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KSP2 Release Notes
Everything posted by Duke-49th
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Check Nates previous game releases and then you know why a lot of people are "whining" and being "negative". I would call it having a realistic expectation. But some call it whining and negativity lol. I'm still glad I haven't bought it. I might do in around 5 years, when 1 or 2 of the promised features have been added
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I don't think they played their own game for even just 5 minutes. The amount of bugs are just incredible.
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Thank you. And thanks for helping me. Btw I now struggle a bit with the texturing hehe. NOt that easy to make dds files!? Is that even necessary? Does it really save that much space? My test texture is all in all 26 MB lol. A bit huge. Took me almost an hour to bake in blender I don't think it is the mod. Because the parts of the mod working fine. It is just if I import/export with Unity and use them in the game then. I've tried for fun to use one of the Rotatrons, imported into BLender, then to Unity and then back into the game. Result is the same as above. So I think more of an issue with the Tools package or the game itself. At least that sounds more logical to me. What program has been used to created/Edit the dll files? What language is it I mean? I might just for fun take a look into the code. I assume it is C# ? I once did some scripts/addons for for ArmA...maybe I still remember a bit hehe. That was in a kind of C as well. They modified it, but based on C.
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Hi. I made this model for IR/next. I figured all errors and stuff out. It works now. BUT: Look for yourself. First the 3D world, it rotates only the Joint with some tanks attached. It's a VTOL and this is how it should work. It's all fine. Then inside the VAB. It rotates all parts, even on the X axis. This is totally weird and I cannot figure out why. It's not really gamebreaking as nothing happens. But it's nonsense. And I would like to know why. Trust me I've tried literally everything in the config and all kinds of stuff in blender and Unity on the model itself. If you need anything, just tell me.
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Ok ok. The VTOL works like it should. But also only in the 3D world. In the VAB editor it is like in the video above.
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Allright. I got the Rotatron working. In the 3D world (launch pad). But in the VAB editor the base is again rotating over the X axis. Like the VTOlL in the video. That makes no sense. But at least it works where it should - in the 3D world. Now I have to find out why the behavior of the VAB is different from 3D world .
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The import works. It's just that something seems to be messed up. When I check in Unity in debug mode, there is the W-axis. So the Quaternion seems to be there. Funny is that I don't have to set it up in BLender in first place. It is there automatically. So even if I setup the regular XZY axis, as soon as it is imported in unity, it comes with an W-axis. But I am not sure what it is. I will make a simple model later with both axis on top of each other. Simple rotatron. This should work. If it doesn't work at all, I assume there is something wrong with Unity/Blender/KSP/KSP tool package or anything related to it. I mean, I wasted 2 days with Unity just to find out, thanks to you guys, that the devs gave us a broken tool package. So it could be the case that there is a new issue, right? One other thing I haven't tested yet, is to make a model for the KSP built-in robotics. I could check one of their parts and try to make it work there. That's somethign I might play around with to see if and how they did it different.
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Ok now this is even more weird now. Not only I haven't been able to fix it. I really tried everything with the rotation. for both methods, using the blender file and collada. I also deleted the collider meshes and tried all combinations again. Nothing, nada, nope, no. No way to fix it. I think I'll give up. If someone knows the solution, nice. Otherwise, I will not touch it again. Just some few more tests out of curiosity, because: But also I just went to the launch pad in the 3D world this time (haven't tested it that way before). And what shall I say. The behavior is not the same as in the building. Why is that? It rotates differently. Instead of both parts rotating, not it is only the base rotating. But this also means I have to over and over again test it. Maybe while building the rocket it is showing wrong, but on launch pad then works proper? I will just check that tomorrow to figure why it behaves different, but then I let it go. I will try doing other parts. A simple rotatron with having a hope that this will then work.
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Ok. The hint with the orientation did it. I mean that is the only issue with my model. It is the problem, not just an influence. (I couldnt sleep, had to test it hehe.) Thing is you're right. It is the rotation. But I couldn't figure how to fix it. (only now reading your post) In Blender it looks correct, as soon as I import it to Unity via Collada file, all X axis change to -90 degree. It then has the same error that I have with my model. I also then tried to correct it in Unity, with all kind of angles. 0, 90, 180, 270 and the same with minus in front. Nothing works. So after it has been imported in Unity, it is not possible to fix it. At least from the Collada file. I could understand this for my model. But using the models of IR and also the old original VTOL, giving me the same messed up rotation, as soon as I import it to Unity. I import the .mu model from the addon folder into blender. Then export as Collada, then import into Unity = messed up. (with the exact same erroenours base+joint rotations) I btw used the VTOL as it has the same shape/orientation. That's why I thought it might help me more than using a rotatron. I see now that it doesnt help. Ahh so you don't export it as collada and then import it? Didn't know that works. All tutorials I saw so far did it as collada. Just tested it at this moment while I am typing the sentence. Seems to work!? Will try this method now before continue to mess around with the collada file. For the test tank that I've made, it is not relevant (wouldn't make sense tho). But because of the rotating part it is. The origins of all parts should be positioned at the world origin (0,0,0)? Did I understand this correct? (just double check if I undestand it correct) I think and hope that this is finally the solution now. I will check it with my model and with an IR model from the mod if mine don't work again. In any case I thank you so very much for helping me.
