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Everything posted by StarVision
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[0.21.1] Flag Decals and Flagpole [New File Structure]
StarVision replied to StarVision's topic in KSP1 Mod Releases
I think that might be beyond my control, unless I make a custom fuel tank(which really defeats the purpose), or have a part that is actually two flags in one, but still attached the same way. 1) whats that? where? 2) I had previously set them too high, so I guess I didn't need to cut them back that much. I'l adjust it and re-upload it. Edit: Done -
[0.21.1] Flag Decals and Flagpole [New File Structure]
StarVision replied to StarVision's topic in KSP1 Mod Releases
Oh, sorry. I forgot this was a different thread. I'll get the one from my other thread over here. It doesn't really matter, but I'll change it anyways. Of course releasing a new version that only changes the file structure is kind of pointless, so I'll just include it in the next release, which will probably be the animated flag. -
Granted, but they are only 1/32 the power of ion engines and use up all resources within seconds. I want to "get gud"
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I was experimenting with SSTO designs. It got a bit out of hand.
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RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 } RESOURCE { name = LiquidFuel amount = 500 } } First off, the bottom should look like this, not whatever mess of brackets you had going on before. secondly, you cannot just put the module in and expect it to generate thrust, you have to create the "thrustTransform" it refers to. This has to be done in Unity, which I assume you haven't done, as you are using .dae files. I would suggest looking around in this thread for tutorials
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No one on this forum knows how to make a mod, especially the people who hang out in the Add-on section of the forums, they all just secretly came from the future to bring back KSP 1.0 parts and steal the credit. Try rephrasing your title a bit to something like: "Can anybody tell me how to get started making mods?", or better yet, look at this thread
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[0.21.1] Flag Decals and Flagpole [New File Structure]
StarVision replied to StarVision's topic in KSP1 Mod Releases
I have increased efficiency by at least 500%, not that it means anything. I have also added a vertical rounded decal and made the parts smoother and fit better. Make sure you delete previous installations before downloading. Here's the Spaceport link. -
[0.21.1] Flag Decals and Flagpole [New File Structure]
StarVision replied to StarVision's topic in KSP1 Mod Releases
Ah, sorry. I know exactly what the problem is there. I have already fixed it and posted it on Spaceport. I would strongly suggest redownloading now. About the fact that they stick out a bit, It is kind of inevitable for some of them, as they need space to fit all tanks of that size, without annoying bumps sticking out, however, I'm sure they can still be refined more. I know the flat 2.5m decal is almost perfect when placed on the delta wing. The other suggestions should be easy enough to implement, although I have never actually done any animation, so that will have to be put on hold. -
Sometime in the past someone requested a simple flag part they could stick onto their craft. I delivered and went beyond just that. Changelog August 22nd: Changed file structure for the last time and tweaked crash tolerance. August 20th-2: Added vertical rounded decals and made all parts fit better. August 20th: Fixed major bug in Round decals cfg files. Includes: -Flat Decals (Flat Surfaces) -Rounded Decals (Fuel Tanks) -Vertial Rounded Decals(Fuel Tanks)-Flag Pole (Radially) [Decals come in 0.625m, 1.25m, 2.5m, and 3.75m] The flag changes to your mission flag when you launch your craft. It is compatible with Novapunch and KWRocketry packs and most likely all other fuel tanks in other packs Spaceport link: License You are not allowed to distribute this mod or modify it unless given permission. You may however modify it for personal use as long as you don't distribute it.
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[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
Those designs are really cool. I could see something like that working. Edit: after actually looking at the dimensions of the bridge, I found out it's actually 6m x 4m. I'm not sure if this will work after all, and I've also found it hard to try and fit it in a shape even that size without it looking really bulky. There's always the possibility of the IVA being bigger than the actual part, but I want to do the TARDIS first if that can work. Edit: I'm also going to be away the next week and a bit and won't be able to do anything, so don't think I'm ignoring anyone. -
[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
Would something like this work? keep in mind that is also 3m long and wide, so i could just make a 3m cylinder. -
[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
Not to sound lazy or anything, but couldn't you just put a docking port on the bottom? or is it to wide? -
I'm in a nearly identical situation. I also want to make the Tardis go vworp. I had it working before 0.20, but it stopped for the past few updates.
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[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
That doesn't sound too hard, although It would have to pretty big, considering the width of the interior(3m). If you wanted you can go into other command pods and change the part where it says: INTERNAL { name = "IVA name" } to INTERNAL { name = Stargazer } I just wouldn't know what shape to make it, I would like for it to be able to be used without other, bigger mods. -
[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
New version of the Stargazer is out with Bridge IVA. It's my first IVA and textures aren't the best, but I think it turned out alright. -
It is released! I'm not super happy with the textures of the bridge but I think they are sufficient. Spaceport should already be updated.
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Although I have been busy working at the Grestin Checkpoint this week I have still found time to work on the IVA props. I think I have all the ones I've wanted and now I just have to do probably the hardest part, Texturing. I'm not exactly sure how I'll make/find the textures but I'll figure it out eventually. I imagine it will involve a lot of noise and random filters. I have decided to use the IVA props by FusTek for the science panel which fits well the bridge. credit will be given in the OP.
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The Grid...
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What have i done.
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MBM file not being written, Unity help
StarVision replied to Loabstas's topic in KSP1 Modelling and Texturing Discussion
I had this problem before and i fixed it (I think) by making sure the Gameobject with PartTools was at 0,0,0. This may not be the case for you however. -
[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
Not without plugins, no. The sound would be nice but I don't think custom sounds work anymore without plugins, I'm not 100% on that though. I don't even know if it is fixable. -
Started on props. I've also changed the control panel in the center and have put the Throttle prop on it. I'll show it when it's done. Here's a picture of the left control panel. It will look better when the textures are darker/better. I am aware of the clipping near the top and it's already fixed.
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Those textures look really good. Definitely the most 'Kerbal' shuttle I've seen.
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I plan to! It's funny how that quote is actually from a death scene. I hadn't really thought of that, now that space by the doors will be permanently empty, oh well, as you say we can't really do much more currently. It will all look a lot better with props and textures. I don't think many people will really mind.