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KSP2 Release Notes
Everything posted by Smurfalot
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Suggestion for improvement: Make it Toolbar compatible so you can toggle the various effects using buttons instead of the shortcuts.
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How to make parts Snap to Centerline
Smurfalot replied to Smurfalot's topic in KSP1 Gameplay Questions and Tutorials
It is definitely a surface attachment problem, I need it to snap onto the node. I think this is going to be the winning solution! Thank you to everyone who tried to help. -
How to make parts Snap to Centerline
Smurfalot replied to Smurfalot's topic in KSP1 Gameplay Questions and Tutorials
These are not radial, just straight on top of each other in a stack, but it does not snap to the center so it can get offset easily. I will see about getting a pic later when I get back home. -
Two part question I am making a stack with several copies of the same part directly on top of each other, but for some reason the parts do not automatically snap to center and line up so I have to kind of eyeball it and they are getting slightly off center. Is there some value I could add to the part to make it automatically center when it connects with another part? I have a subassembly of the "manually" stacked parts. Is there a way to edit the .CRAFT to make sure all the parts are stacked directly along the centerline?
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
Here is another thought, since the DERP is designed for atmospheric reentry, you could make the HERP (High Endurance Reentry Protection) like an extra protective shell/roll-cage that uses your Deployable Airbags for hard reentry sans atmosphere. That way you could also combine the too mods you have developed. total parts: DERP Pod (As Is) DERP Propulsion (As Is) HERP Shell (Fits over the DERP pod somehow) HERP Stowage (Fits between the DERP Pod and Propulsion, stores additional LS and mono, acts as base plate for attaching the HERP shell) And whatever normally comes with the Deployable Airbags mod. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
That is not what he did on the video... Edit: That is totally unintuitive. There really should be some instructions and perhaps a new video. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
I was trying to assemble a DERP pod EVA. I have the pod and propulsion parts, I could KAS attach the propulsion to the base I am using, but could not attach the pod to the propulsion (attach was not showing up as an option on the pod). I looked in the config and the KAS AttachOnPart for the pod was set to "false" is that by design? -
I really like this mod and I do not want to come across as y or ungrateful, but I am having a bit of trouble getting it to recognize the multispec from SCANsat and the compact Kethane detector. They are not showing up on the filter list and not being calculated into train. I tried taking the comms antenna off to seperate the load from the antenna and the lights, but the light do not seem be calculating either. Is this set up to work universally with all mod parts or do you have to manually add each part from each mod in separately? Edit: Is mechjeb supported? Does not seem to show either. I am not sure what I am doing wrong, the charge input seems to be working right, but the drain does not seem to be working with most components.
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I did not see anything out of the ordinary on the output log, no errors or red lines. It may well have been an ID10T error on my part, but I will be extra careful to watch my steps to see if it replicates. On the topic of attaching a static to a specific save/scenario. I was thinking it might be best if some statics that are created to be interacted with as "live" structures are created as separate flights so that they can be interacted with, selected from KSC control and targeted etc. as a "live" structure. This might be accomplished by looking at the way new flights are created when stages separate. Having the "live" structure as a separate flight would also help with docking and transferring resources/kerbals between that type of static and other vessels. Then you would probably have to create a vesselType for "Terrain" for statics that are -not- "live" structures such as islands, caves and that archway I saw earlier in the thread.
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When I left and reloaded the game as mentioned in the last post, it was my first scene after loading a new game. So that might be the cause. However something strange just happened. When the structures did not show up last night (as mentioned previously) I deliberately deleted them from the "existing" menu and resaved the session again before I shut down the game for the night because I did not want ghost structures lingering in my config. Just now when I loaded the game to to check my process. I once again went to the location on the first flight after loading... and the structures I had deleted previously had reappeared.
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I still have not heard from BobCat to see if it is ok to release the links to the public I am trying to avoid distributing it without getting his blessing first.
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I don't suppose you have already made some similar looking things that have the same look/theme to them?
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That is basically what I did, the only problem is if I leave the flight I used to get to the location for placement, go to the space center and come back the structure is gone. I made sure that I saved the placement and it still shows up in the menu as an existing item, but it no longer renders in the game. Leaving the game and reloading does not help.
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What size are those scaled to and which side is the front? The part that looks like a docking hatch?
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Part Tools 0.20, Blender, Unity, and KSP
Smurfalot replied to Cheebsta's topic in KSP1 Modelling and Texturing Discussion
Thank you very much for your help. I believe I have the right Part Tools now-- I had downloaded the old one PartTools18 as instructed by that tutorial, but could not get it to work because the file names have changed and I cannot get past creating a new project. This may be why I could not find it, I started a new project when I realized I had the wrong part tools and could no longer find the folder. Edit: Created a new unity project and selected "UpgradeProject" and "PartTools" from the .20 download to create and set the KSP GameData, but I do not understand what Step 3 is talking about. The other tutorial said something about creating an empty game object. -
Part Tools 0.20, Blender, Unity, and KSP
Smurfalot replied to Cheebsta's topic in KSP1 Modelling and Texturing Discussion
I am trying to follow these steps, but there seem to be some gaps. For example: "Import the KSP Part Tools package from the Assets -> Import Package -> Custom Package dialogue. Open Part Tools from the Tools menu and tell it where your KSP GameData folder is." Can you elaborate on the a lot please? Specifically: What is the "KSP Part Tools package? How do I get it? Where is "Assets"? Is that in Unity? Which Tools menu are you talking about? Pictures would be great. Please spell it out as if I know nothing about unity....because I don't. I already read http://forum.kerbalspaceprogram.com/showthread.php/25013-Compilation-of-modding-information-links-for-0-19-0-20-Last-updated-30-06-13 Which sent me to: http://forum.kerbalspaceprogram.com/showthread.php/25040 But the tutorial is out of date and i cannot get it to work. -
I am not having any luck making my own models, so I thought I could try to turn some existing models from PART into STATIC. Do I need to import the model back into Unity for that or just alter the config? I have tried both and neither work for me, but probably due to my own lack of familiarity with the Unity.
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0.20 - PartTools, GameDatabase and new features
Smurfalot replied to Mu.'s topic in KSP1 Mod Development
^ This. I cannot follow the directions because everything has different names. -
These are great. You need to visit KerbTown!
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I went and watched the other trailers. I get it now. The possibilities for this are pretty amazing, particularly the area triggered video.
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I thought the point was to access all the animation controls for the whole ship from one menu... is that not what it does?