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horrifiedbyeverything

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Everything posted by horrifiedbyeverything

  1. context: i have an ambitious mod idea and no ksp modding skills, all i can do is print hello world i only know luau and below bare minimum of c# (the universals, like if statements) the second to last time i asked for help i was ignored...and idk any better place to ask for help i felt like making a forum for each question would be weird so i put them all in one: question 1: the mod revolves around collecting special...assets...from each planet (except kerbin, jool, and eeloo) and moon; they behave like anomalies (static, no collision) but unlike anomalies they can be collected with a special grabber and be treated as a part only one can exist at a time, so you can't collect the same asset from the same planet twice, unless it's destroyed somehow how do i create this? question 2: if stored long enough (many days, ingame time) on said grabber then the asset will be activated and an animated object will take its place the object behaves like a kerbal; having the ability to be controlled like a kerbal (but no eva suit, it can only walk or swim) but it will have a different mesh, and different animations (dw i can do modelling and stuff in blender) how do i create this?
  2. and the variant in the config is something like this? VARIANT { name = plate } VARIANT { name = ring } and the hierarchy in blender is like this? plate plate.collider ring ring.collider
  3. the mk2 lander can, for example, has a variant that turns it into a pressurized rover cabin for context, i'm making a circular structural plate that should have a variant that turns it into a ring how do i add a variant that changes the plate's model into the specified ring?
  4. it works!!! jeb can go through the part now, as if it were a hollow tube tysm! :3
  5. i want to add a black hole to the stock system with the singularity shader mod, but i don't know how... no accretion disk
  6. @JadeOfMaar if i understand correctly, i have to make four slab-shaped colliders (i'm focusing on a box part with a square tube in it) with the same thickness and position as the tube walls, right? could you send an example image of what the hierarchy should look like in blender?
  7. i'm working on a structural parts mod each part has a hollow variant (a tube going straight down) when i generate the collider, it doesn't include the holes, so nothing can go through the obviously hollow part how do i fix this, or at least make a custom collider myself?
  8. i wonder what would happen if i added this to opm, mpe, and corelian... downloads mod
  9. this is my first post on this forum and my second public mod dependencies - Sigma Replacements: SkyBox download at github LICENSE - MIT
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