Jump to content

Lizardman383

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by Lizardman383

  1. Thanks! This helped a lot. I looked harder, and it turns out i didn't import models from Blender correctly. I found this guide on how to export a .blend into a .fbx without messing up the scaling and rotation, and it worked.
  2. Hello! I recently (as in, today) decided to get into KSP modding. I have a lot of experience with Blender, but nothing regarding coding or Unity. I've been following these forum posts to figure out exactly where to begin, but they seem to be pretty outdated. KSP Wiki page Complete Beginner Modding Tutorial Mod Development Links Compilation (has many convenient links that would seemingly solve my problems, but all of them are dead) So far using these tutorials, i've managed to export a FBX file from blender into Unity. I used PartTools to export that into a .mu, and used a .cfg file base from the Wiki page to make it appear in game. When i made the model in blender, i made sure it was 2.5 meters in diameter. I don't know how to measure that in Unity, but i assumed it transferred over. But in game it appears absolutely minuscule and sideways. Changing the scale and rotation in Unity doesn't change anything, and changing the scale in the .cfg file only changes the size/distance of the attachment nodes, not the mesh or collision. Does anyone know a fix, or what the problem is? If any body could link a full, not-out-of-date guide for this, i would be eternally grateful. Another question is about Module Manager. Nearly every mod i've seen requires it, but i don't know exactly what it does. I've heard it can do a lot with CFG files, but if anybody could link a full guide/page about it i would also be thankful. Any other tips or things i should know will be appreciated. Thanks nonetheless.
  3. I think I found a bug. I'm still new to CKAN, and there's probably an easy solution that I'm to stupid to find. I have my install of KSP on steam, and I have it selected for CKAN (d:/steam/SteamApps/common/Kerbal Space Program). From what have gathered, in order to install a mod, you need to find the mod on CKAN, check the box next to it, hit apply changes and it should work. The problem is, when I check the box next to the mod name, the 'Apply Changes' button doesn't light up and I can't click it. When I first installed CKAN, this didn't happen. This has happened several times after that, and when it happened for USI Kolonization Systems, I decided to write this. Is there a fix for this? And one more question, with some mods where the 'Installed' checkbox should be, is it says AD (Like with Kerbal Inventory System). What does that mean? (I use windows 7)
  4. Would it be possible to use this mod without changing Kerbin to Gaia? Like having all of the other changes to the planets, just keep Gaia Kerbin. I'm personally not a huge fan of Gaia, despite being an amazingly designed planet, I prefer the Old Kerbin. I would imagine it would only involve removing the the 'Gaia' files, and it should automatically revert back to Kerbin, because I never removed the 'Kerbin' files. It probably requies more that that, but I don't think it would be all that hard anyways. I know it doesn't make sense Lore wise, but I just prefer the older Kerbin. Just a side thought, would it be compatible Kerbin Side?
×
×
  • Create New...