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Everything posted by mindseyemodels
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is this mod in conflict with any others by any chance? because this or near future iva props breaks my game to where it crashes before the menu... i know its those two via process of elimination i re-install mods a few at a time(I'm trying to fix my game) and i have through reductive installation(installing fewer mods per group each time i delete a group to remove troublesome mods) narrowed it down to this and near future IVA props... i use ksp version 1.3.0 so could you tell me wats wrong and how to install it without breaking the sh!t out of my game so i believe a fix is in order perhaps? I'm not trying to be rude just needed to make it known that something is broken with either this or near future iva
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
mindseyemodels replied to FreeThinker's topic in KSP1 Mod Releases
dude i think something's wrong with the mod... i use ksp version 1.3.0 and when i try to download this via ckan it creates an unhandled exception that i cant seem to rectify i need this mod for a few other mods(mk 2 and mk 3 expansions) so could you tell me how to fix it?- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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so how would I rotate symmetry axis? I want to be able to radially attach things onto the corners of my ship but cant because it is a triangular ship in the sph so the symmetry is treated like that of a rocket then again tr-3b or "project blackstar" is a very strange craft compared to conventional spacecraft
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Beginners Part Modding Tutorial
mindseyemodels replied to Beale's topic in KSP1 Modelling and Texturing Discussion
so to get half the error to go away I just need to delete the fx things? like I posted my config in the other thread tell me which things to delete and you do realize that this would be about 30x easier with discord right? as I could have a realtime tutorial on how to rectify my engine malfunction without having to create a new engine specifically for a tutorial I insist on using discord because it will make this about 30x faster and we would be able to discuss things easier plus since I cant seem to upload any of my screenshots to the forums or imgur discord is the only option for you to see what I am doin thus allowing you to evaluate how I am doing -
Beginners Part Modding Tutorial
mindseyemodels replied to Beale's topic in KSP1 Modelling and Texturing Discussion
I looked at the console and this messqage kept showing up when my engine was active exception:null reference exception: object reference not set to an instance of an object does that help? also another error that popped up was error:particle model fx: cannot find transform of name "thrust Transform" and error: prefab particle fx: cannot find transform of name "smoke point" also small problem...I cant seem to upload screenshots to imgur but I hope the error messages helped -
Beginners Part Modding Tutorial
mindseyemodels replied to Beale's topic in KSP1 Modelling and Texturing Discussion
I tried pasting a screenshotfom unity via print screen and ctrl+v but it didn't work -
Beginners Part Modding Tutorial
mindseyemodels replied to Beale's topic in KSP1 Modelling and Texturing Discussion
you CAN see what I am doing in discord as I can post screenshots. the thrust transform is actually called thrust Transform and I just don't know what went wrong and faster communication means we could solve problems faster and get the mod done faster -
Beginners Part Modding Tutorial
mindseyemodels replied to Beale's topic in KSP1 Modelling and Texturing Discussion
your "help" wasn't really helpful and like I said discord would be the best way to talk as we could speak in realtime instead of waiting for hours or days to get a reply that and the other guy helping me is offline and you obviously know how to make engines so what do you say? I get your discord name(provided you have the program) and I add you as a friend so I can talk to you when we both feel like it -
Beginners Part Modding Tutorial
mindseyemodels replied to Beale's topic in KSP1 Modelling and Texturing Discussion
my engine and cfg files have a thrust transform but it doesn't work...any ideas on how to fix it? -
tr-3b mod (help required)
mindseyemodels replied to mindseyemodels's topic in KSP1 Modelling and Texturing Discussion
but how do I upload pics to the forum? also do you have discord? we can use that for faster communication and I can work faster that way because we could talk to each other instead of typing -
tr-3b mod (help required)
mindseyemodels replied to mindseyemodels's topic in KSP1 Modelling and Texturing Discussion
you have to put the thrust transform on the OUTSIDE of an engine? I guess that explains a bit and you can put a node directly onto a transform!? why did I not know this!? how exactly would I SHOW you what I'm doing in unity? I cant really upload things at least not that I know of so how can I show you? -
tr-3b mod (help required)
mindseyemodels replied to mindseyemodels's topic in KSP1 Modelling and Texturing Discussion
SO my thrust transform needs to be OUTSIDE the engine? perhaps that explains it... and you can seriously just place a node directly on a transform? really!! why didn't I know about that!! huh it was working the first time I fired it up then next time it failed and the only thing I changed then was a node placement -
tr-3b mod (help required)
mindseyemodels replied to mindseyemodels's topic in KSP1 Modelling and Texturing Discussion