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Hi, thanks a lot for your input. @Names in the screenshot of mine. No they were basically correct. I was just playing around. I kept changing the names, adding more colliders etc. I also thought at one point that MAYBE the names could be hardcoded haha. That's why the screenshot differs from the cfg file. Sorry, I should have made it matching. Didn't notice it. My intention was more on showing the hierachy. But when I am testing it, I always make sure they match. I have tested all combinations that could come to my mind. What I am wondering is that I took the original VTOL parts config as an example and that part works. The bottom node is not working on the old VTOL (attached tanks remain at the position when rotation starts). But the base and Joint parts are moving correct or better say, the base standing still and the joint is rotating as it should be. But with my model, it is moving like in the short video clip that I have posted. Just @orientation is something that I wasn't aware of, aside of this Quaternion thing. That's a good hint, if it has influence. I will try that later/tomorrow (I think 15 hours is enough for today loool) But as you suggested, I will going to check the orientation. That's the one and only thing that I have not yet touched (in the new model. The previous model I've made, I've changed something and made it work, but I forgot what exactlyI did). I thought the orientation in unity only affects how the parts orientation is in the game, when you select it. Mine are 90 degree on the X axis. If that was the problem I am happy. I hope that is the only issue. Also I noticed that it rotates counterclockwise, while the other parts form the mod rotate clockwise. (when pressing arrow right in the motor control window) - I assume that is an indication that the orientation is messed up? But I don't really undestand what you are trying to say with Blender. It keeps around transforms? Sorry, maybe I am tired, but I don't get it. I get the idea from the second sentence tho. I think haha. Funny thing is if I put another collider mesh as cylinder next to the base "plate" and/or base "collider" the whole thing (base+joint) rotates without rotating around both axis as in the video. I can't see the logic behind this. I only figured that this stops this weird behavior. But still the base is not fixed and is rotating together with the joint. I can't make the base remain still/fixed. The previous model I made (which was a total mess at the end) worked good, aside from the attachment nodes not working at all. Now the attachment nodes working fine, but the rotation thing is not working. And I can't figure why. Thank you guys for your input. Appreciate it. I will test it and report back tomorrow. If it works out, I make texturing and change some minor stuff on the appearance and upload it. And make some more parts. I know KSP has native robotic functions. But the parts sucks. Not much parts and all so super small. And I think some functions from the mod are missing. Haven't tested the KSP robotic parts to be honest, because they're so small so I didn't bother to check them. Also I think they rotate too fast. They're more for Helicopter/Propeller stuff? Not sure tho. Sorry if my reply is a bit long and my english sucks. I can barely keep my eyes open, I'm so sleepy now. But have to wait another 30 minutes to log out from work (work from home)
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It works fine. Couldn't find an error. I even try to make a new version of the VTOL part that I am missing for my lander. I just cannot figure the problem with the model. If I can fix this, I would even do more parts. Not too complex, but things that could be useful. But first I need to figure my mistake/problem.
