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Mecripp

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Everything posted by Mecripp

  1. I posted the description read it says parts parts from being displayed in the Editor In this case, the parts are still loaded A hard basis is where the files get renamed so that none of the parts or their assets will be loaded but if i remember right you are picking them by mod not by part Edit- If you dont want a part why not just delete from the mod folder ? But you would have to watch it in some cases other parts might be using the assets of other parts
  2. LOL the mod just keeps them from being displayed but they still load up Description This mod will allow you to block parts from being displayed in the Editor, either on a soft basis or hard basis. The difference is that a soft basis doesn't do anything to the parts, it merely blocks the parts from being displayed. In this case, the parts are still loaded. This would be useful in an ongoing career, where you have ships with parts you don't use anymore, but are still active. A hard basis is where the files get renamed so that none of the parts or their assets will be loaded. This can speed up loading a game, but is potentially game-breaking, in that if you prune a part and it is in use on a vessel, the vessel will be deleted the next time you start the game. There is also the ability to export a list of all blocked parts, so that you can either import it into another game or send it to someone else.
  3. https://www.dropbox.com/s/vklgjbpn2iu8rc0/Hakari.zip?dl=1 Small update textures changed to dds and added a couple of line in the cfg
  4. When making a MU in unity you tell it what textures to use for it to shows up in game right
  5. For the HTV try this cfg and let me know 

    PART
    {
    // --- general parameters ---
    name = HTV
    module = Part
    
    
    // --- asset parameters ---
    mesh = model.mu
    scale = 1
    rescaleFactor = 1.0
    
    
    // --- node definitions ---
    node_stack_top = 0.0, 3.3, 0.0, 0, 1, 0, 2
    node_stack_bottom = 0.0, -2.88, 0.0, 0, -1, 0, 2
    node_attach = 0.0, 0.0, 0.0, 0, 0, 1, 2
    
    
    // --- editor parameters ---
    TechRequired = veryHeavyRocketry
    entryCost = 1500
    cost = 2250
    category = Pods
    subcategory = 0
    title = HTV
    manufacturer = Lionhead Aerospace Inc.
    description = The H-II Transfert Vehicule is a cargo to resuplly the ISS station.
    
    
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,1,1
    
    
    // --- standard part parameters ---
    mass = 4.0
    dragModelType = default
    maximum_drag = 0.1
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 30
    maxTemp = 2000
    breakingForce = 200
    breakingTorque = 200
    bulkheadProfiles = size2
    
    
    // --- pod/rcs parameters ---
    stagingIcon = COMMAND_POD
    CrewCapacity = 0
    vesselType = Ship
    MODULE
    {
    	name = ModuleCommand
    	minimumCrew = 0
    	
    	RESOURCE
    	{
    		name = ElectricCharge
    		rate = 0.02
    	}
    }
    
    MODULE
    {
    	name = ModuleReactionWheel
    	
    	PitchTorque = 10
    	YawTorque = 10
    	RollTorque = 10
    	
    	RESOURCE
    	{
    		name = ElectricCharge
    		rate = 0.2
    	}
    }
    MODULE
    {
    	name = ModuleSAS
    }
    
    
    // --- Tanks parameters ---
    RESOURCE
    {
     name = ElectricCharge
     amount = 150
     maxAmount = 150
    }
    
    RESOURCE
    {
     name = MonoPropellant
     amount = 1000
     maxAmount = 1000
    }
    
    
    // --- Engines Parameters ---
    fx_exhaustFlame_blue_small = 0.0, 0.0, 0.0, 0, 1, 0, running
    fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0, 0, 1, running
    fx_smokeTrail_light = 0.0, 0.0, 0.0, 0, 1, 0, running
    fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0, 1, 0, flameout
    
    sound_rocket_hard = running
    sound_vent_soft = disengage
    sound_explosion_low = flameout
    
    MODULE
    {
    	name = ModuleEngines
    	thrustVectorTransformName = thrustTransform
    	exhaustDamage = True
    	ignitionThreshold = 0.1
    	minThrust = 0
    	maxThrust = 100
    	heatProduction = 100
            EngineType = LiquidFuel
    	fxOffset = 0, 0, 0.1
    	PROPELLANT
    	{
    		name = MonoPropellant
            	ratio = 2.0
    		DrawGauge = True
    	}	
    	atmosphereCurve
     	{
       	 key = 0 410
      	 key = 1 280
             key = 3 0.001
     	}
    }
    
