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hoojiwana

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Everything posted by hoojiwana

  1. 0.20 fiddled with the way the game parses CFG files. Take a look here for some potential fixes.
  2. Mmm. I may have been a bit rash in my rebuild of the names. You bring up a good point with the prefix thing. EDIT: I've now uploaded a new version that re-adds the RLA prefix. New names will break saves though. Then they have not completely updated to 0.20.
  3. Unzip the file and drop GameData into your KSP folder. That should add the contents on my GameData download to your KSP install GameData. Super easy to do.
  4. What do you mean? The Parts folder that is in 0.20 KSP is there for backwards compatibility with existing mods. If you look in GameData, that's where each mod should have it's own folder. Further details are here.
  5. Nearly a month without an update, but to go along with 0.20 very recent release, I've updated everything to use the new 0.20 folder structure. Anything new coming? Possibly.
  6. It's not a difference of opinion in regards to the challenge, the rules clearly state that using cubic struts to place intakes in odd places isn't allowed.
  7. But you could lay-out your tanks differently and potentially use intake stacking at the same time. If you're just inventive about placing tanks so maximise connection points for intakes then that would be fine. If you do that and then slap on 6 extra intakes per tank using cubic struts that would not be fine.
  8. Pretty sure by stack Plur meant a stack. One on top of another, on top of another, using the cubic struts. Doing this means you can fit a great number of intakes in a small space for a low mass cost, compared with putting them on couplers or tail sections or whatever. Calling engines placed on Bi-/tri-couplers "stacked" is blatantly incorrect.
  9. Included in my information compilation, it's a nicely laid out tutorial with lots of details.
  10. What exactly does the plugin do? Because the default heat-model will do that anyway. Try it with an SRB, then with an SRB with something stuck to it. The more parts attached to an engine seems to spread the heat around.
  11. There's an emissive tutorial you can use here. I'm pretty sure you can just attach the animation you create to any module you wish, as long as you call the correct name inside the module itself.
  12. Exactly as Eric says, you need to add an object in Unity that will tell the game where the thrust is coming from, and the direction it'll go in. Take at a look at this thread and this post for more information. If you're looking for any other information I suggest looking at this thread in future, I'm trying to collect everything into one place for people to use.
  13. Yep! Round it out a bit more to get that nice bell shape and it'll look great.
  14. For RCS transforms you should have the Y axis facing the direction of thrust, rather than the Z one. I've no idea if that's the issue you're having but it had me stuck before until Borklund pointed it out to me.
  15. Thanks! Here's another WIP shot with the actual thing for comparison. The Blender shot is in Orthographic view so that's why it looks a bit fatter.
  16. Modelling this is pretty interesting, not built something following something else before. Here's a very early WIP of what I've put together so far. The translucent box is the Kerbal dimensions I've figured out for it. Still plenty of bits to add, then unseen faces to cut out and fixing up the disconnected parts. Fun though!
  17. Move the ring around the neck of the nozzle down a bit, that is there to cool the nozzle. I think. You could also add on a nozzle extension since nozzles for engines used in vacuum would be pretty long.
  18. The nozzle thing? That was just my way of doing low-poly small nozzles, I wouldn't really say it was the ideal method for creating them, and it doesn't look too good on anything above probe-sized engines.
  19. That's what I was thinking. I'm sure Bobcat will pop in and mention it though. Name: hoojiwana Segment: AMS-02 Flag: Great Britain If AMS-02 goes well I'll probably start on the ELC's too.
  20. You can create the animation itself in Blender and then export using FBX (with include animation ticked). After that it's the more complicated matter of getting it to animate when a shaped charge explosion hits it. Something a plugin could do though.
  21. Do you know if the S3 and P3 trusses have connection points to add ELC-1/2/3/4 and AMS-02?
  22. Am I correct in thinking that ELC-1/2/3/4 and AMS-02 haven't been claimed yet?
  23. I'm interested in just how low-poly it is, any chance of getting an exact number Devo?
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