Jakey4159
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Since you’re a dev for KSP, Could you put your parts has default parts like the air craft carrier ones in the squad folder for the next update has it would probably eliminate all bad installations, problems and issues. I hope you do so
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Do you actually read the comments on some of your addons because people are having a similar bug has i do. Is there a possibility that since im playing it with steam, makes the 2 arms dont work ? Found this half working Robotics mod : ( https://raw.github.com/chrisphillips/DRobotics-for-Kerbal-0.20.2/master/DRobotics(0.20.2).zip )
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15th June 2013, 16:38 #937 Jakey4159 Jakey4159 is online now Rocketeer -------------------------------------------------------------------------------- Join Date:Apr 2013Posts:40 The Robotic arms aren't working in 0.20, when i activate them, the gui is not appearing. Any reasons why ??? (I suspect it's not working cause you installed it wrong. Or you got two versions of Romfarer.dll in your GameData folder somewhere. Or you installed KSP in a "User" folder or somewhere else prone to have weird characters in the path. Or perhaps you don't have the latest KSP patch. ) I extracted it in Gamedata, i dont have 2 versions of it, its a fresh download, its in my steam folder, and i have the latest version of ksp im on a Windows 7 M14x alienware . Heres a picture of what happens when its ACTIVATED http://imageshack.us/f/812/x24s.jpg/ (Nothing)
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When I render my map and quit the game, when I launch the game and load my save, it erases all rendered maps. Is this an reported issue with 0.20 ? Thanks for the help
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15th June 2013, 16:38 #937 Jakey4159 Jakey4159 is online now Rocketeer -------------------------------------------------------------------------------- Join Date:Apr 2013Posts:40 The Robotic arms aren't working in 0.20, when i activate them, the gui is not appearing. Any reasons why ??? I got the latest version and its still not working
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The Robotic arms aren't working in 0.20, when i activate them, the gui is not appearing. Any reasons why ???
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Could be mediafire
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Any virus or anything with this program ? I got an wierd (ube) or something and my pc was not infected with anything before ?????
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Could you guy make please make an application that can do those modifications on every updates so conversion is faster since .cfg are kind of like .txt and changing file directory is coding basics ? I can't do it myself though. I would add in the cfg files : PART { (No modifications) } and put all add ons in GameData Thank for your replies
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Help With making the CFG for a wheel, not a rover wheel
Jakey4159 replied to Jakey4159's topic in KSP1 Mod Development
the layer 27 thing has been easly done. Could i get that exemple file Please ? -
Help With making the CFG for a wheel, not a rover wheel
Jakey4159 replied to Jakey4159's topic in KSP1 Mod Development
This helps me a lot but im still a bit confused with modling the different suspension parts and Scripting them in Unity i see the different components but i still have no iidea how to (Program) Them -
Help With making the CFG for a wheel, not a rover wheel
Jakey4159 replied to Jakey4159's topic in KSP1 Mod Development
Thanks a lot il look at these i found Wheel collider component Il post here if i need further help -
Help With making the CFG for a wheel, not a rover wheel
Jakey4159 replied to Jakey4159's topic in KSP1 Mod Development
My wheels still dont roll or steer il give a link bellow with the unity project folder and all other things conserning the wheels. AND PLEASE DONT CLAIM MY WORK ! I Will use this has an exemple for my future projects. Link : http://www./download/f56xe6323mk47p2/My_Wheels.zip Thanks for the help -
Help With making the CFG for a wheel, not a rover wheel
Jakey4159 replied to Jakey4159's topic in KSP1 Mod Development
ok my parts show up but the collision box of my main chassis is not working anymore, 2 my wheels dont roll or steer at all, How do i do that And that -
Help With making the CFG for a wheel, not a rover wheel
Jakey4159 replied to Jakey4159's topic in KSP1 Mod Development
i did what suggested and my car collision box is not working and nodes are all screwed up They werent screwed up before. Any idea why ? Heres the new CFG of my car frame // Kerbal Space Program - Part Config // // --- general parameters --- PART { name = Kings_Cab module = CommandPod author = Jakey4159 // --- asset parameters --- mesh = model.mu rescaleFactor = 0.50 texture = model.mbm 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 // AD node_stack_top = 0.710, -0.7, 2.966, 0.0, 1.0, 0.0 // AG node_stack_top = -0.710, -0.7, 2.966, 0.0, 1.0, 0.0 // DD node_stack_top = 0.710, -0.7, -0.907, 0.0, 1.0, 0.0 // DG node_stack_top = -0.710, -0.7, -0.907, 0.0, 1.0, 0.0 // top node_stack_bottom = 0.0, 0.703, 0.689, 0.0, 1.0, 0.0 // Front node_stack = 0.0, -0.548, 4.3, 0.0, 1.0, 0.0 // --- editor parameters --- cost = 100 category = Pods subcategory = 0 title = Kings Crown manufacturer = Kings Space Program description = Roll in style around Kerbin ! Now with a free included battery for usage! The company afirms new accessories are coming for this model. They are also working on wheels. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 1.0 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 1 crashTolerance = 80 breakingForce = 100 breakingTorque = 100 maxTemp = 300 fuelCrossFeed = True // --- internal setup --- CrewCapacity = 5 INTERNAL { name = TTCabinternal } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = LiquidFuel amount = 100 maxAmount = 100 } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } }