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Everything posted by ColdJ
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[1.2-1.7] Blender (2.83+) .mu import/export addon
ColdJ replied to taniwha's topic in KSP1 Tools and Applications
Using the system you see in the posts above yours I have built models for several mods that work in 1.12.2 . The changes to KSP have been on the configuration and software side. Models are generally just the same. It is things like the "Thrust point" for engines "intake point" for intakes "Hatch collider" for EVA and the like that may have changed, but all you need do is import a working up to date model, and copy those things across to your build. Check after they are in your heirachy what rotation they are now as most don't have the x,y,z tags. It can be handy after you have sorted direction to put something like a spotlight in the object you are working with's heirachy, as it is obvious which way it is pointing, as long as you don't config it ,it won't have any effect in game. This useful for Thrust Point as for some reason the program rotates it 90 degrees when saving, you can then import your model back in, see which way the light rotated and rotate the point 180 in the opposite direction so that on the next export it is now pointed correctly. As to the author of the plugin, I have no idea of their plans and it has been some time since anything was said. -
You are correct and I shouldn't be trying to spell at 2 in the morning. Well now it's time to say good bye to Jeb and all his kin. And they would like to thank you folks fer kindly droppin in. You're all invited back next week to this locality To have a heapin helpin of their hospitality Hillbilly that is. Set a spell, Take your shoes off. Y'all come back now, y'hear?
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Yes. And he has a list and is checking it twice, so you better be sure your not naughty but nice.
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Granted. Everywhere but the equator is now covered in Ice. I wish they would work towards making this a better Earth for all to live on, rather than race to get more real estate to ruin.
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Though I am sure a nice moderator will eventually correct me, I am going to guess, not being allowed to comment on or like a post, no starting a new thread and if you are really bad, banishment or being fed to the Ravenous Bugblatter Beast of Traal.
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Remember when you first became a member and your posts had to be vetted before they would be allowed to be displayed? There is a good example.
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If you have Airplane Plus then this craft will fit the Truck and anything smaller. Just add some KAS or docking to lock your truck for flight. If you are using a trailer hinge make sure you lock it before docking so that your trailer doesn't drop through the cargo bay floor. It can be tricky because the game insists the joint must be still before locking, so it can take much tapping on the lock button before it takes. https://kerbalx.com/ColdJ/LCS2-Cargo
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@AtomicTech Hi. I make my mods as stock as possible because I am not a fan of lots of MM patches or relying on plugins. Please let me know what is not working. If nothing has been modified it should work as long as stock parts are working in your game.
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Hello @AtomicTech. Please talk about any problems on the thread.
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Granted. You get a Space Raft, because you and I and everybody else, makes grammar mistakes regularly. (Though sometimes they are made for Pun value ) I wish for Mk3s1.5, Mk3s2 and more adapter parts, or atleast to be able to publish all the ones I have made from adapting other mods.
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Waiter: Gwen Stefani. C: What is that in my soup?
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Granted. You no longer have an I Q . (isn't the English language fun and easy to manipulate?) I wish I could think of that Unique wish.
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Granted. I wish.
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Waiter: yes and yes, you might have noticed my eyebrow arching. C:W, There is no hill, nor butterfly, nor pseudo human, nor corrupted wish, nor silly question, nor superpower, nor limerick, nor music quote, nor zombie attack, nor ksp2 in my soup. What am I to do?
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Cookie Monster says Cookkee. There you go Kerbiloid. (bet you thought I'd say Bookkeeper ) My yummy hill.
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Nope. I am @GuessingEveryDay how I got @StrandedonEarth Hello you 2.
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[1.2-1.7] Blender (2.83+) .mu import/export addon
ColdJ replied to taniwha's topic in KSP1 Tools and Applications
I don't know, but from every story I have ever heard, you do not want Steam handling these sort of programs, it will stuff them up. Just download BforArtist2 2.7.0 (that specific version only) . Place it in it's own folder on your main drive (do not put it in Program Files as the operating system will stuff up it's permissions.) I gave the link above. Place the plugin master folder in like this example. Then in the program under edit\preferences\testing. tick the box to enable it and tick it's sub boxes so that every thing is loaded properly. You will now have options under import and export for .mu You should also get an export as mu up on the top right of the menu bar across the top. Make sure you have the top of your heirachy selected when you export and make sure all your parts have a material assigned to them or else they won't be a 3d model when you import back in. Good luck. -
Mechjeb has a config file with the co-ordinates, heights and approach directions of Airfields that have been manually added to it. If you want it to land at your airfields you will have to go to them with a mechjeb unit close to the ground. Use the custom mechjeb window to copy to clipboard the co-ordinates and height at 1 end of the runway , pop out to desktop and paste in txt document, pop back in and do the same at the other end. Make sure you add a note near your data in the text file to say which runway they are for. Repeat this process for all your runways. and then go into the config and use the set up for runways you see there as a template to create your bespoke locations. It is called LandingSites.cfg Here is an example I did ages ago for Kerbinside and Hafco. The first 4 are rocket landing sites, you want everything after where it says Runways.
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Granted. You type it into DuckDuckGo and it gives you the correct spelling, you now do this every time you are unsure of the spelling of a word, side effect is you now forget how to spell most words without help. I wish I could remember the spelling of all words without help.
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@shdwlrd I use BforArtists2 version 2.7.0 It is the last version capable of using the .mu plugin before the changes to blender stopped compatibility. https://github.com/Bforartists/Bforartists/releases/tag/v2.7.0 You just install the plugin under the "Testing" category. And this is the forum page for the plugin that has the link for it. I work from a previous work and build around the heirachy, just remember to make sure parts have a material assigned (even if it is not your final one) before exporting as .mu or it won't come back as a 3d model when you import. It is the SAS. The game changes something when you undock that makes the reaction wheel overly sensitive. If I spawn the models into world by themselves, they are really stable and I can be confident that I can leave a bike standing with SAS on and come back later to find it still standing, or send it cruising across field with no correction input needed, but after undocking you need to correct it alot and the roll input becomes super sensitive. Just one more quirk of the game engine you have to get use to.
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[1.12.x] Prakasa Aeroworks Pods and More Updated
ColdJ replied to linuxgurugamer's topic in KSP1 Mod Releases
The creator was a true artist and created internals with great detail. I encourage people when this goes live to really look around inside and see the little touches. -
Waiter: Sorry, we were going through that fad of wood boards and serving chips in minature fry baskets. C:W, There is nothing I can see in my bowl.
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Hill turns into a bookcase. Shelvish Hill. (new page. yay)
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Oh no, now you have done it. Granted. Now it requires 160 G of Ram and takes 10 hours to load up. I wish I could have a CPU and GPU capable of running the really beautiful graphics but still use W 8.1. (The money required to afford them would be nice too)