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Could it have to do something with Quaternion? When I analyzed the difference between my model and the other IR models, I figured that the rotation method is different. It is with W axis. I googled it and it tells me it is Quaternion. I have no idea what that is. But when I set this the same way as the original VTOl model (W 1.0 ) then it is still doing this weird behavior. When I add another mesh collider for the Joint, right next to the base plate, then it will stop spinning all around. But then still the whole base is rotating. I can't make it stop rotating. No matter how I bring it in order, change the cfg or whatever. I is becoming super frustrating because I really tried everything. I changed it all. I even built a new model. So I built three models now in total. And tried everything with the mesh colliders, the parent/child order etc. pp. Everuthing that could possibly have something to do with the issue. But it doesn't help. I don't see what I make different to the other parts. Please please pleaassseee help me. I can't rest until I figured it and fixed it. I want that VTOL so badly. And I want to continue with it, making textures etc. But I stuck here. And it drives me crazy. I even ignore my work and spent another whole day on it haha. Here is also the blender model (w/texture file): https://drive.google.com/file/d/17AG8jlK41Ug5a91I2aRw2AzSF_7jx4uz/view?usp=sharing
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Ok, this thing is driving me nuts. So I have rebuilt it. Properly, in my opinion. This time it was much easier and I sticked to some "rules" doing it. Still I have this weird behavior. I need help as I cannot figure it out. Here is a video, screenshot from Blender and cfg file. PART { // --- General Parameters --- name = VTOL25 module = Part author = Duke49th // --- Asset Parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // --- Node Definitions --- //node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, 1.805, 2.13, 0.0, 0.0, 1.0, 2 //node_attach = 0.0, 0.0, 0.0, 0.0, 0.0 // --- Editor Parameters --- TechRequired = actuators entryCost = 7500 cost = 2500 category = none subcategory = 0 title = VTOL25 manufacturer = Dukes Trash Factory description = This old rusty VTOL is designed for big mothertrucking lander and rockets. Its durable. tags = infernal robotic rotatron servo // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,0,0 // --- Standard Part Parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 250 maxTemp = 2000 breakingForce = 9999 breakingTorque = 9999 // --- TweakScale Parameters --- MODULE { name = TweakScale type = Rework_Standard } // --- Robotics Parameters --- MODULE { name = ModuleIRServo_v3 servoName = VTOL25 axis = 0, 1, 0 pointer = 1, 0, 0 fixedMesh = Cube movingMesh = Joint isRotational = True hasMinMaxPosition = False minPosition = -360 maxPosition = 360 isFreeMoving = False electricChargeRequired = 2.5 isInverted = False isLocked = False canHaveLimits = True hasPositionLimit = False minPositionLimit = -360 maxPositionLimit = 360 factorAcceleration = 20 maxAcceleration = 20 accelerationLimit = 4 factorSpeed = 20 maxSpeed = 20 speedLimit = 1 factorForce = 50 maxForce = 500 forceLimit = 500 zeroNormal = 0 zeroInvert = 0 presetsS = -180.0|-90.0|0.0|90.0|180.0 availableModeS = Servo|Rotor|Control //invertSymmetry = False soundFilePath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path } } Edit: This is from Unity. So please kindly tell me what is wrong? I really can't figure.
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Ok I gave up now. I'm done. I might try to do the model all over again and see if it changes its behavior or not. But this is really nonsense. Not even changing the origin changes anything. It still attaches at the very same point. Adding arrows and naming them (attach_node_bottom etc.) , does not change anything either. If I change the attach rules, I can use the nodes, but then the motor of infernal robotics lets it rotate around y axis and the collision mesh around y axis at the same time and such weird things. This behavior makes no sense to me. I don't see the logic behind these kind of errors. Also Bottom and top node are mirrored, same with the base+joint mesh for the motor/rotation control. I don't know what happened here too, but I cannot fix it.
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Ok. So far so bad. I still have one big issue, that is driving me nuts. The game ignores the nodes in the cfg. It always takes the origin of the base mesh. No matter what I do. Shouldn't it use the nodes that I define in the cfg? Regardless of the position of the origin of the mesh? I can set nodes at other models and it is accepting these changed. If I use the attach node, then the infernal robotic motor is turning the whole model, instead of the "Joint". I first thought that the colliding mesh will be at least being used for that. But nope. Ok, my workaround now will be that I simply change the point of origin to where it should be attached. But it does not make much sense to me, how the game handles (=ignores) the attach nodes. It works perfectly fine for my test tank btw. (nodes works, can be adjusted etc) Just this VTOL and its weirdo behavior is driving me nuts.
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I'm going to make a VTOL. for 2.5m tanks to be attached. But: Moving Mesh and Fixed Mesh are opposite for me. I have no idea why that is so. That is btw the same issue with the original VTOL model. With the normal cfg setting the base is moving and the joint is standing still. Makes absolutely no sense. I triple checked everything, changed the collider/model upsidedown. No chance to have it fixed. I had to make the Base the moving mesh and the Joint the fixed mesh. Then it rotates as intended (base is fixed, joint is rotating). After so many days frustrating testing, I don't even bother to find out why these two things are switched. I just let it be now. Just want to mention it here. Maybe someone has an idea. If not, then not lol. (sorry, don't want to backread 52 pages)
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Yes yes, only three particle shaders. All the time. My goodness I am trying it over and over again and thought it is my fault, doing something wrong in Blender or while setting up Unity etc. Thank you for the hint. I thought I am going nuts. Which one is for 1.9? the 2.20 tools? I don't want to mess it up again. I am not sure. @wasml Edit: I used that now (their "previous version" package) and it works. I can't believe it. After wasting 2 days now, I have a part that works lol. (that is just for testing purpose only, simple tank+texture) Now let's see if I can make the VTOL working now. Gosh. What a hassle.
