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KSP2 Release Notes
Everything posted by EnterElysium
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Deprecated, we have better options now Introduction Due to the current state of the nation, the EEARD are proud to announce a line of military technology to protect us from any aggressors. Parts 'Sparrow' Short-Range Kinetic-Kill Missile [Light] MkI - Designed by our top scientists using cutting edge technology, the SR KKM[L] MkI, affectionately known as the 'Sparrow', is the first in a line of general purpose light-missiles designed to fly roughly in the direction pointed and hopefully destroy whatever they hits using momentum alone. Now with added duct tape! Plans More Missiles Change Log 0.0.01 - First Release, Sparrow inc. Download http://kerbalspaceprogram.com/elysian-empire-advanced-research-division/ License Please contact the original author before redistributing any changes to this mod, for now.
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Don't worry, I'm in act fully aware KSP is a 32bit exe, I just mentioned that because every time someone mentions load/performance issues the default response from people seems to have been to blame lack of ram etc. It does seem to be keeling over much much less now, however I suspect there may have been some system instability on that load for some bizarre reason... my folders renamed themselves on next load. I might try and re-introducing and test to see if it was just a dodgy boot. 400mb for KW? Jesus. I hope that gets nailed with the new method asap, I'd quite enjoy not being able to spend the entire loading screen cooking half my food for the week in the kitchen...
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Part Troubleshooting Advice - Noob Modder Ahoy!
EnterElysium replied to EnterElysium's topic in KSP1 Mod Development
Sas you nailed it, I was missed the empty of thrust transform! (I went off the beginner tutorials for the Blender->Unity workflow and that skips anything more complex than a standard structural part. Had assumed KSP made the thrust for you I guess. Works as an SRB now, I'll have a go at adding the decoupler and see what happens. Intending to use this in a video that needs to go out tonight... so we'll see if I can actually implement it in time... P.s. Thanks everyone! Edit: Seems to work like a charm, thanks guys! -
Part Troubleshooting Advice - Noob Modder Ahoy!
EnterElysium replied to EnterElysium's topic in KSP1 Mod Development
Haha, thanks man! Unity worked fine, think I have that sussed (for static meshes at least, I have no idea how to go about animation). When I strip the cfg it loads fine, the issue is something in that cfg causing it to hang. The wiki is particularly odd with this, a lot of the stuff there seems so dated and has a lot of dead links. It mentions parameters much as "emptyExplosionPotential" for SRB which I cannot see on the stock parts, are these deprecated tags? The last version reference on that page is to .15... o.O By removing firespitter from my mods I can get a much faster load so I might be able to actually just check by process of elimination. This'll be interesting... Edit: Right, it was the fx that were the problem. I had assume KSP would generate them dynamical from the fx name but I assume not that they are stock as changing them to clones of other part fx works. Still having some issues though. Firstly I assume that the combination decoupler + SRB code doesn't work? I think I saw that mentioned somewhere, I can't get it to decoupler at all when fired. Secondly, I am getting no thrust or fx despite the sound playing and the fuel being used up. -
Hey guys, just knocked up a quick attempt at my first part using Blender -> Unity. It's a simple one mesh object that acts as a solid fuel booster and a decoupler so that it can emulate a missile being detached and fired from a parallel surface... or at least that's the theory. Can anyone have a quick look and tell me why it hangs on load into KSP? PART { // --- general parameters --- name = SparrowMissile module = Part author = EnterElysium // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_rear = 0.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0 node_top = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1 // --- FX definitions --- fx_exhaustFlame_blue_tiny = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running fx_exhaustLight_blue_tiny = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running fx_smokeTrail_light = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage sound_decoupler_fire = decouple // --- editor parameters --- cost = 1000 category = Science subcategory = 0 title = Sparrow I manufacturer = Elysian Empire Advanced Weapons Division description = To better defend the peace loving nation of the Elysian Empire against foreign aggressors the EEAWD were tasked to divise a light, short-ranged missile for use of soft targets. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 1 crashTolerance = 55 breakingForce = 2546 breakingTorque = 2546 maxTemp = 3600 fuelCrossFeed = False stageOffset = 1 childStageOffset = 1 ActivatesEvenIfDisconnected = true stagingIcon = SOLID_BOOSTER MODULE { name = ModuleDecouple ejectionForce = 2 explosiveNodeID = top } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True allowShutdown = False ignitionThreshold = 0.1 minThrust = 8 maxThrust = 24 heatProduction = 500 fxOffset = 0, 0, 0.05 emptyExplosionPotential = 1 fullExplosionPotential = 1 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 100 key = 1 100 } } MODULE { name = ModuleDecouple ejectionForce = 5 explosiveNodeID = bottom } RESOURCE { name = SolidFuel amount = 8 maxAmount = 8 } } Also, a quick query: I run my KSP off steam, is there a way to make duplicate installations so that I can run a dev version for mod tests, and two differently modded games?
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Wow. Thats all I can say...
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Kerbal Rising - The Evolution of the Kerbal Race
EnterElysium replied to EnterElysium's topic in KSP Fan Works
I chose to go omnivore but forgot how amusing and weird it looks when I accidentally run in to other species. -
Ever wondered how Kerbals evolved? Well, let's take a few guesses... Also, note the badass hairy Homo Kerbalis picture. <3 hair particules
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I was going for WWI British handlebar, but oh hells yes. As for the multi-craft: post-production. The rocket launches you can see the edge of the masks (not my best edit, got rushed) however I am a lot more proud of the 3 harriers taking off, much better edit there. Thanks for all the compliments guys! Episode 8 (2-1) will be less amazing as I was intending to use KAS and DR with are both down from the update. Still, I hope to at least build-up into seasons 2 with some information about the fragile political climate.
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I suck at rigging, there was going to be more shots of them moving but I got so fed up with it I ended up doing a little too much of a bodge-job. Could have copied the scene lighting and then colour-matched it in better as well. Live and learn. Thanks y'all for the compliments! I think I might do these pieces every season change.
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The events of the previous 6 episodes of World War 'K' have culminated in the start of a second series, and with it, a new bad-ass short-episode/trailer/teaser/thing. For those of you who haven't seen the previous episodes: Two 'nations', the Elysian Empire and the Styx Corporation. The Styx managed to get a nuclear weapon in orbit last episode. The editing is a little janky in places, I was way overdue for this episode. Never-the-less I hope you enjoy my 'video-art-fan-work-thing'.
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Rubber Band Inc: Caterpillar tracks.
EnterElysium replied to electronicfox's topic in KSP1 Mod Development
This I really look forwards to. -
[WIP Plugin] Extraplanetary Space Centers!
EnterElysium replied to skykooler's topic in KSP1 Mod Development
All my yes. -
Dude, they look pretty as hell. I just used your original pack in a video and they are lovely although a little underpowered imo atm (although with changing the stats wildly I guess this won't be a problem for long). Look forwards to seeing the next iteration.