Payload
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Everything posted by Payload
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Well, I either have a normal problem or this is not possible. I have been working on a nice large carrier hull because I am tired of FPS drops and having to build them with hundreds of panels. Apparently the inside of the model is always missing no matter which way I flip the normals. I have just noticed that out of habit I have made the inside a separate material. I am going to try to separate the inside mesh form the outside and see if that helps. Feels kind of crazy to have a problem like this after my animation worked flawlessly on the first attempt and everything else is generally going to plan. I also have a question about how to get the part context menu in the VAB like on the new landing legs. That way The cargo bay doors can be opened in the VAB. I have done pretty well just reading all the info required to do pretty much anything I need to be able to do. But the documentation on this seems to be unavailable.
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Doesn't work. Anytime I rotate anything it just rotates the Y-axis. It is still coming out of the side of my model. You keep being unclear. WTF does parented mean? Is the empty transform the parent or the child of the model? Not that it matters because I have tried it both ways. In the end, the easiest solution is to just rotate it in blender. I have been doing that since the beginning anyway. Also I am reading a lot of outdated information that keeps getting me in trouble. Several tutorials say to zero out all the transforms and that just ruins everything for me. Importing the blend file was just a hot mess. Well I got my SRBs working again once I got the thrustTransform thing squared away. Now I need to learn how to handle my old gimballed engines.
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I have no idea what that means unfortunately. I just started using unity today. I have seen several pictures of this process but I must be misunderstanding something because it still comes out sideways in KSP unless I rotate the mesh sideways in blender. No matter what I make a parent or a child the Y axis is still sideways.
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I saw a video about it but I haven't tried it yet. I am going over all my older files and working to get them moved over to the new formats. So far, I have a fuel tank and an RCS Tank that I made ages ago and I have managed to get them working properly. Does the import of the blend files work properly as far as the whole Y-up and X-up problem goes? I had to flip back into blender and correct the orientation of a lot of my parts. I have also noticed that the textures are coming out a whole lot larger after the conversion. Maybe close to nine times larger. I'm not sure I understand what benefit this is supposed to have if any at all. The PNG that I was using was much smaller in size. Is it mip mapping when you use .mbm but not when you use .png? Also, I have not even attempted to get my old engines working. Something tells me that will be a nightmare if I cant find a tutorial of some kind. The old way you just named the parts of the model correctly and KSP did the rest, but I think that may not work anymore. The fact that I don't have to make my own collision meshes anymore is quite nice. But that Y-up thing still ticks me off. Found my self fixing a lot of that.
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That doesn't tell me anything. Where do the new files need to go? I have .20 installed. There is no clear place to put these other files from the .23 download. EDIT: And that is because the files I was looking for were not in the Unity folder. It was in a KSP directory on my C:\ Drive in my documents.. Which is a freakin tiny SSD. FFS when will people making software stop doing this! I installed the damned software on another drive for a reason. So to clarify. C:\Users\Yourlogin\My Documents\KSP\Assets\PartTools That is where the files from the .23 download go.
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Ok I am now DLing Unity 4.2.2. I have read this is the version that I require. I must then instal part tools .20 as a unity package and then overwrite files with .23 part tools correct? If all of that goes well, then I will try to setup some of my old work in unity and get it in KSP .23. I expect that is where I will find my demons. Wish me luck fellas. I was working on a special project way back when and I would like to complete it. Certainly now that the atmospheric craft are a robust part of the game now. Lets just say that way back when, they were a novelty.
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Woops double post please remove
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When this game was fairly new, I used to use Blender to make my own personal parts because it was relatively easy at the time. I would really like to get back into doing that because there are things that I require. I am a bit anxious about it though because it seems there have been several changes to the way that the parts work. I believe now there is more to it than just exporting parts as .dae with mesh files in a mesh folder and providing a texture image. I am not really sure where to start with that. I think I need to get the .20 part tools and then upgrade that to the .23 part tools correct? It's a little confusing because before there where no steps required in unity before. Also, I am sure several naming conventions have changed and animations have certainly changed. Before parent objects had to be named a certain way and the child brushes also had to be named according to convention. I am not sure if you still have to do that now or if that is now something that one would define in the unity based part tools. If It is still required, I would appreciate if some one could point me to a list of those or to a tutorial perhaps that shows what must be done.
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Cupcake's Dropship Dealership...
