LawnDartLeo
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Everything posted by LawnDartLeo
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I don't know if this forum is even the correct place to post a rant about http://kerbalspaceprogram.com issues. For what ever reason, be it incompetence or something more sinister, we get deluged by PAGES AND [KITTENS] PAGES of the same add on. In recent history.... Infinite Industries... -fixed, one post Fox150... -fixed, one post Ryan... -fixed one post Are people just mashing buttons? Is there some flaw in the submission process? Space Port is just becoming a dumping ground.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
LawnDartLeo replied to Yogui87's topic in KSP1 Mod Releases
Well... the fix... sort of... is to jack up the crash tolerance of the pod, not the wheels.... at least for me. Still have torque issues as the sky crane is decending, it twists along the vertical axis. On a different subject.... Ever thought of making a rover and delivery system for non atmosphereic environments? I've dabbled with Blender and I have to say, hats off to you guys who have the patience to use it. My experience is with engineering software such as AutoCAD and SolidWorks. Blender is just too "free form" for my rigid mind.... or i just need to figure out how to make it more rigid. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
LawnDartLeo replied to Yogui87's topic in KSP1 Mod Releases
Weird thing is as I dissected the thing... I discovered that it is the two struts holding the heat shield to the sky crane that cause the issue. Weirder yet, without those struts, the thing spins out of control wildly. Additionaly I tried all the changes listed above and it still explodes. If I just test everything in orbit, it all comes apart as intended but in atmospheric decent when the shield is cut loose.... BANG! I've waited till the last moment to jettison the heat shield, nice stable decent and it fails every time. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
LawnDartLeo replied to Yogui87's topic in KSP1 Mod Releases
+1 this... It all goes BOOM! when the HS is jettisoned and I can't see that this question was ever answered. -
Ya, Pizza.... not plugins, just geometry at the moment. It's frustrating because many people have spent ALOT of time writing up tutorials but that just isn't the way I'm wired. I am hoping the example I posted shakes a link or two loose from somebody. That video just made sense to me and suddenly I could get stuff into KSP from Blender (...and those written tutorials make a lot more sense now, too, allowing me expanded opportunities and further learning). I'm not looking for modelling specifics, I learn Blender on my own by experimentation and the like... but Unity does not lend itself to that kind of approach. I need a good step by step that doesn't take anything for granted. A kick-start, if you will. Heck, if somebody could simply make a video taking the base cube from Blender, apply a material and add a node collider, do a quick and proper setup of Unity and the KSP tools installation (...honestly, I think I am screwing this part up for some reason), export to Unity, apply a normal map and whatever else needs be done to simply spit a cube out into KSP as a base example.... that is all I need. Just the linear steps to get from A to B, like the video above.
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We all have different learning styles based on three axes, visual, auditory and tactile... we watch, we listen or we do. Studies show that two of the three overwhelm the third and that indicates our learning style. For me, I'm visual-tactile... show me and then I can figure it out on my own by doing. This has become VERY evident again while working on modeling things for KSP. I have been reading tutorials ad nauseam and getting NOWHERE with blender and then I found THIS ( ) video. I watched it and in the span of 2:37 went from abject frustration to slapping together doo-dads and such for KSP with absolute ease.I am hoping somebody has knowledge of a similiar link for using Unity. Yes, I've read thru bunches of Unity tutorials and watched numerous videos but to this point I have found nothing that makes much sense to me. The above video did things so directly with near perfect annotation that once I got done watching I had to say, "duh!"... it really is easy. So, if you know of any link(s) that really break it down as nicely as the one I have mentioned above, please post. Thanks!
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An infinite number of Kerbals working on an infinite number of computers scrapping an infinite number of Blender models given an infinite amount of time will sooner or later come up with the worst looking toroidal monopropellant tank you have ever seen...... I''m "geometrically happy" with the result but the texturing needs some creative intervention. My guess is that I need to learn how to effectively unwrap something and pick better colors. In honor of No's help I think I'll call it the Model N-Zero Monopropellant tank with integrated control panel and Emergency stop button for those fateful moments of runaway RCS thrusters.
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TYVM!.... again.
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All the links for the tools are dead. Where should I look to find?
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No, Thank you!
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https://www.dropbox.com/s/t8g1v9irey55fsk/BLENDER.zip The file above contains all my hours of hard work to make one little toroidal monopropellant tank. I have successfully brought the model into KSP but to this point cannot for the life of me figure out why I cant see the texture. For the time being it is just a placeholder with a smattering of color to make it obvious. Included are the texture and blender files as well as the cfg. Would an old pro please take a look and tell me what I have missed (... more likely screwed up) that is causing the texture to not load? Thanks in advance.
