vossiewulf
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Everything posted by vossiewulf
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Thanks again. When you say mesh name, do you mean the filename of the mesh, or the name of the mesh object itself as created in MAX (in my case), e.g. box1? Since these models were so simple I didn't go to any naming convention lengths, just let each object be box01, box02, etc.
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@Mecripp and maybe @linuxgurugamer for that matter, there is something wrong in the basic config. It is spamming: [EXC 12:42:34.282] NullReferenceException: Object reference not set to an instance of an object ModuleControlSurface.CtrlSurfaceEditorUpdate (Vector3 CoM) ModuleControlSurface.LateUpdate () I assume we're missing a value in one of the arrays, but I literally have no clue which. I can try to pull up some other configs to see what is missing but one of you two may know off the top of your heads. What little config file documentation I've found explains just enough to leave you almost but not quite completely confused. Below is the config as it stands now: PART { name = T620 module = Part author = vossiewulf mesh = model.mu scale = 1 rescaleFactor = 19 TechRequired = flightControl entryCost = 2400 cost = 1800 category = Aero subcategory = 0 title = T620 ThunderStreak manufacturer = FinTech Industries, Inc. description = A mainstay of rocketrodding catalogs worldwide, the Thunderstreak series provides beauty and functionality for those who prefer a more angular look. The T620 is the big brother of the range, having excellent ground clearance and a sweeping retro look that is guaranteed to turn heads down at the local rocket pad! attachRules = 0,1,0,1,1 node_attach = 0.000005, 0.0, 0.0, 0.0, 0.0, 0.0 CoMOffset = -0.0745, -0.2, 0 CoLOffset = -0.0745, -0.2, 0 CoPOffset = -0.0745, -0.2, 0 mass = 0.14 thermalMassModifier = 8.0 // heatConductivity = 0.06 // half default emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 5 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aircraft canard control (elev fin (fore lift plane rocket )rudder stab swept tail MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 actuatorSpeed = 25 deflectionLiftCoeff = 0.9 ctrlSurfaceRange = 15 ctrlSurfaceArea = 0.95 } MODULE { name = TweakScale } SCALETYPE { name = free freeScale = true defaultScale = 100 suffix = % scaleFactors = 10, 50, 100, 200, 400 incrementSlide = 1, 1, 2, 5 } }
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There are 18 fins now, each with 9 different color options, and I've set up Tweakscale for them so they can be appropriately sized per application. Shadowmage is putting together a TU config for me, I will be using that for proper rendering of the parts plus for the texture-switching. Once I have that and make a couple passes on the subtleties of relative size and drag and mass and the like so the parts have effects correct for their design, there's nothing else to do and I can release it. And five minutes later turn it over to @linuxgurugamer since I have way too many interests to be consistent maintaining a mod For all your retro needs... And more.
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The well-known Speedstreak S1000.
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Thanks again Mecripp!
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Other two Thunderstreak fins.
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Ok beginning to get a grasp of things, but only with the help of @Shadowmage and @Mecripp, and I wouldn't have this working at all if the latter hadn't straightened out the node attachments. I'll continue doing the art for the other fins now, I have a working config file that mostly does what is needed. However I need to figure out Shadowmage's Textures Unlimited so I can pull in the PBR effects you see in my Substance Painter screenshots above and get the normal map to work. Thanks folks!
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Awesome thanks! It's a tad off but at least I know what the problem was and how to fix it. So I'm not just copying other work or blindly poking, can you tell me what these mean/how they work, or point me to something that does explain? attachRules = 0,1,0,1,1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 (Best Scotty voice) Captain, thar be FINS here! Yeah noticed that, only question is whether I flip them in MAX or Unity. MAX, I think,. Was churning on the next fins' textures while waiting to figure out what was going on here, the first of the Thunderstreak series...
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Godspeed! https://drive.google.com/file/d/1jP2nC3X_Zg3QH-F3KTj1LDo7cSYVpHv5/view?usp=sharing BTW that normal map doesn't look right, unless Unity uses pink normal maps. This is the original.
