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KSP2 Release Notes
Everything posted by electronicfox
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And here I thought I was only calling the FireSpitter DLL, I need to see what else its reliant upon (I will state again that there is very good reason that I stick to only modelling most of the time ) It looks like you used the 0.5m pack, seems the probe part doesnt like to scale with the rest of the parts there (its the same size as the 0.25m version from the looks of that image). I actually had this issue quite a bit when sorting this mod out. When reloading a craft, apparently rescalefactor in the CFG is ignored for command parts. Well its all early days, this mod was literally born like 3 days ago so bugs abound everywhere.
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I have now encountered a new issue (which wasnt there yesterday, so its confusing me to no end). I have installed these parts on a fresh installation of KSP, but when these parts are loaded, all stock parts (aside from Kerbodyne stuff) will not load in the VAB or SPH. If these symptoms seem familiar, and you know of a fix please message me.
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The parts are indeed sharing one texture (2 technically, diffuse and normal), aside from the propeller which uses an additional texture for the blurred blades. You are correct about the duplicated textures. Seems I forgot to put the dummy textures with the propellers. I am still gonna create the version with a reduced part-count later down the road. I did use an AO map as a base for the diffuse.
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Very close to the first beta release now. The sizes I originally made these parts in were still too big for what I envisioned, so rather than having a 0.5m core, it is now 0.25m (and the engine mounts are now 0.125m). A couple issues I have come across. KSP is not good with tiny parts. The VAB and SPH do not zoom in far enough to make things easy (a separate drone/rover construction building would be excellent for this), and connection nodes tend to cover the entire part when building. These seem like plugin-only fixes though. The second issue is the colliders on my landing legs dont like to work properly. Originally I had capsule colliders and box colliders around the mesh, they worked fine until I rescaled to the smaller size, now they dont like me at all. For now I have one convex collider over the model, which works to an extent (the legs still sink into the ground a bit, and anything under/inside the legs cannot be selected/right-clicked). If anyone has a workaround for this I'm all ears. Everything else works nicely, and if I can get these issues fixed I will release the first beta tonight. Jeb likes his new toy.
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The engines together do work alright visually, but some part-clipping is needed if you want to keep the RCS tanks on their mounts. You could just use an alternate RCS tank though. - - - Updated - - - I freelance as a low-poly artist, so I have a nasty habit of saving polygons EVERYWHERE! I'll be going over a few parts and smoothing them out later on.
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After much fiddling, figuring bits out and learning, the parts are now in-game and functional. Everything works. It all just needs balancing now, but this bit is over (till I make more parts). Have some images of the probes built and flying. Things to do now: Make a spinnydisk part for the propellers for visual appeal, remember that I forgot to bring in the small RTG, figure out the correct stats for these parts, make some floaties that can attach to the legs, remember how I did everything.
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Mounting a rover delivery system/garage to the bottom of a lander, land the whole thing down. Detach lander, fly a couple meters to the side, land again.
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do you using no-gravity hack when assembling landed modules?
electronicfox replied to JtPB's topic in KSP1 Discussion
Its a single player game, you will not be penalized for cheating. I personally use HyperEdit to test landers/rovers/flying probes on other bodies before actually sending them all the way there and discovering they dont work properly because I missed something tiny. I do it under the guise of 'simulations'. I also occasionally use infinite fuel when I build a massive ship, and have it fail to reach its target because its was missing a tiny amount of fuel at the end. -
I have this fixed for the most part. Engines are now acting like engines. I just cant get the propellers to spin. As far as I can tell I have everything set up correctly, and the module calling all the right parts in the config. ----EDIT After some messing, I finally have it sorted The propellers are now working as intended.