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Everything posted by gooddog15
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Issue with texture in game
gooddog15 replied to gooddog15's topic in KSP1 Modelling and Texturing Discussion
I made sure that there wouldn't be any background bleed with the UV, and the texture has a transparent background. I redid the UV on places of the model that were affected, but nothing changed. with UV: -
Issue with texture in game
gooddog15 replied to gooddog15's topic in KSP1 Modelling and Texturing Discussion
ask and you shall receive: I don't think that the pipe suffers from poling, although it may have too many faces. -
I'm having an issue with my parts texture in game. Dark lines for some reason appear on top of the part and the feed lines. I didn't have any visual problems like this in Blender or Unity. In VAB: In flight: Does anyone know whats going on here?
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All google accounts are tied to the google play store, so you should be able to access and download your apps.
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Full Mission Demo Album: http://imgur.com/a/d5lFN The main questions to be answered: 1. Do you like the new size, and will it make the Cygnus more useful? 2. Do the part node sizes all make sense? 3. Given the larger diameter of the Enhanced Cygnus, would you want to see the Antares rocket scaled up to 2.5m to support it? Looking forward to your input. It's..It's so beautiful.
- 22,618 replies
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- totm march 2020
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Space Warfare - How would the ships be built/designed?
gooddog15 replied to Sanguine's topic in Science & Spaceflight
*Boop* http://www.projectrho.com/public_html/rocket/ -
Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
eh? -
I found some problems with that idea: -I'm pretty sure that a 5 segment Shuttle SRB is too large to fit in a silo. -It's never flown without something large and heavy being attached to the side or on top -A upper stage would be a necessity -According to current plans, it's days flying with SLS are numbered. -SLS's SRB's are going to be use refurbished parts from the shuttle -The booster isn't designed to be stored for long periods of time. -The SRB based ICBM cannot be easily installed into a silo, nor less be transported in bulk to missile launch facilities. If the Air Force wanted to have more ICBM's we should start producing modernized versions of existing ICBM's like Minuteman and peacekeeper, however I think that would violate the multiple treaties the US has with Russia.
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If your boat has a inboard motor and it starts on fire, DO NOT OPEN THE ENGINE COMPARTMENT. All your going to be doing is exposing more oxygen to the fire, and allow it to spread faster. To put out the fire, there is usually a openable hole to put in the nozzle of a fire extinguisher. When the extinguisher is in, use it until it's completely empty. Also always have a fire extinguisher and check if it's expired.
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Problem with vectors while loading part
gooddog15 replied to gooddog15's topic in KSP1 Modelling and Texturing Discussion
thank you for replying so fast. I'm still getting the error. -
Problem with vectors while loading part
gooddog15 replied to gooddog15's topic in KSP1 Modelling and Texturing Discussion
Thank you. This got rid of the vector issue. but now I'm getting a format exemption: -
I've been having weird issue with loading one of my parts in game. The debug says that "Vector3" is not formatted properly: I don't think it's a problem with my config, as I've checked the definitions that include vectors, and everything checks out. PART { name = M55SRB module = Part author = Gooddog15 rescaleFactor = 1 scale = 1 MODEL { model = TechnicalDynamics/Parts/Minotaur1/M55 scale = 1 texture = MinotaurMasterNew , TechnicalDynamics/Parts/Minotaur1/MinotaurMasterNew } //node definitions node_stack_bottom = 0.0, 0.153, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 7.0, 0.0, 0.0, -1.0, 0.0, 1 //FX definitions fx_exhaustFlame_yellow_tiny = 0.0, 0.153, 0.0, 0.0, -1.0, 0.0, active fx_exhaustLight_yellow = 0.0, 0.153, 0.0, 0.0, -1.0, 0.0, active fx_smokeTrial_meadium = 0.0, 0.153, 0.0, 0.0, -1.0, 0.0, active //Sound FX definitions sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout //Editor Parameters TechRequired = generalRocketry entryCost = 1000 cost = 1000 category = Engine title = M55 Refurbished Solid Rocket Booster manufacturer = Found in some military warehouse in the middle of nowhere description = A relic of some war, (which was apparently really cold) the M55 Solid Rocket Booster was the premier rocket for all of your world ending needs. Now, we use it for putting the interns desk into orbit. Warranty Void if lit. //Attachment rules attachRules = 1,1,1,1,0 //Standard Part Parameters mass = 1.2 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 0.8 crashTolerance = 48 maxTemp = 3600 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1, srf stageOffset = 0 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 750 heatProduction = 400 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False fxOffset = 0.0, 0.0, 0.0 EngineType = SolidBooster PROPELLANT { name = SolidFuel ratio = 1.1 DrawGauge = True } atmosphereCurve { key = 0 250 key = 1 150 } } RESOURCE { name = SolidFuel amount = 850 maxAmount = 820 } } Does anyone know what could be causing the issue?