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This is where we are now: Good 1. Part is correct size. 2. Part no longer appears 100m from cursor in VAB Not so good 1. Still don't get a right click menu 2. Part won't surface attach 3. It's still appearing far below the part it's attached to by node 4. The normal map isn't working in KSP I put a mesh collider on it and rewrote the part correctly as far as I can tell. I don't know what it is, but it looks like if you spun it real fast something impressive would happen.
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The rescaleFactor worked, it's at least getting in the ballpark of a default 1.25m size. But it's like the attachment node is way the heck away from the part, and I can't even right click them to get Node Editor to see the part.
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Thanks. I'm using generic units in MAX and the fin is 2.67 wide by 4.537 high by .075 thick. I figured if the game thought it meters, if anything that would be large and need to be scaled down, but instead it's too small. I will try the rescaleFactor setting. Would you know why the part is showing up far away from the cursor in the VAB? And thanks for the node editor, I will check that out
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I've been making rocket/plane fins 'cause I am disappointed with the current selection. Unfortunately I've never produced a KSP part. Mage has been helping and I've gotten as far as having a new fin in-game, but it's too small and positioned far from the cursor in the VAB. Since I've gotten this far, decided to ask here to offload some of the question load from @Shadowmage Below is the config I'm using, which has been unaltered from the Squad AV-8R winglet, other than the text. I have no clue what many of the settings mean, and which need to be tweaked to get my part the right initial size and in the right location. PART { name = S2000 module = Part author = NovaSilisko mesh = model.mu scale = 1 TechRequired = flightControl entryCost = 1800 cost = 640 category = Aero subcategory = 0 title = S2000 SpeedStreak manufacturer = FinTech Industries, Inc. description = After the enormous success of the initial S1000 SpeedStreak rocket fin, FinTech designers returned to their very small darfting tables to come up with something even speedier and streakier. The result is the stunning S2000, a fin that looks so fast it actually makes your ship GO faster!* (*Citation Needed) attachRules = 0,1,0,0,1 node_attach = 4.32401, 1.39785, 0.0, 1.0, 0.0, 0.0 CoMOffset = -0.0745, -0.2, 0 CoLOffset = -0.0745, -0.2, 0 CoPOffset = -0.0745, -0.2, 0 mass = 0.1 thermalMassModifier = 8.0 // heatConductivity = 0.06 // half default emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 5 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aircraft canard control (elev fin (fore lift plane rocket )rudder stab swept tail MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 actuatorSpeed = 25 deflectionLiftCoeff = 0.5 ctrlSurfaceRange = 15 ctrlSurfaceArea = 0.95 } } I made up a series of paint schemes in Substance Painter, so I'm going to want to use a PBR setup also. Wheee. Below are three of the 10 color combinations for this fin. With 28 fins in my done stack, that's going to be lots of options.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
I can't believe I've been using the Hacienda this long without realizing it HAS A DRILL. Someone please attach an F-1 engine to the back of my hand, it's needed for proper face-palmage.- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
I am a highly skilled Krakeneer. @Angel-125, have you considered an inline drill and ISRU parts for Pathfinder? Ones that would connect between two (or more) inflated buildings. The reason I ask is the vast majority of Pathfinder krakenings have nothing to do with Pathfinder, they're KAS induced. Attaching and detaching Buffalo mining rigs almost always break something for me, with inline parts that would no longer be necessary.- 3,519 replies
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Made a new stockalike texture for the EL workshop... Some new fins I am working on... And my bestest station.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
It looks like I did run the surface scanner, but then I skipped back to a previous save, forgetting to redo it. I ran the scanner and now the geology lab has a biome analysis. The only strange thing was that when I went to Biome Analysis in the geology lab, the full analysis was already there - there was no Perform Biome Analysis button. It seems like it checks for M700 scan and a surface scan and if both are true, it just renders the analysis, or at least that's how it appears to act. Anyway, thanks for the help again, I think I am 100% fixed now, I can't think of anything on my Pathfinder base that isn't operating at this point. Well, except that monoprop Chuckwagon that flew a few hundred feet up in a krakening and then decided to land and sit there pointed at the sky.- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks and yep that's exactly what I used in testing and it made no difference. I'll go give it another spin.- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks. I'm not sure what the stock surface scanner is? For the orbital scan I used the um M700 orbital survey scanner. The only surface scanner I know is the Surface Scanning Module, I brought one of those in and ran it and it still told me that I needed to unlock the biome. Your wiki seems to indicate you either need a surface scanner OR a geology lab. And no, not running Baris but was thinking of doing so along with MKS and life support for a serious hard game.- 3,519 replies
