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Zaeo

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Everything posted by Zaeo

  1. You also may want to note in for modules to be called, a "create empty" with the name of the module is necessary. For example, for a "intake air" part I am designing, I had to add 4 "empty" units in the position of the vents, and name them all "Intake" This is within the GameObject, but on the same level as the model. After this has been done, KSP will recognize the "intake transform" and function properly. Example: MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.002 intakeSpeed = 10 intakeTransformName = Intake } RESOURCE { name = IntakeAir amount = 0.2 maxAmount = 0.2 } You can name "Intake" Anything, but it has to be named the same as the one you chose in unity.
  2. While I do agree this should be an "eventuality", I also believe that modders should name their parts "*Mod_standardpartname*" This allows for easier navigation for everyone, with a simple change in prefix, mod gets substituted with the modmaker's tag of some sort. For example, All of Pulsar Technologies parts will have "P-tech_Partname" as its naming standard.
  3. This is in the wrong forum. And...*WAS* in the do not suggest forum. Sub-categories are planned, there are already placeholders in most part configs for subcats
  4. By what I said, I was refering to the ingame action grouping, I'm not entirely sure how your app works, but I'll dl it to test it if you'd like. Would I need a bluetooth interface to possibly interact with ksp via some sort of hotkey bind? Launching kerbal rockets with your phone...
  5. Alrighty Thanks for the help. And it works flawlessly. Thanks a bunch!!
  6. Gotcha, And the call in the config file would fall under which category? Modules?
  7. So all I would need to do is add a "empty gameobject" in the gameobject heirarchy? IE: GameObject Intake1 Intake2 Intake3 Intake4 intake_adapter_aero_kerb(4) ?
  8. No, it does not. I did not realize there was an intake section in unity. thought it was purely config file stuff. Looking into it now. Ok, is there by any chance an updated tutorial on how to do this? The Thrust transform stuff is not quite under my belt yet T.T and I can't find any tuts on how to do it.
  9. edit: Strike that, it just doesnt work. The GUI elements are all there, heres the config MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.01 intakeSpeed = 10 intakeTransformName = Intake } RESOURCE { name = IntakeAir amount = 5 maxAmount = 5 } The resource and the gui works, but it doesnt register the airspeed or flow. Any ideas?
  10. mesh colider was applied...odd...let me go in and check that Edit: Somehow somewhere it was disabled. I added it, but it was inactive.
  11. Hey there, just began working on Pulsar tech parts, and noticed i am currently unable to click on the part at all, in all cases. can drag it from parts catalog and attach, but unable to grab from then on. Any ideas?
  12. y'know, that is actually a neat idea for action groups... A simple toggleswitch gui+ a show hide button for the gui to ease screen clutter when not needed...With possible action group lablels at top??:Custom 1*Communications deploy* Custom 2: *Retro Engines. That sort of thing.. Well done!
  13. Screenshots up, feedback appreciated!! I know it is hard to see some, but had to have it selected to show the uv map. will change them out if requested
  14. Look into C# tutorials. It would be the best source for this kind of work until they complete the documentation on Kerbal. As it stands, its "learn it yourself" due to the forum rollback. As far as coding, most of it can be done with a "custom resource" framework modules that kerbal can assign to parts. Try starting with that?
  15. Well done, especially considering a first. Even the texturing ain't half bad
  16. Thanks for that! I was just listing out the phases we plan to do things in. However, this info will help alot!! Screenshots are coming soon btw, just getting some stuff together.
  17. Look into "subsurface". you can dramatically reduce the number of faces while dramatically increasing its detail. Also, not sure if that green color is correct, but I could be wrong. But a good start, no less.