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Being really picky with this one... but the exhaust for the Vesta is planar. Maybe it is for others, too but that's the one I see the most. Here's a simple request.... fractional fuel tanks for each series of fuel tank diameter, how about one more at the next fractional size smaller? Yeah there are the default tanks for this but I miss the uniformity of having all KW textures. The smallest of KW tanks are usually a bit too large.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
LawnDartLeo replied to Yogui87's topic in KSP1 Mod Releases
My Valkyrie is missing the majority of its texturing. All other LH addons are fine. Folders checked, textures appear to be there. Help! -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
LawnDartLeo replied to Yogui87's topic in KSP1 Mod Releases
I ran DSL Pandora a few times without a problem but suddenly all I get is... Faulting application name: KSP.exe, version: 4.1.2.1635, time stamp: 0x514e9809Faulting module name: ntdll.dll, version: 6.1.7601.18229, time stamp: 0x51fb1072 Exception code: 0xc0000374 Fault offset: 0x000ce753 Faulting process id: 0x19a0 Faulting application start time: 0x01cec17a60506ae9 Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe Faulting module path: C:\Windows\SysWOW64\ntdll.dll Report Id: 2f06d49d-2d6e-11e3-b304-50e5495458bd Help in resolving appreciated. W7 pro if it helps. Let me know what else I can offer to help localize and fix. -
Altimeter seems to have gone boink
LawnDartLeo replied to LawnDartLeo's topic in KSP1 Gameplay Questions and Tutorials
And where is the radio button to do so? Update: hey forum mods.... don't make advanced edit mode a requirement for flipping the answered/unanswered bit. -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
LawnDartLeo replied to ialdabaoth's topic in KSP1 Mod Releases
Sigh! Yes, I do. Put the .dll one directory level too deep. All is well now. -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
LawnDartLeo replied to ialdabaoth's topic in KSP1 Mod Releases
Here is the directory structure I am using... Volume in drive C has no label. Volume Serial Number is 9C64-0BDA Directory of C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\ModuleManager 10/02/2013 05:22 PM <DIR> . 10/02/2013 05:22 PM <DIR> .. 10/02/2013 07:38 AM 7,680 MMSarbianExt.dll 10/02/2013 05:26 AM 137 ModuleManager_AllPods.cfg 10/01/2013 02:47 AM 820 ModuleManager_ProceduralFairings.cfg 10/02/2013 05:22 PM 0 t.txt 4 File(s) 8,637 bytes 2 Dir(s) 629,086,494,720 bytes free Here is the contents of ModuleManager_AllPods.cfg... @PART [*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = MechJebCore RESOURCE { name = ElectricCharge rate = 0.005 } } } I really don't know what it is I am missing. -
Altimeter seems to have gone boink
LawnDartLeo replied to LawnDartLeo's topic in KSP1 Gameplay Questions and Tutorials
Resolved. Never mind how. Nobody ever said Kerbins where the brightest crayons in the box. -
Having had my fill of Munar landings I moved on to Eve. I've established a stable orbit over the planet but I have no idea how high I am AGL because my darn altimeter is reading altitude from Kerbin yet. So, my readings are in millions and millions of kilometers and not the few hundred that I estimate that I am. Wha'd I break? How do I fix it?
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
LawnDartLeo replied to ialdabaoth's topic in KSP1 Mod Releases
Even tried.... no joy. Help! @PART [*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
LawnDartLeo replied to ialdabaoth's topic in KSP1 Mod Releases
Here are the contents of a file, ModuleManager_MechJeb_pods.cfg that I have placed in the ModuleManager folder.... It does not work. What am I not getting about the usage of module manager? @part[advSasModule]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[asasmodule1-2]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[avionicsNoseCone]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[crewCabin]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[cupola]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[landerCabinSmall]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[Mark1Cockpit]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[Mark2Cockpit]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[mark3Cockpit]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[Mk1-2Pod]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[mk1pod]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[mk2LanderCabin]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[probeCoreCube]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[probeCoreHex]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[probeCoreOcto]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[probeCoreOcto2]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[probeCoreSphere]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[probeStackLarge]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[probeStackSmall]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[sasModule]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } @part[seatExternalCmd]:final { MODULE { name = MechJebCore } MODULE { name = kOSProcessor } } -
Component Space Shuttle V 5.0.1 (July 14, 2013)
LawnDartLeo replied to Cepheus's topic in KSP1 Mod Releases
There is an attachment node in the cargo bay but it is next to impossible to hit except for dumb luck... which is the Kerbal engineering motto.... but none the less one is there and usable albeit blind. How does one make more effective use of this node to load up the shuttle? -
Real time part scaling
LawnDartLeo replied to LawnDartLeo's topic in KSP1 Suggestions & Development Discussion
Mmmmmmm.... That's not what I meant. Think existing part input > new part output. E.g.: I wanted a docking coupler to fit the largest cylindrical parts so I took the Clamp-o-tron Sr., made a new part folder, scaled it 125% and called it the Clamp-o-tron XL. Made it a little heavier, and such, too. Strangely, this method does not always work. parts look good in VAB but are screwy in game (original scale).