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Not sure if the Cities skylines devs are inexperienced. I doubt it. I am not a coder. Just a player who experience issues with unity's engine when it gets a bit more complex (in terms of quantity) with calculations. And all I read is that it is unity that is limiting the capabilities for devs. If that info is wrong, good. I don't mind the engine, as long as it works. If they surprise me with a fluid gamin experience with tons of bases/structures, I am all for it. I will wait and see whats coming This Yeah, I am resistant to learn haha. Sometimes it is also a bit tactic behaviour. For SC, it seems that it makes progress. Slowly but surely. I just bought a package several months ago. So I am not one of the first backers. I backed in back that time into Elite Dangerous and was dissapointed and still are. So I said no to SC. Now I saw videos and thought, ok, maybe it will take another 3-5 years, but it seems to become a great game. I took a risk and backed in with a basic starter kit. If the game will be released, I don't have to start at 0. And maybe the game will be more expensive than it is atm with the starter packs. So that was my idea behind this. Other than that, I became pretty hesitent to invest money in alphas/betas.
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Ok. I now could fix the unity issue with the errors so far. I knew it, sleep over and start fresh helped haha. No one mentioned that you have to delete the original TMP package every single time you start a new project. And the order of importing the KSP tools and TMP was also written wrong. First delete original TMP, then import the modified TMP, then the tools. This way it works. I wish that would've been mentioned and corrected in the tutorials and instructions that I followed. Will follow up with progress/issues. Edit: Ok, the shaders still under "failed to compile". I don't get it. I freaking don't get it. There is no error in the log so far.
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This is it in blender so far. I just try to make it work now in first place. (dont care the actual material/texture.) Because with the issues in unity the model is not showing up ingame. I had it working before, I think without importing it to unity, but then I had missing textures. I don't know what the problem was. I think I had two materials and someone mentioned that KSP don't like that. So one part of the VTOL was always not showing. Anyways. I am trying to figure out what the heck the problem is now with unity, as I followed the instructions, but there is this error all the time with the KSP tools. I also still dont understand the concept and difference between material and texture. I see some mods come with textures and some with a plain tga file, where I assume it is just a material. But no matter how I did it so far, it won't show correct ingame or it won't show up at all (cannot even find the part) To ease my testing now, I made a second clean install. Maybe this will even somehow fix some errors, as I could see a lot of errors in the log, coming from addons. Didn't know that 2nd install works with steam version. I switched to steam because the original servers for download are too slow.
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Hi. Thank you for your input. I will check on that with my next part. Normally I wouldn't mind a minor offset. The problem with this part is that it is for infernal robotics. So it is a moving part. And therefore I want to have it exactly positioned, so that it won't look akward when it turns on the Y axis. That is basically the only reason why I want to have it exactly snapped to the center. But to be honest I got everything so far now and understand a bit more now. But run into issues with Unity now. No matter what I do, the damm KSP tools not loading correctly and therefore I miss the shaders. ksp Unloading broken assembly Assets/Plugins/KSPAssets/KSPAssetCompiler.dll, this assembly can cause crashes in the runtime ksp Unloading broken assembly Assets/Plugins/KSPAssets/KSPAssetCompiler.dll, this assembly can cause crashes in the runtime I do it exactly like in all the available tutorials. I open Unity, create new project for 3D, delete the MeshPro package, install the KSP tool package, then receiving this error. The Shaders are then under the unloaded shaders. (if I use them, it is all just pink). I struggle with this since yesterday and am almost going to give up. I followed these instructions and links for download:
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Hey. After I found out that Infernal Robotics is missing one of my favorit parts - the VTOL, I thought why not using the time in lockdown and do it myself? I am totally new to blender/modelling. I just had a 5 hours horror trip to do something, what I assumed is one of the most basic functions in such a program. Alignment+snapping. FYI I figured it now. I finally found a tutorial video that was able to help me. While all others did something, maybe even useful, but not such a "basic" thing. I was so frustrated after a couple of hours I even snapped () on my wife for disturbing me haha. But I will ask now if I maybe just missed something and there maybe is an easier way to do it. Hard to explain, so I show a picture of the now aligned objects. (the center of the faces of these two cylinders, one is the part that shall rotate, the motor) This is the video and its technique that I used to align it: So, is there an easier way? Does someone has a good collection of beginner tutorials for newer blender versions? (some videos using mods, that aren't working etc) Thank you. Btw...of course I will upload the VTOL along maybe some other parts for robotics. I saw some comments missing some of these models too.
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I saw it but did not want to interfer. I thought maybe you have different issues. Could you solve it by deleting scatterer and some probably other visual mods? For me it doubled my fps for now. I will also now try to use Kerbal Joint Reinforcement Continued mod and see if it reliefs the physics calculations a bit. Description sounds a bit like it would. But have to see how much it really does.