  18. ================================= Apology: As all of my 3d modeling work was completely lost, I had lost interest in creating stuff for kerbal. I'm happy to report that this is no longer the case. To expand upon this, I have decided to start work on a new project. The VCM, or Voice Command Management. ================================= Hello there, Zaeo here, President of Pulsar Technologies Inc. Our engineers have been Sleeping on the job hard at work to bring you some illumination for your Vehicles and constructs for all of your kerbally needs. Plugins: An ambitious project to bring about voice control for most of your kerbally needs. Here's the origin thread for the idea: Idea origin ------------------------------------------------------------ Disclaimer: I am currently in the research phase of making this mod a reality. I am also looking for anyone who might have some insight on how we can go about making this mod happen at all. As such, Voice Command Management Plugin is licensed under the BSD 2-clause license. As there is currently no source, I can not provide one. However, as soon as there IS one, it shall be linked. ------------------------------------------------------------ Parts: Section 1: Radial Bar lights Aside from Aurora BD-15, All Aurora series lights feature a rectangular shape Aurora BD-15 - A moderate size station light, Square in shape. Brightness is dim, And design is simplistic, but it gets the job done! Aurora BD-35 - A moderate size station light, and design is simplistic. Two BD-15's in one! Aurora SD-655 - A small Spacecraft light, providing 2 Directions of bright light. Rectangular in shape, Why add more, when less is more! Aurora SD-1058 - A varient of the 655, This model has a dimmer light, with two extra directions! A 4 way light!! unavailable at this time, sorry! Section 2: Stack-light-anything combo! Everglow C-LAMP - Pulsar Technologies finest! the C-lamp is a C battery stack with radical lights on the sides. It just grabs ones attention.Comes in 4 sizes! Everglow STORM - Description pending review! Everglow Magmatar - Secret project! Stay tuned! unavailable at this time, sorry! Section 3: Misc parts Details are Secret for now. Stay tuned! unavailable at this time, sorry! All parts and plugins are licensed under the BSD 2-clause license!
  19. Hey, just discovered this little piece of work. I must say, I am impressed! Some ideas could follow: Dynamic inflation*animation of the cylinder inflating from a flat surface to full blown* with difference in lift. Also, different shapes! as much as an oblong cylinder is cool, its kind of limiting for my purposes. A rectangle landing platform that is longer than it is tall would serve useful. Rotate the cylinder, cut in half, that's one way to do that Thanks! and good job for making this mod
  20. I am saddened by this. I have noticed something related to that distance thing.. Lag. Lag spikes are caused when they are unloaded or reloaded into the scene. a possible reduction in lag could result in the distance in which parts "poof" Suggestion: Ad a Distance slider in which the parts are loaded dynamically...from Standard 2 KM to Unlimited, with obvious warnings of lag at unlimited.
  21. Alright. So this Challenge is a simple Idea. Build a Space station that will be forever visible above kerbal space center, no matter the time of day. And by visible, I mean VISIBLE. It needs to be large enough to see from the ground at ~the brightness of Minmus, if not more. Props to those who can build one that is about the size of a bb pellet as seen from kerbal. Mods that will help Achieve this: Erkle's Docking, ORDA. Screenshots of final product from kerbal and near the waking behemoth. Mechjeb is not allowed, but informational mods are. Good luck, Kerbonauts! I look forward to seeing what you come up with!!
  22. Hey, just found this little addition to my mod collection...but I have a slight request: One of two options: simply Steering and no power addition yourself, OR tell me how to disable the motor on the powered+steering module. I'm trying to make a design that can translate any direction, be it north, east south, or west, without turning my craft in that direction. Useful for a "mobile rocket pad" (a 7 meter stage thing that has custom placed nodes, with wheels, each node has de-coupler, and the rocket sits on top.. Esentially, I move the rocket launch to ANYWHERE I want it to be off kerbal, be it the north pole, or the equator.
  23. Interesting... Does this game support Alpha layers? I was thinking something like a Fusion Generator that is animated, lit up, and will burn fuel and generate electricity for any sort of lighting. I liked my "Can full 'o' plants" btw...a Natural CO2 Scrubber/food provider. Also, Alpha layers in the texture would allow for "Acryllic tubing" that could eventually have an IVA use for kerbals to walk inside of, and view space and all its vastness while orbiting a body.
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