    	EFFECTS
    	{
    		running
    		{
    			AUDIO_MULTI_POOL
    			{
    				channel = Ship
    				transformName = RcsTransform
    				clip = sound_rocket_mini
    				volume = 0.0 0.0
    				volume = 0.02 0.1
    				volume = 0.5 0.1
    				volume = 1.0 0.1
    				pitch = 0.0 0.75
    				pitch = 1.0 1.5
    				loop = true
    			}
    			MODEL_MULTI_PARTICLE
    			{
    				modelName = Squad/FX/Monoprop_small
    				transformName = RcsTransform
    				emission = 0.0 0.0
    				emission = 0.1 0.0
    				emission = 1.0 1.0
    				speed = 0.0 0.8
    				speed = 1.0 1.0
    				localRotation = -90, 0, 0
    			}
    		}		
    	}
    	
    	MODULE
    	{
    		name = ModuleRCSFX
    		stagingEnabled = False
    		thrusterTransformName = RcsTransform
    		thrusterPower = 3.35
    		resourceName = MonoPropellant
    		resourceFlowMode = STAGE_PRIORITY_FLOW
    		runningEffectName = running
    		atmosphereCurve
    		{
    			key = 0 260
    			key = 1 100
    			key = 4 0.001
    		}
    	}
    
    MODULE
    {
    	name = ModuleGimbal
    	gimbalTransformName = thrustTransform
    	gim
    }
    
    
    // --- rcs module parameters ---
    
    }

     

    1. Mecripp

      Mecripp

      Did that fix the problems you was having or did i miss something ?

       

    2. Sampa

      Sampa

      Yeah!  It did finally work!  Thank you!

  6. On the HTV you talking about the RCS the way they look ? and engines do work but dont thing you can get them to show has a engine because it has command it will show the fuel when the engine are engaged

  7. If you want to see how far with it here is test folders 

    https://www.dropbox.com/s/se4qu90ge900fxr/ISS and Mir test.zip?dl=1

    Unzip and put them in your ksp/gamedata

    the mir has to be ksp/gamedata/mir   

    or some files will have to be edit

    1. Sampa

      Sampa

      alright!  Thanks!  also, I am going to send you a screenshot of the problem I am having with the Unity program (I do have the KSPparttools and the correct textmeshpro installed) by dm... that way, in the future, I can do a bit more for myself.  

  8.  

    1. Show previous comments  7 more
    2. Sampa

      Sampa

      Hey Mecripp, would you be alright if I reference you as assisted, or mark you as part of the team, since my unity program is bugged hard... on the mod revival thread?  I really want to give you credit for the assistance you provided.

    3. Mecripp

      Mecripp

       

      Thats fine did you get it all ?

    4. Sampa

      Sampa

      Not yet, been busy.

  9. If your going to play around with fixing or change things in a mod theres a couple of plugins that help with some things https://github.com/linuxgurugamer/NodeHelper

    and 

     

  10. https://github.com/krupski/MBM_Utilities edit- that should get the mbm to png or tga there is a gimp plugin for changing to dds and a couple more programs let me look around Edit- here are some i had https://www.dropbox.com/sh/ol98v2ul9resy83/AAAfIlPHRIExZIrWr_ltt_PXa?dl=1
  11. Forgot to tell you dont forget to change the dds textures to a png or tga to run them in unity and after you run it all through unity you can change the textures back to dds
  12. In most cases you can fix them in the cfg or even change them.
  13. Did you add a collider or use a mesh collider ?
  14. You want the part to load or you just want to edit it ? The cfg is just like a text file in the folder with the .MU file and textures and you can post the cfg in a pm for me or here ill look at it and if you just want to play around with model or texures guessing you have blender with the .mu plugin ? and unity and part tools for what KSP your using in blender you export to a .fbx or .dae format then load that in unity and in unity saves back to a MU
  15. What model or part ? Edit- And most of the time its something in the cfg thats making the model not load.
  16. Think this is what i posted then https://www.dropbox.com/s/6l0cxtikdn0susl/RadialEngineMountsPPI_v0.41.zip?dl=1
  17. Sorry I haven't found them but will keep looking and pretty sure AnimatedDecouplers never was added in was going to but don't remember adding it
  18. This might help you but you will need blender to import then export into something you can open in 3ds max
  19. If there are some legs you are using that just don't look right you can post the cfg fo0r them or send me a pm , I take it that tweak scale limit is 200% and still not the size you want with a little edit of the cfg might fix that.
  20. There has been a couple of these mods one was just has you said by making a new fuel and cfg and the other mods used a plugin will look around and see if , I can find them. couldn't found the rest.
  21. Never know when your going to need something lol
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