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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi, try this , create an empty game object, align to zero zero zero , Then drag your teapot model on to that game object, so that it becomes a child, now drag your mesh collider to be a child of teapot. OK, Now select your material for your model, click it so that it shows in inspector and drag your chosen texture onto the material, now that it is definitively attached to a material, drag the material on to the teapot mesh, the color should now be applied. Now select the parent GameObject so that it shows in inspector, now click add component, and select KSP Part Tools, If you have already set a Gamedata directory, the script should add the exporter window with spaces for name, file path and texture type , ( if you haven't direct the path to wherever you carry out dev work) (beware empty part or example cfgs can cause part tools to get a bit broken) check the box marked show materials, and then select compile Materials, All being well the compiled materials should be your texture, and the only object rendered should be teapot. Add the name file path and texture type, and hit the export button.
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Hey, any chance of a screenshot of your hierarchy, not wishing to contradict anyone but in my several hundred unity exports experience, the mesh collider is always a child of some part or another and a grandchild of the main parent game object. As in the image below, which is the simplest hierarchy that showed , colliders i could find a screeny of ( box colllders are grandchildren of parent object and children of model (base) )
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Hi, do you run any mods that change water physics in any way? Have you scaled any part of the submarine?, Do you have advanced tweakables activated so that you can trim individual tanks to suit the build of your sub? Can i see a screenshot of the vessel in question?
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Hi check unitys error console, as it fairly obvious you have an export problem, Common causes for your problem are, collider or colliders in excess of 255 poly's , `missing or deleted mesh, incorrect file path or illegal characters in that file path . All of these problems leave a log , in fact every unity process writes to the console in some way.
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Hi when it comes to crashes during load up the first and only place or log you'll need to check is the KSP.log, this is written every time you start the game regardless, 99% of all problems will reveal themselves in the KSP.log. If you can't work out what it's saying upload a zipped copy and I'll take a look. One thing though with that mod list the log is likely to be very long and tricky to read, also I note that if that is your complete mod list I do not see module manager anywhere, most or a lot of mods you have installed need or use it in some way or another, and a couple of them simply cant function without it.
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@william2002730 I don't tend yo upload many ships as it's proved almost impossible not to get dev parts on builds and KerbalX users tend to get upset by mods they can't get . However one of my partners in crime @XOC2008 has produced some basic craft built from the mod . There are links below PS a lot of the recent screenshots are of items yet to be released, these are due to appear around the time that 1.3.1 becomes a full release
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Hi chaps all the drives in SMM are velocity curve limited, scaled up drives go a little faster (but get very heavy) , scaled down they go a little slower, Using standard SM Marine propeller drives, big or small, tiny craft or massive the maximum speed you will be able to achieve is in perfect conditions with a well balanced craft is around 32m/s , which is way faster than reality BUT any slower. well it's boring, an hour to get to KSC Island is unacceptable , whereas half an hour is bearable. There are faster craft in production, however the faster you go and the larger the ship the sooner you are to meet the Kraken and the higher the penalty for a bit of heavy handed steering. . 30 ish is fast enough to be fun while not posing to much user risk.
