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KSP2 Release Notes
Everything posted by NoMrBond
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Will the TAC pack be based on the TAC v0.8 'day units' or the TAC v0.9 Kg/liters?
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The 2014 Officially Unofficial Apollo 11 Recreation Thread
NoMrBond replied to The Jedi Master's topic in KSP1 Discussion
Sadly lost my Saturn-V / Apollo mission recreation files in the great HDD apocalypse of '13 Maybe I should redo it with mods -
Is/are the collision mesh/s set to convex?
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I had this for ages, and then after doing a swig of updates on other mods then I noticed it was suddenly working fine and can't for the life of me remember what I updated that fixed it
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Loss of control, high part count/tonnage. (kraken?)
NoMrBond replied to TimePeriod's topic in KSP1 Discussion
How much RW force do you have under the wings? If almost all of your control authority is coming from control surfaces, and they stop working when there's no atmosphere for them to deflect, you're going to need quite a few reaction wheels (or RCS) to give you control outside of the atmosphere -
[0.23] Stockalike parts for useful esthetics
NoMrBond replied to TurboNisu's topic in KSP1 Mod Releases
Unfortunately Curse would pull it down because of authorship (based on similar prior cases), so perhaps something like MEGA, Dropbox, Google file share or Mediafire until TurboNisu uploads to Curse themselves? -
I thought the airlock object was a (tagged) box collider which didn't touch the base objects collider (or it would return 'obstructed')? The airlock object isn't actually the airlock of the model, but the position on the models surface where the airlock actions happen if a Kerbal is within those bounds (or appears when exiting)
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NoMrBond replied to rbray89's topic in KSP1 Mod Releases
Did you ever have any luck replacing the ocean layer with a shader? -
Having an issue with PP 0.9.14 and Infernal Robotics 0.16.5a (under 0.23.5) If you (node) attach a procedural structural part directly to a rotatron robotics part, that part will suddenly twist/flex when the vessel is loaded, often to the point of destruction If this is done with symmetry, only the initial part (but not the symmetrically added ones) will do this If you use a spacer (any regular structural part) between the PPart and the IR rotatron, it works fine (similarly attaching directly to other parts seems fine) More testing for specifics to follow when I have time
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[SOLVED] Trouble Animating Multiple Objects
NoMrBond replied to tygoo7's topic in KSP1 Modelling and Texturing Discussion
You can also create multiple separate animations within the same .blend via the Dopesheet View using the Action Editor [Eelstork tutorial] [Stackexchange thread on multiple animations] I'm not sure about importing them to Unity though as I haven't done a multiple animation part yet -
This is why responses and delivery times default to Soonâ„¢ and When it's done, because putting a date on it creates expectations which may be impossible to meet for something with time and/or development unknowns between now and then Bugs can crop up, life can crop up, no need to have so much pressure to deliver that working on a mod becomes a second job (and leads to burnout), or expectation is so high that people get angry when it's impossible to deliver
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HotRockets! Particle FX Replacement + Tutorial
NoMrBond replied to Nazari1382's topic in KSP1 Mod Development
I meant change the "transformName =" parts, not change them to transformName = parts i.e. change those lines in the smoke particle parts to transformName = smokePoint, while the energetic exhaust effects would remain transformName = thrustTransform Similarly thrustVectorTransformName under ModuleEngine would remain thrustVectorTransformName = thrustTransform Sorry about not being quite so clear, I was trying to get that up before I left for work (where I'm presently stuck for a while) -
HotRockets! Particle FX Replacement + Tutorial
NoMrBond replied to Nazari1382's topic in KSP1 Mod Development
The NASAmission massiveSRB config is already based on the new ModuleEnginesFX so if you want to transplant the HotRockets! BACC effects to it, you'll need to copy the non audio parts (or all) of the EFFECTS section (@PART[solidBooster1-1] of the squad_hotrockets.cfg) to their corresponding parts of the MassiveSRB part.cfg You'll also need to set the effects attributes under ModuleEnginesFX to point to the transplanted EFFECTS, so runningEffectName = running_closed will need to be changed to runningEffectName = powersmoke to match the HotRockets! PARTICLE sections you've just put in, you'll also need to add directThrottleEffectName = powerflame to the module as well since that's not there. Since the massiveSRB also has a smokePoint transform (as well as thrustPoint), you can change the transformName = parts for the smoke effects to point there instead of thrustTransform If you find the exhaust scale to be off, since the parts are different sizes, you'll need to adjust the scales of the various effects -
Node Malfunction?
NoMrBond replied to JewelShisen's topic in KSP1 Modelling and Texturing Discussion
I did eventually get a 6-way hub working alright by making sure the part orientation was upright (according to the x=90 KSP uses) and defining the top/bottom nodes last in the .cfg The four side nodes then worked alright, but sometimes (depending on what you're trying to attach) they won't seem to work until the Top and Bottom nodes are populated -
Node Malfunction?
NoMrBond replied to JewelShisen's topic in KSP1 Modelling and Texturing Discussion
The vector it's trying to attach with could be wrong? I just about always screw that up first time anyway. Or if there are more than two nodes, only the last two nodes (as defined in the cfg) will work properly -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
NoMrBond replied to Starwaster's topic in KSP1 Mod Releases
Presumably the resource is being added to the capsule with a module manage config, if so you can search the DRE config file which will affect the Squad parts and locate the resource line it's adding and add the tweakable = yes line Stuck at work right now so I can't check to give more precise details, also my assumption could be totally wrong- 5,919 replies
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Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
Hrm, I was going to say it looks a bit like one of Porkjets inflatable hab's, but procedural parts? that's neat. There's a beta link for the panels on page#10. Unwrapped and things, basic texture with AO baked in Will fix up the UV's then make the NRM and do the bakes off that -
Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
Well the HRS arrays (beta1) are available, the finished truss is going to take a while, 6000 face UV unwrap on 45 meshes was daunting as all hell, plus I need to move the NRM and texture for the HRS panels into a shared texture for the truss so it can be one piece for the suncatcher/MODULE{}, urg. Otherwise I'm trying to bake a AO right now and whheeeee, I think this might take a while