around, it looks a bit like a pad-toed chibi octopus. I'm okay with this, just an observation
  3. Gotcha! No, that doesn't seem to be the case. I was even able to completely take apart the caught hitch with KIS/KAS and let the rover drop free, then reassemble the hitch to the rover on the ground. Worked perfectly since then.
  4. It was KSP 1.3 and the version of FUR right before you added in the hover engines. Only happened on that decoupling and I'm sure it was a fluke of coming back to a ship after it had been in flight a while. It seemed to be a bit of one of those stock KSP bugs where refocusing on a ship will cause something to be displaced a bit. This is the craft that had the error. The decoupler behind the FUR rover in the foreground is on the back of the rover, which also has a hitch. The offset bug caused the hitch to end up among the engine cluster and catch the whole rover before it was able to drop free after it landed on the Mun. Might have more to do with the hitch connection than the decoupler, because I've noticed this or other hitch stretching iterations as that rover has been attached to a Pathfinder base. The low docking point is pulling the trailer of the rover down and to the side, so on reloading, the rover itself wants to be straight.
  5. I really like the industrial interiors. Would you consider giving the internal lights the same changeability of the GondOffice?
  6. For what it's worth, I had a mini Kraken attack when I tried to decouple a rover where the decoupler was attached to the back node and the lower node had a hitch. Managed to get an engineer out to disassemble the decoupler and detach/reattach the hitch before it tore itself apart. It had spazzed out and ended up on the other side of the decoupler, like it had been pulled back with the offset tool.
  7. These are lookin' brilliant! Which form factor is the connection on these?
  8. MKS has put control over that patch to PatchManager, so it's the one in the MKS/Patches/PatchManager file.
  9. A 1.25 cupola would be awesome for a lot of purposes, especially with the visibility of something like the Spyglass. I usually use the Spyglass for that purpose as it is, using some sort of adapter to step up.
  10. Science returns are rubbish across Kerbin, take the experiments to the Mun or Minmus and you'll be better off.
  11. @Stratickus @Cynor Did anyone ever put together a working patch to give MultiModeEngine to the LV-N? Decided it'd be best for my current career save to let it be dual-mode (I won't be carrying 2 types of fuel) so I can keep the flights working that are already up but use them as intended going further. Been working on it the last couple days, but I can't figure out how or what exactly I'm supposed to override.
  12. Found out what to do, for anyone using Wings3D. Once you get to the unwrapped state, use the right click menu to set a texture, then you can set the background to just white or whatever you want.
  13. This may be one of the dumber questions, but how do you turn off the background image in Wings 2.1.5 when you get to the UV mapping stage? Been following the tutorial to the point where you start to stack up similar faces and this is the first time I can't find the current equivalent of a step. It's gotta be right in front of me, but I just can't track it down.
  14. The dll uses the names to reference the models and textures, which is why you can have any Kerbal and name it one of the supported characters in the cfg and all the traits will automatically change to that character. I think by the way it works that it would have trouble with custom names. happy_monk responded after a bit when I reached out with a bug, so if you wanted to help create new models, he may very well be up to adding them in. Running out of models is why others haven't been added.
  15. They're both supposed to stay in the KerbetrotterLtd folder and that stays in the GameData folder.
  16. Not to speak for him, but I think he means being able to do KIS/KAS actions from the sorts of control pods that imply they are for utility vehicles/exosuits around bases, so the external command seat where the Kerbal is outside and visible, or that AES pod from USI that says it's for basically an exosuit in the Konstruction side of MKS.
  17. For whatever reason, I tend not to include sample ships in my games, liking the trial and error sort of creation, so when I got a mission in career mode to test the larger tilt-rotor, I had to do some figuring to get it to fit on a compact Buffalo and balance the thrusts. This is the result. It flies surprisingly fast, is fairly agile, and with the right usage of action groups, it switches from vertical to horizontal flight fairly well. Looks a bit mad, though.
  18. I've been having a little issue with the Gondola landing legs. I've tried to include them a few times on landers, but invariably (at least on the Mun or Minmus), when it lands, it does this jittery dance and the legs keep getting shoved around, slowly spinning the craft in a circle and sometimes keeping the drills from staying in the ground. I end up raising the legs and letting this particular miner just sit on the ground on a docking port. Are they supposed to be used in conjunction with an anchor piece? Or do they need a much heavier load to sit still?
  19. Hey @Angel-125, wanted to share this at least half DSEV/WBI mothership headed towards Duna. Wrapped up the last ship in the flotilla last night, so I'm ready for the launch window at long last. This is using the Steam Whistle template I made up for the centrifuge, but everything else is working as intended, hahah. Will be using the Mk1 spacedock to build and launch small landers or satellites once it's there, and I loaded it up with a full crew, so it's carrying almost 30 Kerbonauts. Thank again for all you do!
  20. Dunno if you've done this step, but you have to hit finalize build and release on the EPL panel for it to become another craft.
  21. I haven't had any issues with any DMagic parts changing names or disappearing, and I'm on a fairly heavily modded game, so it sounds like a local issue.
  22. Like, the place you are driving from. Your nav ball is all ground, like trying to use the stock rover body and how it's not lined up to let you use it alone. I've always had to add a docking port or something to the front of one so that I could use "control from here" to let me drive forwards. Your wheels are fine, it's that the cab doesn't seem to be the control point. In my experience, the wheels always know forwards for your control point, but if forwards isn't along the horizon, then they don't know how to drive into the ground or into the sky.
  23. I've had troubles with getting wheels to behave if "front" isn't in the direction you want to drive. Looking at your screenshot, "front" seems to be towards the ground, so maybe they didn't know what to do? Does it do the same thing if front is the correct direction?
  24. I guess I don't specifically know, but that's the impression I got, so that such a major upgrade doesn't wreck everyone's crafts.
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