Payload replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Nah man rapiers are good. They work with far less air than the turbo jets. Plus, they switch automatically. Those intakes I see you guys slapping all over your crafts are just dead weight. At some point, each one is only buying you 50m altitude. The secrets is to point them in the right direction and only use ram air ones. A 4:1 ratio easily gets me up to 30k+ at 1700ms horizontal velocity. If you face them all the right direction, you can use far fewer of them. You can still clip them and hide them but they at least need to be facing the right direction to get the most out of them -
Cupcake's Dropship Dealership...
Payload replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
You inspired me to try my hand at Chuck Norris style rocket building. I decided I wanted something a little more sporty. So I built this. It's surprisingly agile. It will respond to your every input instantly. Extremely nimble in all degrees. I now require a stick and throttle. I have been using my old RC trainer box hooked up through USB for the time being. It is sufficient but not ideal. I think I am going to have to pay a visit to my local Radio Shack when the tax return hits. It's time to get medieval up in here. I can already smell my fingers burning on the soldering iron. MMM smells like Cupcakes. It would be totally awesome if you could do a quick tutorial on how you build a basic structure. I keep having problems with fuel not going where I want it to go and draining from the wrong tanks etc. I can use TAC fuel but I want to be able to call my stock crafts stock. DeathTrap is the first one I have built that doesn't have some sort of fuel issue. http://pastebin.com/ZpzPiN8P There is the file if you wanna give it a go. Rockets are on #1 and Jets on #2. -
I just recently installed the latest dev version. Every thing I tried seems to work perfectly. Nice work fellas. Some advice for people having problems. Make sure you clear out the old files. I decided to clear out all the old stuff this go around just to be sure I had no conflicting problems from older builds. I normally just clean out the craft related settings and keep all the globals but this this time I cleared the whole lot. It may or may not help you, but it certainly can't hurt. I haven't had any of the hunting problems that others have been reporting. Just rock solid control. YMMV.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Payload replied to Majiir's topic in KSP1 Mod Releases
First. I want to thank you for your hard work. This mod has made KSP ten times better for me. It gives me a reason to explore the solar system. Second. The following is a critique of some issues that I find that frustrate me to no end. Please do not take it the wrong way. Why have you still not exposed a way to turn the planet overlay off in the start screen? I hate the grid thing as it is. That is just my opinion of course. Here is a simple thing. Turn it off by default. OFF. Not ON, but OFF. At the very least, make a read-me that states how to turn it off. Because I have to scour the internet to find where someone mentions how to turn off that start overlay for the 500th time. I sure do love it taking KSP over 45 seconds to go into the map view.(Sarcasm) You don't see how that is unacceptable? Find out what is causing it to take ages to go into the map screen. Fix it or revert to the old method that didn't do that. The turbine part that requires atmosphere to work is ill-conceived. No one in their right mind is going to haul it along with them with only the potential to be able to use it where they are going. Make it a rocket. Kethane already can be converted to fuel and oxidizer. Make a small rocket engine that at least a terrain scout can use. Then it might be worth sending an entire empty drive system to another planet using a conventional one. -
I have a question. Are the winches supposed to have extend and retract control now? Because they don't. Or at least the one I tested didn't. Newest version I DLed yesterday, sent a ship to refuel Jeb's Lander on the moon so he could get home. I could not grab the connector from the winch with Jeb. I had to eject the head of the winch from the vehicle control it self. Then I had to send Jeb over to pick it up. Grab is now changed to "Y" but still says "G" in the context menu. I grabbed it and then refueled the ship for Jeb's return no problem. Then there was no way to retract the winch and the GUI only said close and rename. No other options were available. It was a probe ship so I just terminated it. I did try and reload the flight from the com-station a few times but I never got the option to extend or retract the winch. I use those winches all the time for various things. If they are not working anymore then why include them in the pack? Bug Number 2. If you try to connect a pipe from a ground pylon to a ship, you get spontaneous combustion of the pipe end point on the ship. It works just fine when you try to connect it from the ship to the pylon. It was almost a direct shot. Not a harsh angle or anything. In terms of functionality, this mod is now less functional than it was before. All of the new things are nice. Ultimately, the changes are not worth giving up the reliability the mod had before. It was to a state where I almost never quick saved before making a connection and I never thought twice about refueling a ship. Now you never know what is or isn't going to work or if parts of your craft will just explode for no known reason.
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The greatest (engineering) achievement of mankind
Payload replied to Camacha's topic in Science & Spaceflight
Ha that bridge reminds me of an episode of Junk Yard Mega Wars. The goal was to build scrapheap airplanes. The Americans built a copy of the Wright Flyer. Looked cool, flew like crap. The British built a plywood bi-plane that could have flown anywhere. Indeed it did make several circuits around the field at greater than 200ft. The French built a beautiful artisan mid wing with metal trim Etc. It barely got off the ground, but it was the best looking airplane by far. Best episode ever. http://www.youtube.com/watch?v=-pH09RkvuFw -
On the Ethics of One-Way Landing Missions ...
