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KSP2 Release Notes
Everything posted by TheDude1972
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I simply rename the entire KSP directory to it's version number and install the new update all fresh and clean. If I want my old save I can still play it, but I usually don't! As long as the game is incomplete I really don't care about saves, I will always have the memories. (Does anyone really forget their first successful launch?)
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The Six Words You Never Say at KSC.
TheDude1972 replied to Whirligig Girl's topic in KSP1 Discussion
I am sure, this will work! -
Looks Great, Can't wait sinds FASA is a default mod for me Great work!
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I want this. Seriously too!
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[0.21] Hooligan Labs - Airship, Submarines and More
TheDude1972 replied to Hooligan Labs's topic in KSP1 Mod Releases
Dear Mister Hooligan Dude You should make something like the pads that lift the ships in the Matrix. Imagine the possibilities with this sort of smaller antigrav unit! Would be cool but love your mod anyway! Must try for everyone who just wants some fun. Keep up the great work, it's appreciated -
Good to hear, love your pack and missing it in 0.21
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OK OK, when I say I give up it means I will find out what wrong! Problem solver by nature. My Sollution: Noticed a single red line of text on the bottom of unity giving an error as soon as it was loaded en before I did anything. Was an error message where you go, WHAT!? Started a new project, no luck same error kept displaying. So I uninstalled Unity, reinstalled it, added the KSP tool again and no more red error below. So this is the fewest steps I used to get my model in KSP (for people like me who get stuck) - Added my part without the collision mesh like nyrath suggested (good one, saves some time modeling). - Added my part and texture to the assets in the bottom screen and clicked on my part. - In the inspector on the right I ticked the Generate Colliders and Generate Lightmap UV's (saw it on an older unity tutorial). - Added my part to a new blank game object (just dragged it straight to the main screen after creating the game object from the top menu). - Added the KSP part tools in the inspector by pressing the add component button. - Set the part tools model name and file URL. - Pressed Write. - loaded KSP, added just my part and started the launch. - Test part stayed where it was supposed to and didn't fall through the launchpad. Wooohooo! Now for some divine inspiration and modeling fun I feel a flying saucer coming up. Neh, first probably a part to house my plugin (which isn't publicly available due to using a copied part). Again, I couldn't have gotten this far without the support of KhaosCorp and nyrath. Thanks guys and I hope this will be a help to someone else too! Greetz TheDude1972
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Well tried all your suggestions, tried the Unity way described on the link that was given but now the part doesn't even show up in KSP :s I give up! I rather spend my time modeling other things then doing this. But really thanks for your help guys, but this is to much work just to get my model in the game.
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Hello fellow KSP addicts and helpfull modders(sucking up at the beginning! ). I have a little problem and can't find any post concerning the same issue. I designed a part in Blender. (Don't worry, I know about the collision mesh, naming it, giving a material, and so on and so on). Everything works except my part falls exactly half way through the floor when I go into the "real" world and the physics turn on. No matter what side is up it just falls exactly halfway through. Now I did the part config thing (added below for reference), my nodes are working fine, other parts stick to my part, my part sticks to others. But the damn thing keeps falling through the floor if it's the bottom part. What am i missing??? Is it something in blender or in the part file? // Kerbal Space Program - Part Config PART { // --- general parameters --- name = KSPtest module = Part author = TheDude1972 // --- asset parameters --- mesh = KSPtest.DAE scale = 0.1 texture = KSPtest.png specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 5, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -5, 0.0, 0.0, 1.0, 0.0 node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // --- editor parameters --- cost = 10 category = Utility subcategory = 0 title = Test Title manufacturer = DudeTec description = Test Description // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2900 } (If needed I can make screenshots, but all you'll see is a simple cylinder that is hanging halfway through the floor) p.s. It is a simple standard cylinder shape to test importing into KSP before I start a big project, thank God i did!
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Yes, exactly that piece of code is what I now add to the squad command and other mod parts manually. But I've read somewhere (think on a dev blog) that you could make your own mod add your code to stock squad parts without actually changing them yourself. This was added on the 0.20 update as far as I remember. He talked about a @ command to do that with, but i'm missing the explanation on how to use it. Can't find the original post about it either :s All this because I add several modules to stock parts so I can keep part count to a minimal (makes my PC a little more happy ). Would be very cool if you could just say add this and this to any part specified as command module. I can always dream Hmmm i thought that one was just for adding mods, i can do that on my own just fine Checked it out and his forum page has exactly what i needed, THANKS A BUNCH!!! Thanks both of you for the quick reply!
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OK guys, I've been searching but didn't find an answer to my question. (don't blame me, blame the search function and forum crash ) But is there a way to add something like a module (example: chatterer) without editing the squad parts themselfs. I read somewhere before about a @ command to use, i think in one of the blogs but can't find it. All i want is to add a module to every command module that KSP is loading. This way i don't have to edit squad parts or other (great) mods after every update. So is this possible? (yes of course! but how?)
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Kerbal Space Program The Science of Space... Disasters Kerbal Space Program You will go up eventually, you will come down even harder
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
TheDude1972 replied to JDP's topic in KSP1 Mod Releases
I had this problem too at first, You probably turn into the gravity turn and then you lose signal due to being out of line of sight with the base. What I did to solve this was to make a Sat with dishes launched it on top of a manned vehicle. Parked it in space, then another and another. Soon you have no gaps and can launch everything! One thing that bugs me is that when you lost a signal, it doesn't turn MechJeb back on when signal is restored. Would be a nice option... hint hint mister Dev Great plugin, makes you sweat even with mechJeb! p.s. turning on the blue signal lines on your map display also helps you find where it is going wrong -
I didn't even know that MechJeb could do the alignment itself, i used the docking cam (from lazor) to rotate my pieces and line them up exactly. Yes, because i'm one of those loosers that likes everything correctly! BUT! (yes, we all like a good BUTt) if this rotation could be done automatically, even better! MechJeb rules, no doubt about it! First mod i ever tried and the last i will ever uninstall!