here is the entire config file for my engine...you think you could identify the problem with the thrust transform?(thunderchild is my discord name) PART { name = tr3b_engine module = Part author = thunderchild mesh = tr-3b/parts/engine rescaleFactor = 2 node_stack_back = 0, -0.00152, -0.75478, 0, 0, -1, 1 TechRequired =start entryCost = 10800 cost = 9000 category = Structural subcategory = 0 title = tr-3b project "blackstar" dark matter engine manufacturer = i'm not saying it was aliens...but it was aliens description = the kerbal space agency found wreckage of an advanced alien civilization near kerbin's north pole supposedly thousands of years old but still capable of advanced manipulation of the fabric of reality this is the result of reverse engineering this tech and this is what the space agency was really born from and what we were working towards this engine utilizes concentrated dark matter...a fuel rick kerman made to "travel faster than anyone else" attachRules = 1,1,0,1,0 mass = 3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 150 maxTemp = 3200 // = 3200 bulkheadProfiles = size1 tags = EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = thrust Transform emission = 0.0 0.0 emission = 0.01 0.0 emission = 0.01 0.1 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX engineID = KS25 runningEffectName = running_closed thrustVectorTransformName = thrust Transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 50000 heatProduction = 192 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.9 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 400 key = 1 400 key = 12 400 } } MODULE { name = ModuleGimbal gimbalTransformName = thrust Transform gimbalRange = 10 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationClusterEngine responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 5 falloff = 1.5 thrustTransformName = thrust Transform } -
Problem with thrust/FX on engine model
mindseyemodels replied to Dicko's topic in KSP1 Modelling and Texturing Discussion
then come over to my tr-3b mod dev thread -
Problem with thrust/FX on engine model
mindseyemodels replied to Dicko's topic in KSP1 Modelling and Texturing Discussion
also could you help me with something? it is a node giving me trouble plus an engine failing to work properly the x y z coordinates of the face I want the node to be on are 0, -0.75478, -0.00152 and the node coordinates in the config file are 0, -0.00152, -0.75478, 0, 0, -1, 1 also the thrust transform is broken it is in the right spot and the cfg file is targeting the right one but no thrust whatsoever and this is a REALLY powerful engine and the problem with the node is it is a little in front of the face I want it to be ON do you think the node placement is causing the issue? -
Problem with thrust/FX on engine model
mindseyemodels replied to Dicko's topic in KSP1 Modelling and Texturing Discussion
could someone please provide a step by step instruction(with pics) on how to create/implement thrust transforms? I need a tutorial that is actually useful -
Thrust transform in Unity
mindseyemodels replied to Kokanee's topic in KSP1 Modelling and Texturing Discussion
can someone please provide pics of how to add a thrust transform and what to do with it?because all the info I have gotten is either not very helpful or not at all helpful -
Help me understand : Exhaust effects
mindseyemodels replied to genericeventhandler's topic in KSP1 Mod Development
do I have to use existing propellants or can I make up my own for mods? -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
mindseyemodels replied to SuicidalInsanity's topic in KSP1 Mod Development
omg you HAVE to bring back the star wars looking pods!! I want to be able to use that to make my own millennium falcon!- 863 replies
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tr-3b mod (help required)
mindseyemodels replied to mindseyemodels's topic in KSP1 Modelling and Texturing Discussion
well the project has been on hiatus after that point as I figured we work fastest together so lets do this I'm going to invite you to discord chat I will send the call after you reply so I know you are there -
tr-3b mod (help required)
mindseyemodels replied to mindseyemodels's topic in KSP1 Modelling and Texturing Discussion
yes my discord name is thunderchild (it is all lowercase btw) and my profile pic is a microsoft paint pic of a star being torn apart by a black hole and you don't need a headset all you need is speakers and something that has a mic even a low quality one like a webcam those have mics they build mics into everything nowadays -
tr-3b mod (help required)
mindseyemodels replied to mindseyemodels's topic in KSP1 Modelling and Texturing Discussion
I accept....also we would have to work together because the level of co operation I am looking for is like movie makers they kind of share ideas and find ways to improve something based on ideas also I would love to chat on discord because that would be the fastest way to talk because then we could discuss things a hell of a lot faster and then I could also post pics of my models that and also it would be my first mod so I could learn how to do these things I feel like configs will go a lot faster because I got the general model shape for the hull and engine I just need someone to give ideas on how to make the ship look a little better and the model is currently on hiatus due to lack of creative input such help would be greatly appreciated -
oh one thing I never realized this needs is procedural structural plates just remove the lift values because I hate going through the hassle of aligning center of lift to center of mass because it usually makes my ship a million times heavier than it was supposed to be(and as a result a hell of a lot slower) and usually has more greebling than the millennium falcon(that is like 98% greebling) if you don't know what greebling is its parts with no purpose other than breaking up a smooth surface again see: millennium falcon https://cdn.vox-cdn.com/thumbor/MDGeWU_Pb2hIh0OZENqDaUOP2Oc=/0x0:8094x5587/1200x800/filters:focal(3335x1699:4629x2993)/cdn.vox-cdn.com/uploads/chorus_image/image/56460377/75192_Front_Comp_1_.0.jpg you can see how much of it the falcon has