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Everything posted by garyhoover
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[1.7.x - 1.10.x] [WIP] Ultraman Tiga GUTS Vehicles
garyhoover replied to garyhoover's topic in KSP1 Mod Releases
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[1.7.x - 1.10.x] [WIP] Ultraman Tiga GUTS Vehicles
garyhoover replied to garyhoover's topic in KSP1 Mod Releases
@miguelsgamingch The released version uses connection points as the installation mechanism The released version uses connection points as the installation mechanism -
Ultraman Tiga Vehicle Made by garyhoover Launched by Kerwis download link(github ):https://github.com/gary9973/GUTS/releases download link(spacedock ):https://spacedock.info/mod/2527/KSP GUTS Early demo video on bilibili,https: //www.bilibili.com/video/BV19D4y1U7ta Early demo video on youtube, Early demo video on youtube, Note: The weapon part of this mod requires the use of BD Armory as the main weapon Support languages: Chinese, English, Japanese This mod is currently under development and there will be some bugs. If you find a bug, you can leave a message (please use your native language), or join the group to exchange qq: 983276592. : Garghoover, making this mod is entirely out of childhood memories, I believe many people like me dream of flying these planes into the sky. enjoy it. Constantly updated. . . license:
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首先,我要制作一个命令舱+ 4个rcs引擎+ 4个液体引擎零件。然后我在unity3D中进行以下布局 然后我打开游戏,发现只有两个rcs引擎和一个液体燃料引擎正常工作(推力,烟气和火焰) 我将在下面列出我的cfg文件的内容,希望得到您的帮助并回复 部分 { //-一般参数- 名称 = 112command 模块 =零件 作者 = garyhoover //-资产参数- 网格 = NewModel.mu 比例 = 1 rescaleFactor = 1 //-节点定义- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, [node size], [crossfeed, def=1 i.e. true], [rigid attach, def=0 i.e. false] node_stack_bottom = 1.0, 0.0, -1.5, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.7, 0.0, 0.0, 1.0, 0.0, 0 bulkheadProfiles = size1, size0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 CenterOfBuoyancy = 0.0, 0.5, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancy = 1.5 buoyancyUseSine = False // --- editor parameters --- TechRequired = start entryCost = 0 cost = 600000 category = Pods subcategory = 0 title = xxx manufacturer = xxx description = xxx // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 bodyLiftOnlyUnattachedLift = True bodyLiftOnlyAttachName = bottom // --- standard part parameters --- mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 50 maxTemp = 3000 skinMaxTemp = 2200 skinInternalConductionMult = 0.625 heatConductivity = 0.1 // 5/6ths default vesselType = Ship // --- internal setup --- CrewCapacity = 2 fx_exhaustFlame_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, running fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, running fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, running fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout INTERNAL { name = TestCommandPodIVA } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } RESOURCE { name = MonoPropellant amount = 1000 maxAmount = 1000 } MODULE { name = ModuleCommand minimumCrew = 0 } MODULE { name = ModuleReactionWheel PitchTorque = 50 YawTorque = 50 RollTorque = 50 RESOURCE { name = ElectricCharge rate = 0.24 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSjet clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 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 = RCSjet 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 = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 240 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.05 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { 键 = 0310 键 = 1265 键 = 7 0.001 } } } 如果您发现问题或遇到这种情况,请回复给我或给我留言,我期待着好消息
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This updated version of 1.10 is a headache.Nothing can be attached to the fairing except the flag。Please keep the fairing characteristics of version 1.9,thanks
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I thought that the decals updated in version 1.10 would be a part with a very high degree of freedom. But it made me a little disappointed. The fixation of the decal radian arc makes it very headache when it is displayed on the fairing of different radii.I hope the official can use projection decals.just like@cineboxandrew ,His work Conformal Decals has a very high degree of freedom, you can create whatever you want
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This is a great piece, but I found that in the latest version updated today, he can no longer be installed on the fairing. Hope you can try to solve this problem, thanks again, this is really great.
- 409 replies
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- decals
- totm july 2020
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(and 2 more)
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[1.12.x] Textures Unlimited Recolour Depot
garyhoover replied to Manwith Noname's topic in KSP1 Mod Development
I hope the author can update the latest version as soon as possible please 1.10 -
I hope the author can continue to maintain this mod
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[1.12.x] Textures Unlimited Recolour Depot
garyhoover replied to Manwith Noname's topic in KSP1 Mod Development
This is a good work, but I hope to change the texture of dlc as soon as possible, because I need to do something. -
[1.12.x] Textures Unlimited Recolour Depot
garyhoover replied to Manwith Noname's topic in KSP1 Mod Development
Hope that someday DLC parts will also change texture @Manwith Noname -
[1.12.x] Textures Unlimited Recolour Depot
garyhoover replied to Manwith Noname's topic in KSP1 Mod Development
First of all, this mod is great, but as a fan of editing fairings, fair use of fairings is very important to me. Trouble writers can correct the problem that the texture becomes completely black as soon as possible, thank you! @Manwith Noname