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Warsoul

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Everything posted by Warsoul

  1. http://forum.kerbalspaceprogram.com/showthread.php/45850-Navball-change-direction-when-i-restart-a-flight-Need-help-plz-!?p=590014#post590014 http://forum.kerbalspaceprogram.com/showthread.php/45618-Need-Help-on-my-Droper-X-Mod
  2. I dont know where you take your numbers. I started : 1- A thread for my global expansion pack : but i forgot to reserve some post to separate my different mods i want to show. 2- I started a thread for my WSL Hex Series : An visual ''minecraft'' Mod for KSP. 3- I started a thread for my WSL Engines Series because i was no reserved spots on my main thread. 4- I started an contest to see wich kind of modding community we have. I made that with SC2 and WC3 with succes. It's just an different community. 5- I started a thread for my Forge after i saw my contest have no success at all. I can't delete it. Sry ! 6- I started a thread for my droper because i can't found a fix for it. He begun to be crazy when he consume his fuel. 7- I started a thread to get information for custom engine Fx. Wiki are perimed on this for long time. 8- I Started a thread for a bug i experienced with the new attachments commands. 9- I Started a thread to get information on theses new attachments nodes commands. Wiki perimed too. 10- I started a thread to get information on polygons counts to get the best polygons count range for my models. Because one say me around 350 another say me; your models are to low on details. Another say 2k. 11- I started a thread to suggest an Space Station Sandbox mode for my friends who don't really like the realistic side of KSP. Representing a big part of the gaming market. For my part; i like both. I think i made the count. 6 support threads to get info or help to mod KSP 2 Devs thread to show particular mod : Engines / HexCraft 1 Main thread to show all my mods in 1 thread : WSL- Warsoul's Space Labs 2 Community project / Contest : The forge / Contest I have few request threads before i started to mod my engines myself. I made long time ago.
  3. First; my spacestation is fully integrated in KSP and they presently orbiting around Mun with no cheats. They count 8 mainsail engine foward amd 8 engines backwards. The only thing i need; it's integrate the Kethane Mod, Orbital Space Station and others plugin in there. But i can't without permissions. I need to work on my texture but im pretty happy with this one for now. Now i'm working on the collider mesh to stay lower than 256 polygons. This is ridiculous but it appear i need to rescript all mods by myself. and at end; i don't care of what you thinking now. I made an model for me, i used it, i enjoy it and i suggest it to KSP Team because i know they love cool stuff. I know they prolly can't include this in the main game because they need to follow a game difficulty design but for a new ''Arcade mode '' in wich you can start directly with a nice Space Station they can design and launch an galatic trading empire. Maybe it can be cool and reach another part of the market. Like the Starcraft 2 market, that kind of gamer who look at KSP 2 minutes and said .... Zzzzz i need more ... Action. For my part; i really love KSP and i enjoy it.
  4. Has Ultimate KSP Goal; you have an fully and operationnal Space-Station. I made 2 or 3 models of it for the Kerbal Space Program Dev Team. I know; it's an ''God Mode'' ship but maybe, who know. When fun an visuals are needed The primitive version with a random texture. This is not a top noth model but it's an compromize between polygons count and details. Decimate to 0.25 for 2374 polygons count. 4K<----------------------------------------------------------------------------------------->1k If not requested by KSP Devs; i made this model public for the modding community.
  5. For sure ! I'm sorry; i am on heavy workload and i forgot to explain what i try to do. I apologize ! The 6/12/18/24 are the sames specs but with different mesh and textures quality. 6 sides mesh to 24 sides mesh. For bad computer to good computer. The Basic engine : An engine for orbital operation with an low fuel consumption combined to an average energy consumption. The Super engine : An engine for orbital operation with an medium fuel consumption combined to an high energy consumption. Gimbaled 3 to 5 degree for better turning rate. The Boosted engine : An engine for lifting and landing operation with an medium fuel consumption combined to an huge energy consumption. Does almost nothing in space. The Hyper engine : An engine for lifting operation with an high fuel consumption combined to an massive energy consumption. Does nothing in space. Can consumme O2. (Need to be implemented in 0.04) 5m 5x1m : The same thing but 3 to 5 times stronger. For the Kryon engine; i need to set some kryogenised kerbals as propellant mixture with others.
  6. ''Modders seem to be snobs or its only a bad impression. Maybe it's only few haters.'' That's what i said: Seems/Appear to be snobs or its only a bad impression. Maybe it's only few haters. I never said : Modders are snobs here. Or something like that. It's a big difference. I said that after i experienced bad comments and i was upset. But for sure; i'm not judging the whole community by basing my opinion on 2 or 3 unhappy guy. I was upset and i apologize ! Yes it take 6 minutes for me to do that model. A model i made on the go for a guy in wich i have no idea if he want it. That's why i spended only few minutes on this model. This is just a little exemple of what i can do for him or for us. 6 minutes for me not mind 6 minutes for someone they have never do CAD before. Idk if modeler are rare here or not. I just saw some models to be improved and offer a solution.
