Countrykris
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Everything posted by Countrykris
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[SOLVED] Help on Unity Mesh Collider.
Countrykris replied to Countrykris's topic in KSP1 Modelling and Texturing Discussion
Ok I think I got it figured out. Thank you. -
[SOLVED] Help on Unity Mesh Collider.
Countrykris replied to Countrykris's topic in KSP1 Modelling and Texturing Discussion
Ok i'm very new to this modeling, there was no mention in the tutorial video on node placement. I do however know how to edit a cfg file. Do I just enter it in the cfg file? -
I have been learning how to make a simple part in blender from watching a video posted here: http://forum.kerbalspaceprogram.com/showthread.php/24742-Planing-on-a-new-Blender-Tutorial I got it all made and then set up Unity using this post: http://forum.kerbalspaceprogram.com/showthread.php/25040-Unity-to-KSP-A-Detailed-Tutorial Exported my KSP compatible model and texture to KSP_win\GameData\MyCustomParts\Parts\fuletank. Started the game and the part loaded with no problem, but when I went to attach it to another part some of it went through the other part. Here is some pics to explain what I mean. View is not great, here the part is way to close to the other part it should be sticking out more away from the other part. Here is a pic of my settings in Unity: Can someone tell me where I went wrong?
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Tried that. Dos not work. Tried this and it did not work. The side nodes don't attach to the side nodes no mater what rotation I try. Only the top and bottom ones work. The top and bottom nodes will attach to the side nodes though but not side nodes to side nodes.
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No one has ant idea? Would really love some help. I'm doing this just for my own use not to redistribute.
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I have re-sized a stock part and wanted to add 2 more nodes on the side. Having problem with it attaching right. The top and bottom nodes work fine even attaching to the side nodes but I can't attach the side nodes to the side of the same part. // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_right = 0.27, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_stack_left = -0.27, 0.0, 0.0, -1.0, 0.0, 0.0, 0 node_stack_top = 0.0, 0.53, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0,-0.53, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 attachRules = 1,0,1,1,0
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Help With Node
Countrykris replied to Countrykris's topic in KSP1 Modelling and Texturing Discussion
No it wont, I tried that first. -
I have re-sized a stock part and wanted to add 2 more nodes on the side. Having problem with it attaching right. The top and bottom nodes work fine even attaching to the side nodes but I can't attach the side nodes to the side of the same part. // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_right = 0.27, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_stack_left = -0.27, 0.0, 0.0, -1.0, 0.0, 0.0, 0 node_stack_top = 0.0, 0.53, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0,-0.53, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 attachRules = 1,0,1,1,0
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[0.20] Subassembly Loader - 0.20 Compatibility Patch
Countrykris replied to TheUndeadFish's topic in KSP1 Mod Releases
What "official" forum you talking a bought? Can't find where to get the fix you made. -
Here is what I have got so far.
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Ass I said i'm not a modder just like to tweak things for my own use. All so just trying to help. I understand it is a structural piece, but his main idea was to reduce part count, witch I would to like to do. By making it a pod that's one more less part needed.
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I'm not a modder but I have done some tweaking to stock parts and if you don't mind I would like to suggest something. 1: Make the roll cage a pod, even though the user will be adding seats to it, as it can't be controlled with out adding a remote probe core. 2: I don't think you need the lines breakingForce = 200 and breakingTorque = 200 as there are no wheels hard coded to the roll cage. Here is my tweaked cfg of your roll cage. https://www.dropbox.com/sh/6he8clzujfu9ibi/APyK-tbYkk
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I to would go for flat spots. I hope you keep it small. Right now it fits nicely in a cargo bay.
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Great idea of a part. But I am having a heck of a time trying to get wheels on it. How did you do your wheels?
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Part generator Version 2.X release / open beta
Countrykris replied to Lando's topic in KSP1 Tools and Applications
I found a problem. I just made a new tank a cylinder (Clean) and when in VAB you can't tell if it is connected to another part radially. It dos not turn form red to green when trying to attach to something, in fact it has no color change at even from first placing the part. Here is a pic to show what I mean. The tank on the left is connected with a radial decoupler but the tank on right is not connected at all. As you can see there is no way to tell if it is truly connected. -
So I have been going over the DEMvDropASAShull.cfg to see if I could find why it is not loading, and I found the problem. the line "{fixed} module = Part" was in lower case "{original} module = part". Now the craft file DROP loads with no problem. So for any of you other players that want the Mk4 RAT to work for 0.20.2 you just need to and the PART { all other code } and change the module = part in the DEMvDropASAShull.cfg to module = Part and you will be good to go. Thanks again for a great rover.
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I really love the Mk 4 RAT and was waiting on the update. I added the part{} code to all parts, and all work but the DEMVDROP_asas_hull. With out that working I can't load the craft file DROP. Thank you for the hard work. I will keep waiting on an update.
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I can't get the DEMV Mark 4 "RAT" craft file to load. All parts load and show up but the DEMvDropASAShull so I get an error trying to load the craft file. Here is a pic of the error.
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I love your rover. I have been trying for 2 days to make a rover and nothing turns out right. Can I get the craft file for it please?