Payload replied to LameLefty's topic in KSP1 Discussion
Is it wrong that I turn grey shirt kerbals into Kethane reserves? Where is the mod that gives them red shirts? -
Space Computer. Brought to you by kOS and hopefully many nerds.
Payload replied to Payload's topic in Science & Spaceflight
There is a problem parsing multi-line arguments with 0.85. That is what is causing the generic error. If you wish to force everything that has an argument into one line, it might work. I am just gonna wait until it is fixed. For now use .71. I have taken this time to try and get a handle on using some of the new features. Until the bugs of the new version are fixed, I won't be able to test the improvements I have in mind. I can talk about the ones that work with .71 that I have added to my test set. Cirularizing and orbital calculations are moved to their own separate functions in anticipation for the use of maneuver nodes. The menu system lost a little more weight. I don't know if anyone noticed, but the menu system overhaul cleaned that up to a respectable level. There where still some small changes to make that saved a little more space. Until the new versions of kOS are up to scratch, I will probably continue further testing of the newest features and evaluate whether they will impact SC enough to warrant any major rewrites. So far, I just have visions of a nice launch profile graph. -
By systematically testing my program line by line in a new file, I have narrowed down my problem to a certain block. Well, at least one of the problems anyway. I have written a test block that I have been trying to get to work. This errors the whole block without executing anything as far as I can tell. It doesn't even clear the screen much less print "hello". clearscreen. print "hello". set go to 0. set tOrbit to 100000. set hAtmo to 69500. set hAlt to tOrbit - 5000. when apoapsis > tOrbit then { set tThr to 0. toggle ag5. until altitude > hAtmo { if apoapsis < hAlt { set tThr to .1. }. if apoapsis > tOrbit { set tThr to 0. }. }. }. wait until go = 1.
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No go on v0.85. Syntax Error on line 2. Line 2 is a blank line. Program runs fine in 0.71. Also programs that would run just fine on 0.84 now exhibit the same behavior. syntax error on random line number. Shy of inserting a print statement after every line, there is no way to debug this. EDIT: That wont work either. I set line 0 to...print "passed". I still get the same error and it never prints passed.
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I would like to point out that if you change this setting you will not be able to drive a rover on the Mun/other planets. This setting must stay at default. Any lower and it causes invisible cracks in the terrain that will eat your rolling vehicles. If you need more FPS you should change the game resolution and the texture settings. Though those two things are likely to have little impact. KSP requires a powerful CPU. Unless you Overclock or buy a new CPU, you are probably not going to see any significant gain in FPS.
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What is not true? That you don't need a plugin to play custom sounds? Because you don't. I'm sorry I fail to see what is not true about what I posted. Who cares what chatterer does? It isn't required so why use it? You can create a part that plays custom sounds. You don't need a plugin to do it.
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.22 SAS is now all WIbbely Wobbly (but not timey wimey)
Payload replied to JebidiahsBigSister's topic in KSP1 Discussion
Wow, to me, it's better than it ever has been. It is really very good now. Perhaps some of you guys have multiple command pods or torque wheels placed about the craft. If you need more control, stack them in the same place. Don't distribute them around too much. Use struts. The more rigid the frame of your rocket is the better it will behave. If you have a ton of gimbal engines try to lock the gimbal on most of them. You generally only want the amount of force you need to get the job done with a bit extra for firm heading hold. -
Bizz I think you might be able to just mod a part to play a sound when it is activated by action group. The sound playing function of KSP is a little weird right now requiring a very strange and specific directory structure to get it to work properly. Check this out. http://forum.kerbalspaceprogram.com/threads/53982-0-22-New-SRB-sounds There is a full explanation of how to add custom sounds to KSP in the first post. I tried to do this about a month ago but I didn't have that information available at the time. I haven't tried this method but it is reported to work by lots of people for KSP .22. Note: You may or may not have to configure the part as an engine with no thrust.
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Indeed my math is jacked up. That is what happens after a night of heavy drinking. The principle is still sound though. Most people have the video memory to run this. Now what you have, is people not being able to load at all because they don't have the physical memory available to do it. No matter that it is the same size after the loading is complete. That is of no consequence to someone who can't load it because it is too big to begin with. EDIT: Just to be clear. I don't have any problem with either version of this mod. 4.0 does indeed load faster. Looks the same. Etc. YMMV. I just want to say that I am not trying to be combative here I am just asking questions in order to understand the situation better.