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cineboxandrew

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Everything posted by cineboxandrew

  1. Yeah these are definitely pretty small parts (the faceplates are 600mm wide). The labels on the fuel tanks I know are way too high resolution right now, they were one of the first things I didnt know where to aim for resolution-wise
  2. I was thinking of the lower tech parts as being fully analog instruments, so a programming connector wouldnt make much sense. Trimpots would work but I dont think they would look as good I'm wondering if the textures on the faceplates are too low resolution? I'm using 3mm/pixel but since the parts are so small the text still looks pretty blurry
  3. I think I will add some status lights, and maybe change the knob on the probe core, make it look more like an adjustment than a pilot control
  4. Satellite inspection and ground calibration is exactly right (hence the PID knobs on the SAS module). And these could also be used in crewed ships in avionics bays, where the knobs would be useful. I could get rid of them but I really wanted the parts to be diverse and interesting to look at.
  5. I decided to start a thread to document the work on my Rack mount spacecraft parts concept. the rack mount units would be usable for making probes, or inside avionics bays in larger spacecraft. I plan to add parts for smartparts and KOS as well 4U Fuel Tanks: These reuse existing textures for the tanks themselves to lower memory usage Probe core and SAS: A little PCB model I'll find a use for eventually: To follow development on Github: https://github.com/drewcassidy/KSP-Rack-Mount
  6. I'm working on a mod that would add a rack mount system to the game, including support for KOS. Is it currently possible to have a part with JUST a disk without a processor, so you would have to have seperate CPU and drive parts in the avionics bay?
  7. Is that a new thing? I swear I've controlled vehicles marked as debris but which had probe cores in the past
  8. I know an update for 1.4.1 is low priority but I'm getting this error in the VAB with the cargo bays [WRN 22:18:26.053] BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "mk4servicebay-1/mk4cargo-1/model/MarkIVSystem/Parts/Fuselage/mk4cargo-1(Clone)/Mk4CargoLong/CargoDoor001/ColliderDoorL001"
  9. just uploaded an update which adds some more Moon icons and moves them to a second part for better organization.
  10. Feel free to bundle this set if you want, just try to keep the Semiotic/ folder at the base inside gamedata so theres no texture duplication
  11. I'm going to make some more Moon ones which is why I want to seperate them. It would be a second part with its own list, just to keep the list from being too long
  12. I'm tempted to move the Moon icons to a seperate part. I'm unsure what that will do to existing vessels though. it probably reverts to the default variant? EDIT: if anyone could test what happens to existing vessels in the world/VAB when a variant on one of its parts is removed from the config that would be great. I'm not in a position to test right now EDIT 2: Startup KSP against better judegement and it looks like it just resets the part to the default variant. neat
  13. A set of decal textures based on the icons designed by Ron Cobb for the movie Alien, the Semiotic Standard for Commercial Trans-Stellar Utility Lifter and Heavy Element Transport Spacecraft. In addition I also made a few icons based on the ones designed by Gavin Rothery for the 2009 movie Moon includes: The original set of 34 icons designed by Ron Cobb for the movie Alien Some more icons in the Semiotic standard's style for hydroponics and docking ports An additional set of 16 icons from the 2009 movie Moon designed by Gavin Rothery Each decal is 15x15cm and uses the part variant system introduced in version 1.4. This will not work in older versions of the game without being retrofitted to work with a mod like Firespitter possible future changes: more icons! alternate version where the figures in the icons are more kerbal-like Modulemanager patch to add the decals to other parts as MODEL{} elements Changelog: Downloads: Github Spacedock source: https://github.com/drewcassidy/Semiotic Licence: BSD
  14. Any plans for Salt Water Nuclear Rockets? I want my torchships >:D
  15. Ah, turns out KSP doesnt like models having multiple submeshes. Split it into multiple models and it now loads!
  16. I'm experimenting with making my own parts, and reusing the stock textures to reduce memory usage like what SXT does, but I'm getting a NullReferenceExeption when it attempts to compile the part with any external texture references in the MODEL flag. When I uncomment the texture lines it will work, but falls back to the dummy textures. In unity I have a few materials that use the dummy textures I set up. I'm wondering if I need to use specific shaders or something? I'm using the KSP/specular shaders for them Here are the errors I'm getting: [LOG 09:38:07.498] PartLoader: Compiling Part 'KBM/Parts/Rack/KBM_4U_RCS/KBM_4U_RCS' [ERR 09:38:07.498] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [ERR 09:38:07.498] PartCompiler: Cannot compile part The contents of KBM/Parts/Rack: KBM_4U_RCS.cfg Rack.mbm RackRCS.mu hex.mbm hexNormal.mbm rcs.mbm my Config file
  17. I've had a problem with controlling ships when controlling from docking ports at a right angle from the root part. Both SAS and mechjeb's Smart ASS have wild oscillations around the roll axis of the docking port, like its overshooting its attempt to stop rotation. This happens with both an inline docking port part like the shielded clamp-o-tron or with a normal docking port attached radially. I might try testing this in an unmodded install, but was wondering if anyone else has experienced this? I have several mods installed but the only one I can think that would effect SAS's ability to hold steady is mechjeb. Nothing out of ordinary appears in the logs Edit: this is in 1.3.1 since I'm still waiting for mods to update
  18. Will there be any major save-breaking changes with these mods updating to 1.4.1?
  19. So with NF Launch Vehicles and Cryotanks, the 5m nose cone tank has a negative dry mass when filled with hydrogen, with somewhat comedic results
  20. Sorry if this has been asked before, but do the deployable wings work with stagerecovery?
  21. I dont have any of these parts in career with CTT. It doesnt look like the "advOffworldMining" tech exists anymore in CTT nevermind I'm just blind
  22. I dont think the electic charge amount on the "Support" octogirder pieces are balanced well. the full length one stores 9000 EC, yet the short stock 2.5m battery stores 4000 EC. if each of the batteries in the model is about twice the size of the B-800, then a full size support girder should store about 50,000 EC
  23. By the way the size 2 doors are broke, when its closed it looks like its open. this wouldnt be a problem except that it also applies to the aerodynamics. they produce a lot more drag when they're closed which makes no sense it can be fixed by replacing the modules in the config file with this: MODULE { name = ModuleAnimateGeneric animationName = cargoopen startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 }
  24. Is it possible to have engineers gain experience from attaching parts with this mod? I have a kerbal that just assembled an entire station and is still level 1!
  25. Ah, thanks. I didnt see anything in my log because another mod was spamming it
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