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Mecripp

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Everything posted by Mecripp

  1. To click on part you need to add a mesh collider and what was the textures format you tried to put in unity ? Last time I used unity you couldn't use DDS try a png after you run it through unity then change it to DDS
  2. https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions and those look great and here is a couple of links you might look at
  3. @vossiewulf just one bug they show inside of tank just have to flip them around which thought it was on the Z but maybe X needs flipped but Z wasn't flipping
  4. Try this you must have been spot on with your model PART { name = S2000 module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 15 TechRequired = flightControl entryCost = 2400 cost = 1800 category = Aero subcategory = 0 title = S2000 SpeedStreak manufacturer = #autoLOC_501630 //#autoLOC_501630 = FinTech Industries, Inc. description = #autoLOC_500221 //#autoLOC_500221 = 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 = 0,1,0,1,1 node_attach = 0.0, 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 = #autoLOC_500222 //#autoLOC_500222 = 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 } } EDIT- main change was just attachRules = 0,1,0,1,1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 https://www.dropbox.com/s/6w0k0ou4h609u5z/test.png?dl=0
  5. Not sure on the place they show up at but sounds like if you cant click on them you need to add a mesh collider to them
  6. Very nice look parts and when you model the parts what scale you have it set at ? But really don't matter right below scale = * add rescaleFactor = * if scale = 1 and part to small change rescaleFactor = 1.5 and go up to you hit the size you want and here is a good tool to have for making nodes
  7. It triggers the lights just has you asked but not on fuel cells or reactors EDIT- Looking at it there might be away to do alittle Mm magic to do all you asked will have to play with it and see
  8. You might check out EDIT- whoops old thread
  9. The M50 if you remove MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2 //useGimbalResponseSpeed = true //gimbalResponseSpeed = 5 } takes out a lot of the lag it had there is something still wrong just haven't nailed it down yet
  10. Could you change the textures ? There isnt anything in the mods but textures and the textures switch that is stock if your run 1.4.5 if your running a old ksp that don't have the switch it might be spawning a error
  11. Not sure about the same part but here are a couple of plugins that change mesh in game https://github.com/blowfishpro/B9PartSwitch and https://github.com/linuxgurugamer/PartUtilities
  12. Must be anther mod doing it this is just textures and a texture switch
  13. You really don't need a lot of the stuff you have in the download as half the parts aren't even looking in your fold for them so there just spare textures loading see MODEL { model = Squad/Parts/Engine/jetEngines/turboJet } This is look in Squad folder and parts and so on and on for the MU and textures The only odd ball is the fuelTankT400
  14. And sure you have seen this one http://curious-droid.com/302/zeppelins-mars-havoc-venus-nasas-new-planetary-airships/ And they don't have to land if I remember right you just have to have a long cable that we used the winch and anchor but still that's close to landing and some one did make a great mod of a airship part will try and found it Edit- Does anyone still have the mod ( Discreet aircraft parts ) looks like it was nuked by the forms https://forum.kerbalspaceprogram.com/threads/123273-Discreet-aircraft-parts
  15. We need https://www.bing.com/videos/search?q=nasa+airships&view=detail&mid=4B97DBBC964362A276694B97DBBC964362A27669&FORM=VIRE
  16. I see in a small jet you have to be with in 1m from the water for it to happen and its hard to test over land with out hitting a hill by is there away over land the a dust cloud would show if you got to close to ground and is there away to increase the range just alittle ?
  17. Your RemoteTech patch is wrong it looks like remotetech never deleted -MODULE[ModuleDeployableAntenna] {} it should have been more like what I posted // Compatibility with the RemoteTech mod. @PART[jx2LDA]:AFTER[RemoteTech] { // RemoteTech antennas use ModuleAnimateGeneric, so need // to use that instead of ModuleDeployableAntenna. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } // This is what makes it work with RemoteTech. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 1000000000000 %EnergyCost = 5 %MaxQ = 6000 %DishAngle = 0.002 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[jw1MDA|ju1MDA]:AFTER[RemoteTech] { // RemoteTech antennas use ModuleAnimateGeneric, so need // to use that instead of ModuleDeployableAntenna. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } // This is what makes it work with RemoteTech. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 300000000000 %EnergyCost = 3 %MaxQ = 6000 %DishAngle = 0.006 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 18.0 } } %MODULE[ModuleSPUPassive] {} } // AntennaSleep adds a ModuleDeployableSleep to every part that has // a ModuleDeployableAntenna on it. Since we've just removed the // ModuleDeployableAntenna, the ModuleDeployableSleep won't work right, // so we need to remove that if it's there. @PART[jx2LDA|jw1MDA|ju1MDA]:AFTER[AntennaSleep]:NEEDS[RemoteTech] { -MODULE[ModuleDeployableSleep] {} } } but you are very right on how the RemoteTech/RemoteTech-Antenna mod was setup
  18. On gases are you wanting something like there was more of a stockalike but not finding the thread And you might check out https://github.com/Kerbas-ad-astra/SMURFF
  19. You are using a older SSTU plugin with the newer one the textures didn't work it's my bad if the work with the older plugin and Making History is just stocks addon there the only stock parts I seen with a stock texture switch
  20. whats wrong with the landing gear it uses this plugin https://github.com/shadowmage45/KSPWheel/releases
  21. What about over land does dirt popup ? and on your particles on separation have you looked at smokescreen plugin ? and it could did it also and be launches like ice falling off tanks but on ground FX there is also maybe give you something to thing about
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