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ColdJ

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  1. ColdJ

    Shower thoughts

    Your not so bad yourself. Life, the Universe and the Awareness thereof.
  2. @Manul you were right. I freely admit when I am wrong. @Lisias After much swearing and pulling of hair. I have totally rebuilt the model. Placed a non visible cube in it and given it a 100 frame animation. There were many no nos in the original. Always remember if you build your own to make sure the scale of all the pieces have been set to 1 using the apply scale function, when exporting your final model. I have then followed all the cues given in the stock Mk3 cargo bay. Though the size 2 parts aren't quite as big they really should be size 3 external nodes and size 2 internal nodes. The internal nodes need to be inset slightly from the external, in this case by 0.02. The allowed attachments and having the model set to interact with itself is also important. Though there are no visually obvious cues, the model is considered open when spawned and setting it to closed will make it act correctly. I have also done away with the FStexture switch and made it so it works with the stock part variant module, so you can switch between the flat floor and the sloped floor. And finally it works as wanted. I changed my Non Commercial Size 2 cockpit and Tail ramp to have size3 externals so I could test it out. Here is the config for the rebuild. I will send you the model with the config via PM.
  3. P 5 I needs a service and rego is coming up. (The engine did the pushing. )
  4. Click once and the duplicate will stick to your mouse pointer and move with it. Click twice fast and it will let it go, allowing you to move the mouse without taking it with you.
  5. Don't have the time to experiment fully at the moment, but have decided I am ignorant at this point. Tried with and without animation and didn't seem to get a different result. Here have a new Drag Cube for now for that part. It will gain an extra 30 plus metres per second. DRAG_CUBE { cube = A, 6.109,0.7438,1.345, 6.109,0.7438,1.345, 4.853,0.1682,0.6645, 4.853,0.7086,0.652, 6.109,0.7493,1.345, 6.109,0.7497,1.345, 0,0.007023,0, 2.5,2.997,2.5 cube = B, 6.109,0.7438,1.345, 6.109,0.7438,1.345, 4.853,0.1682,0.6645, 4.853,0.7086,0.652, 6.109,0.7493,1.345, 6.109,0.7497,1.345, 0,0.007023,0, 2.5,2.997,2.5 }
  6. Just remember to adjust the "lookupRadius" for each part. It should be slightly larger than the diameter of the part itself. Stock 3.5 has it a fair bit bigger while Mk2 is actually slightly smaller and may be one of the things that cause excess drag on Mk2.
  7. That is before the addition of the needed nodes and cargo module. so do you mean get that and then add my changes? Yes it will, have used it before. There doesn't need to be an animation, it just needs to believe it is closed from the start. The module index is for pointing the the animation module, if you don't do this your animation wont work. But as you don't have an animation then it doesn't matter if it doesn't work.
  8. I just went and found a version I already had, not sure how long ago I got it. I assumed the poster must be using similar to have the problem. If you have already fixed the parts then best to just get them to download your latest version.
  9. Hi this is no longer valid. @taniwha updates the GitHub as they add things but does not do versions. As such the current download of the plugin requires Blender 4.0 or greater in order to work. The only way to use it on previous blenders is if you have saves of previous iterations, like I do.
  10. Hi. This should fix the part maked as Structural Hull S2. They were correct when they said it had not been set up as a cargo hold. Most parts simply require the right module with the right data inputed in order to do something. The "lookupRadius" in the module I have added is actually the diameter of the area considered to be protected between the front inside pointing node and the rear inside pointing node. Both of which I have added. They are at the exact same co-ordinates as the outers but facing in opposite directions. The Bolded writing in the following config is what I have added. Open a new text document and copy and paste what I have in the spoiler into it and save. Then open the "size2hull.cfg" and either add just what I have added to it or overwrite the whole thing. Your choice. Just don't turn it into a new part config unless you change the unique name at the top of the config.
  11. Yep. Although technically you can't make people pay for any mod that is used in KSP, so if anybody cared there would be a lot more lawyers involved.
  12. (Task: Push boulder way further up hill. These dang kids always moving me boulder.) P 4 (Thank you @Mr. Kerbin for getting that all sorted out before.)
  13. Gonna need way more info to go on to answer those. The mirror modifier in the configs or the mirror option in the 3D program. If the 3D program, just remember it will also flip the faces. Always check after you mirror something with face orientaion on to see if they have turned red on what should be the outside. Some times they will appear to still be blue and then once exported they will flip. A good way to check is to join the mesh to one you haven't flipped, it should flip then, just choose only it's vertices and flip it, then separate it again. And yes it can make life much easier, especially when making things that are uniform on both sides, like fighter jets, boats etc. I usually get one side just how I want it. Then use the Bisect tool that is in the Tools section of "Edit Mode" to cut something straight down the centre from nose to tail. (Bisect is the second option for the Knife tool. It works much better for making straight cuts or even just adding vertices in a line where you want them, you don't have to complete the process, you just choose something else without choosing to remove anything.) Then you can remove the side you haven't worked on, and duplicate the side you have, then mirror it to make your other half. If you want to match it in "Edit Mode" then go up to the global location box towards the top right and add or remove a negative sign in location axis that you mirrored in. It will then end up exactly opposite the original and match perfectly. You could also separate it and go to "Object Mode" and mirror it there, where it will naturally go to exact opposite, as long as the origin point is at word centre. (Quick note: Always double left click when you duplicate or mirror etc or the mesh will move when you move the mouse. Don't know why but remembering to double click will save you a lot of having to go back and redo again.) As to texturing, that depends on how you want it to look, or if you want it to do something. KSP/Diffuse is the look of most stock, KSP/Specular if you want it a bit reflective,KSP/Bumped/Specular/Mapped if you want to make metallic looking parts, anything that includes Emissive if you want to make sections light up, KSP/Unlit to make things that go from dark to bright to use as engine effects and go with the Animate Throttle config etc. Can also be used for making custom lights and the like. So depends what you want to make and how you want it to look in game. Anything in the KSP shaders list can be used. Oh and transparent ones that if you make a texture with low opacty can be used to create seethrough windows with colour or scratch effects or futuristic displays, Heads Up and the like. There are number I have never even tried because I haven't needed to so far. I am assuming you have already read the posts on assigning materials at this point. So anything more specific or will that cover it?
  14. Banned because I miss the Scarecrow.
  15. Granted: You go in and fix the textures on all the mods you run after you realise they are a choice and you can redo them in blender with the .mu plugin. I wish less procrastination.
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