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Weapon Effect change
SpannerMonkey(smce) replied to KranSmith's topic in KSP1 Technical Support (PC, modded installs)
You can't really, because as i wrote earlier the stock Squad FX are pointed in a different direction than the missiles FX transform, so for example if you changed the FX to Squads fx_smokeTrail_medium it would point in the wrong direction, usually vertically instead of horizontally. The other option for you as a single user is to find a missile in another mod that does have an exhaust you like and simply change the exhaustPrefabPath = To point to wherever the FX is located -
Weapon Effect change
SpannerMonkey(smce) replied to KranSmith's topic in KSP1 Technical Support (PC, modded installs)
See below -
Weapon Effect change
SpannerMonkey(smce) replied to KranSmith's topic in KSP1 Technical Support (PC, modded installs)
Only if there is already an existing effect you want to use, if not it requires unity in order to create the effect. I should have mentioned that there are two systems in use for applying exhaust FX to missiles, the one described earlier and the Legacy system in which the exhaust FX are created at the same time as the missile, and in unity, in this case the FX cannot be changed. One way to tell if a missile is using the newer system is to look in the parts file. if there are no smoke of flame textures, only missile textures then you can change the FX. Also worth noting is that FX direction has no relation to thrust direction it is visual only, thrust direction is derived from the missiles parent object -
Weapon Effect change
SpannerMonkey(smce) replied to KranSmith's topic in KSP1 Technical Support (PC, modded installs)
Hi there are 3 exhaust prefabs included in BDA large small and medium, and you can call any one of them using the cfg and simply changing the FX name. for models using these included effects using stock style effects requires that the effect be rotated, As BDA exhaust is rotated 90degress compared to stock exhaust FX -
At the time of post creation Airpark was combined with HLA and not standalone. Link removed
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place the whole SM Industries folder into GameData, do not remove anything from it and do not place any other items within it. SM Industries contains the dictionary for 6 of my current mods and projects. Next update will include custom SMM part category and SM Paint shop whole craft color switching in one click. This will require that the mod is installed correctly . failure to follow installation instructions will now just not result in funny strings, many parts will simply not show up in editor That link related to AIrpark mentioned directly above it not SMM. AS the released SMM contains no code there is no source code.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi that sound very odd, as the spawn point is the familiar, correctly rotated Unity GameObject, placed within the model at creation time, rather than something that's added later via code or definition. I would have thought that the two, model and spawn point were inseparable. As there seems to be no ill effects from scaling (my) launch points, I'm wondering if the problem is related to where in the hierarchy the spawn point is located. -
Hi, there are, however no further development will be carried out until and if the issue of invulnerable Kerbals is rectified. The nature of Kerbal anatomy severely limits the weapons that can be used and look right. Long barrelled and slender weapons look totally out or proportion and imo ridiculous. I've tried various other designs of weapon and the current included types are those I've found to be in proportion, and readily mounted. But as I say irrelevant as they no longer do the job they were created to do, so in short FPS is obsolete.
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Hi , following the introduction of KSP 1.2 it was discovered that Kerbals are unaffected by BDA products, prior to 1.2 and in 1.2 pre The weapons provided in FPS were capable of removing Kerbals from this plane of existence, now this is not the case there's very little point n pursuing further development. It's worth mentioning that the weapons still work perfectly in KSP1.3x, the damage output is appropriate for hand held weapons so with very few (3) exceptions the FPS weapons are unable to damage vehicles or buildings.
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Doubtful as unless a model is specifically mapped to texture X it's unlikely that anything would line up. Which is of course how people do it, grab stock texture, make model, arrange uvs to fit stock texture, then use model and texture nodes to pull the texture your parts are mapped to, once you've gone that far though, a texture switch is easy stuff. There are of course quick and dirty ways to get what you want done, but if you want to go with camo, you will NEED a decent UV layout otherwise the camo looks like poop all stretched, distorted and misaligned
- 247 replies
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- tires and rims
- part skins
- (and 3 more)
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Hi, You can make it work for any part, BUT you have to have the correct object name (which is not always the part name) , the correct texture path, etc etc. The reference being the part not the texture, where the texture comes from is irrelevant as long as paths are correct. The best way to apply any texture switching is right at the time of part creation, when all materials scenes and refs are nicely together, and is now the only way i work. Getting the object name can be done in several ways, open the .mu with notepad++ and check the second or third block of human readable text, Use sarbians debug stuff to reveal all the transforms and labels, collideoscope does a similar thing, or open the unity scene if you have it available. Worth noting that he process usually involves (if you don't have the scene) a fair bit of mild frustration
- 247 replies
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- tires and rims
- part skins
- (and 3 more)
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi below is a quick guide for placing fuel tanks, same method is used for placing any static -
Hi regarding depth, deepest spot I've found so far is just below one of my water launch points on Laythe at 2273mtrs . For ref I don't use stock much at all, and haven't for a very long time, so my experience with that side is negligible. My subs can go anywhere and do. I've consistently avoided setting depth limits for my subs as where's the fun in that, and I use only stock style cfg's and modules, (a smattering of unity part magic) and scaled Kerbal size masses etc, no funny buoyancy plugins etc,, I will say that the parts are much tougher than stock style parts, KSP still has trouble with very heavy vessels ( = no KJR = no launch) and the parts have to be strong enough to resist the (physics) forces that being submerged exert on a multi part 120mtr long sub hull. That said the mini sub below is quite light not exceptionally strong and has never given a moments trouble. If you use mods you have to be careful as there are plenty of mods that mess with water physics in some way, and this in turn affects how water craft behave. Though unless someone puts something there for you to find, it's a dark and barren desert, very little in the way of interesting underwater geology, plain and featureless for the most part. Another point to note as someone who has put stuff down there to find, unless the position is marked exactly and accurately it can be devilishly difficult to locate something, the odds of discovery by chance are around the same as for wining the lottery SO in the tradition of screenies or it didn't happen, both shots from Laythe. Depth darkness is due to scatterer and even at -850 on Kerbin it's pitch black.