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I would just like a launchpad or orbital dock of any kind that doesn't kraken the hell out of your base/station. Building even a small rover at my Duna base on a disposable Pathfinder launchpad takes my whole base including two 60t landers and 11 buildings and tosses it 20 feet in the air BOTH on finalizing the build and releasing it. The orbital dock is better overall, it only krakens on very large builds, but those large builds are pretty much required in some cases for difficult bodies like Moho, Eve, and Tylo, at least if you want to land.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm having a problem with unlocking the biome of my Duna base. It's been scanned to death from orbit, I have a Casa IHM configured as the geology lab, I have multiple scientists in the base including one in the geology lab, but nothing happens when I hit the Performe Biome Analysis button. As far as I know I've met all requirements for that to work, or am I missing something? And as far as I can see, this is now a required step to be able to reconfigure the Buffalo drills, they no longer have any reconfigure options except View Resource Outputs, which I assume allow you to pick which one you want. Exceptions I see in the log: [EXC 22:57:59.075] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableHarvester.StartConverter () WildBlueIndustries.WBIGoldStrikeDrill.StartConverter () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [EXC 22:58:03.814] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableHarvester.StartConverter () WildBlueIndustries.WBIGoldStrikeDrill.StartConverter () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() [EXC 22:58:07.593] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableHarvester.StartConverter () WildBlueIndustries.WBIGoldStrikeDrill.StartConverter () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() [EXC 22:58:11.383] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableHarvester.StartConverter () WildBlueIndustries.WBIGoldStrikeDrill.StartConverter () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [EXC 23:16:32.624] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableConverter.StartResourceConverter () WildBlueIndustries.OpsManagerView.drawConvertersView () WildBlueIndustries.OpsManagerView.DrawOpsWindow (System.String buttonLabel) WildBlueIndustries.WBIOpsManager.DrawOpsWindow (System.String buttonLabel) WildBlueIndustries.OpsManagerView.DrawWindowContents (Int32 windowId) WildBlueIndustries.Dialog`1[T].PreDrawWindowContents (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)- 3,519 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
vossiewulf replied to Galileo's topic in KSP1 Mod Releases
Ah, thanks for the clarification. Yes, going into pretty much any building and coming back out will reset it to normal, it's mostly amusing. I try to guess how underwater KSC will be whenever I pop back.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
vossiewulf replied to Galileo's topic in KSP1 Mod Releases
I installed SVT + Kopernicus, Scatterer, and EVE and although I'm not sure who's responsible, I think it's SVT/Kopernicus. The thing is, everything looks great, but the tides are a ****!- 1,019 replies
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Build 800 indeed fixed the problem, he landed a 50t or so lander about 10 feet from where I wanted him on Duna, right next to the big lander I put down manually. Thanks. @sarbian, the current release version seems to have completely broken Landing Guidance, I would think that would merit a new release. Instead of starting with a target that's long of the final target and slowly burning retro until he's on the final target, he inefficiently burns well short of the final target and then keeps burning to move it prograde toward the final target... before losing control and drunkenly crashing. Note that I just tested this with the exact same ship starting from the exact same orbit, current release vs. v800, the latter worked perfectly.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
That's odd as that was the first problem I had coming back to WBI, it was fixed in .10 but even then very little was working for me until the very latest version; finally the experiment lab is working and the Hacienda has functional converters, all seems well. Except for explosions. You can't move the base hub on the surface without it exploding, and I just had a Telegraph explode when I attached an Aki power plug to it. Not linking them, just attaching the plug. But I don't think that's in the hands of the modmakers, I've always wanted to know why the result of a collider check would be to treat the intersecting items as if they were matter and antimatter. They could just move things, or maybe notice that a few inch intersection of a rover wheel and the ground results in the rover ending up in orbit and say hey, that makes zero sense in game or reality terms, but nooo... everything.must.explode.- 3,519 replies
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