  7. Same has you but with this command : NODE { name = Rear // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Rear // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. }
  8. http://www.youtube.com/watch?v=sYh4Z8wIzvc&feature=youtube_gdata How i can fix this ? My part.cfg PART { // this is a sample config file, for determining a good file format for defining part parameters // comment line - ignored by cfg parser // empty lines, or lines without a '=' sign are also ignored // all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting // diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs) // each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though) // each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored. // conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value // This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed) // --- general parameters --- name = Body 5 module = Part author = Warsoul's Space Labs // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z NODE { name = Top // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Top // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Bottom // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Bottom // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Right 1 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Right 1 // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Right 2 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Right 2 // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Left 1 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Left 1 // Or whatever your transform name is. size = 0 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Left 2 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Left 2 // Or whatever your transform name is. size = 0 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Front // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Front // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Rear // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Rear // Or whatever your transform name is. size = 0 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Bottom Right // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Bottom Right // Or whatever your transform name is. size = 0 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Bottom Left // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Bottom Left // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } // --- editor parameters --- cost = 1800 category = Pods subcategory = 0 title = Body 5 manufacturer = Warsoul's Space Labs description = Warsoul's Space Labs is proud to present our second generation cockpit. This unit is equipped to ensure survival in some of the worst conditions possible. The extra re-enforcement has slightly increased the weight. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 1.25 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 vesselType = Ship // --- internal setup --- CrewCapacity = 1 INTERNAL { name = mk1CockpitInternal } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.375 } } }
  9. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 <----------------- When we can expect a fix ? We found a way to fix that by any tricks ? I use empty game object has attachment nodes with this : NODE { name = Top // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Top // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Bottom // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Bottom // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Right 1 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Right 1 // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Right 2 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Right 2 // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Left 1 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Left 1 // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Left 2 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Left 2 // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Front // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Front // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. } NODE { name = Rear // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work. transform = Rear // Or whatever your transform name is. size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2 method = FIXED_JOINT // Will remain FIXED_JOINT until fixed. }
  10. Can you balance fuel if you have only 1 tank ? An horizontal tank. My problem is : i can't stabilise my droper. I don't know if you can do something for it. Ty if you are able to do something. http://forum.kerbalspaceprogram.com/showthread.php/45618-Need-Help-on-my-Droper-X-Mod
  11. I just noticed that !) i found the decimate function 2 dayz ago and today i learned the smooth function !) I'm a industrial CAD and i never use that kind of trick for now because we never need that kind of stuff in CAD. But ty. Some of my model appear bugged with the smooth function others not. If i made the WSL 24 Series Engines (24 sides); it's only because i want to scale them to 5m and more later. More you scale up, more you need sides.. no ?
  12. Check the mediafire link in blue. I'm not using a plugin for now; i use .cfg only. If you can made a plugin for this, let's go. I need help on fuel balance. My ship start to lost control after 600m because the fuel tank drain horizontaly instead of verticaly. I don't know how to fix that. The only way i found to fix that roll; it's an wheel torque of 800. This is not my goal. After that; i need a plugin to grab and drop the cargo with ease. In third; i need a plugin for making an garage ''drop tank''. In wich we can spawn an selected rover. In last; i need a vaste and nice interior with 2 cockpit on each side + docking bay
  13. I need help on fuel balance; i made an horizontal fuel tank and i need to know how i can consume my fuel verticaly instead of horizontaly. I tried with these commands : NoCrossFeedNodeKey = bottom NoCrossFeedNodeKey = top NoCrossFeedNodeKey = side Not working at all.
  14. Each engine have his version in 6 sides to 24 sides. ( 6 Series to 24 Series )
  15. ''those parts look very low poly '' : It's my goal. For the textures; i seek for someone to do it. I'm not familiar with it.
  16. Don't forget; these faces are hidden ingame exept the engine. It's only an early alpha. Just for fun.
  17. We are in early development. I'm currently porting hundreds of solids made in CAD To Blender. Our polygons specialist ''decimate'' model by model to get a range of polygons precision from low preset to high preset. We currently learn the .cfg and their limitations. I try to keep a web tracking of what we trying to port in that expansion pack. In short; we need manpower and an updated wiki. Because Dev kits and wiki are partially outdated.
  18. CC-BY-NC-SA is a license that permits anyone to use your works so long as: ..... CC-BY-NC-SA is a license that permits anyone modify your works if you get the authorisation and long as: ...
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