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No but I'd very much like to see a copy of your KSP .log in zipped downloadable form It's quite important as nobody else has reported an issue, my test worked fine. Do note that there are only two hulls that the Type 45 fits, and you have just one of them. Unlike some mods, all of SMI gets tinkered with constantly so is subject to pretty much continual testing, so obvious issues like yours get dealt with, usually long before you get to see it, which makes the problem you're having quite mysterious.
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Hi with the Aster missiles and VLS units in general never use surface attach, that being the only time i've ever encountered an issue with them. Have you simply tried the WM select and fire missile via mouse key press, that being the only method I use. As failing to do this will result in the VLS not opening properly, leading to missile collisions. Regarding correct weapon for MK32 Spearfish, Sting ray, MK99, and while you can launch missiles from it, I do not, so for a missile anything that fits pretty much, same rules apply though, don't use surface attach only attach by end nodes. Using Torpedoes and missiles without end nodes is not recommended or supported. Also worth a mention clipping of VLS units will result in missiles failing to launch and exploding within the launcher And just to check that something is not aims I ran a quick test myself , results below, do note that the type45 VLS should be snap attached by the bottom node, not to be surface attached
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Hi lots going on in your log and all the problems seem to be centered around two issues Toadicus tools is not loading properly and spamming errors, if this is because it's obsolete or the incorrect version I can't say. In addition USI is throwing lots of errors because you seem to be missing one or two dependencies. I suggest removing Todicus tools then try the game and or check for an update, and sort out the dependency problem with USI, I'm sure the forum thread will list full requirements. You need to sort out both issues before you can even try to make sense of what else is happening, as a lot of the other stuff could be related or caused by the main problem items. Try that see what happens
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Hey guys, that's all who have this problem, I've gone through this entire thread and not one of you has posted a copy of your KSP.log, Which has resulted in all the replies being quite correctly best guesses, I would suggest that you supply a copy of your KSP.log in zipped downloadable form, this will enable anyone with a basic understanding, to see how your game is installed, how the mods are installed and any problems arising. Diagnosing mod issues can either be a quick or slow process depending on the info you supply, and no KSP.log = long time to fix and lots of luck needed. See the how to get support link in my signature for best methods of reporting problems.
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Hi, given that you've had no answers to your post for a week, I'm going to go with my original thought. You're asking a question that can't be answered, why? well nobody can try it out and see what works for what, you may as well have asked what are the mods I should get, as that too is open to each individuals opinion and preference, and something that in my experience develops over time. Some of the features intrigue me but without some method of actually trying the thing, there's no way I'll ever know if it's actually better than the bog standard mouse and keyboard. A manner of control which has been completely satisfactory for controlling my KSP since 2012. Admittedly it's not perfect, and view/camera movement in some circumstances is less than optimal, but of course as it's KSP there's a mod for that. SO good luck with your project, it looks very much like you're going to have to work it out for yourself, and prove that your device is indeed a fantastic tool to play KSP (eagerly awaiting test device ) Cheers