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My life at the moment:
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Congratulations Beale! All the work you've done for this mod and the forum is astonishing. I hope you have a good time taking care of your new little loaf. And once again as always, this mod is puppy approved. Also congrats curtquarquesso! It's nice to see that your maintaining this mod.
- 22,618 replies
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- totm march 2020
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Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
Completed the whole thing last night! -
Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
Orion 55XL and Orion 38 revamp complete! Just have to do the interstages/fairing/and decoupler! -
Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
Finally was able to retexture the M55 and SR-19. Moar detail, for even less used texture space! -
I haven't really learned to use emissives yet, but here's the Tantares docking lights hierarchy in Unity if it helps. collider wise, in the inspector panel, have you tried to apply a mesh collider component (which you can access through Add Component-Physics-Mesh Collider) to your models? Using that instead of making separate childs in the heirarchy may fix the problem.
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Thank you so much! It solved both problems. Also, I found a bug with part tools that caused the second problem. Apparently you cannot reset the gamedata directory without deleting and reinstalling part tools. Without doing that, it will write the model and everything else to the new and old directories, however they have nothing in them.
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Hello again, I'm having config file problems and I really don't want to create yet another thread, so I'm reusing this thread. Currently I have two problems: 1: one part wont load at all due to it apparently not existing 2: another part apparently is not in the correct format, even though I can't see any problems with it's config file. This causes the game to stall. part 1's config: PART { name = APASAdvanced module = Part author = Gooddog15 mesh = APAS.mu scale = 1 node_stack_bottom = 0.0, -0.026, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.141, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size1, srf TechRequired = generalRocketry entryCost = 1200 cost = 600 category = Utility subcategory = 0 title = APAS Advanced manufacturer = Tantares C description = A docking port with a extending thing. (please note that the extending thing does nothing) attachRules = 1,0,1,1,0 mass = .5 dragModelType = default maximum_drag = 1 minimum_drag = 0.8 angularDrag = 2 crashTolerance = 60 maxTemp = 3600 MODULE { name = ModuleAnimateGeneric animationName = Extend startEventGUIName = Extend endEventGUIName = Retract } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 } } part 2's config: PART { name = COAS module = Part author = Gooddog15 mesh = COAS.mu scale = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.5 node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size0, srf TechRequired = generalRocketry entryCost = 75 cost = 50 category = Utility subcategory = 0 title = Crew Optical Alignment Sight manufacturer = Tantares C description = Some pointy thing we found in the interns desk. Use it to help dock stuff together attachRules = 1,1,0,0,1 mass = 0.02 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.0 angularDrag = 2 crashTolerance = 15 maxTemp = 3600 PhysicsSignificance = 1 }
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Thanks. surprisingly, only 30 minutes. 25 minutes for getting up there, 5 minutes making adjustments. The scary thing about it is that I nearly ran out Xexon. Also there is a good reason why I used Ion thrusters. Large motors would make the antenna flex around and break stuff. (in reality I forgot to get large motors, and the only thing I had was Ion engines) Thanks! YAY! That's a big sigh of relief. I use those tanks alot for satellites. Also thanks!
- 22,618 replies
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- totm march 2020
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That Vostok is lookin good. I like the new green color. Also, will the external monopropellant tanks get replaced? Also+, do you remember when you said that the Ariane SRB's gimbal could be good for shuttles? As it turns out, they are! (when in giant overpowered clusters of course)
- 22,618 replies
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- 5
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- totm march 2020
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Just Released that your image is possible. Got confused by the locations of port and starboard indicators on docking port Oh look, a bear!
- 22,618 replies
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- totm march 2020
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YAY!!! I hope that it passes review. Also, what about this?