Jump to content

UbioZur

Members
  • Posts

    789
  • Joined

  • Last visited

Everything posted by UbioZur

  1. If you want to lock an assembly just to be able to move it completely without having to select the root part, you can do it by shift clicking the assembly. What have been already suggested is to lock a sub assembly to avoid moving it on big ships, and in that case ctrl+Z does put it back where it was.
  2. You would need to change the MODEL { model=Squad/Parts/Utility/stackTriCoupler/model position = 0.0, -2.1361493, 0.0 scale = 1.0, 1.0, 1.0 rotation = 180, 180, 0 } to MODEL { model=Squad/Parts/Structural/adapterLargeSmallTri/model position = 0.0, -2.1361493, 0.0 scale = 1.0, 1.0, 1.0 rotation = 180, 180, 0 } You may need to tweak the position a bit. And node_stack_bottom = 0.0, -2.6710692, 0.0, 0.0, 1.0, 0.0, 1 with node_stack_bottom = 0.0, -2.6710692, 0.0, 0.0, 1.0, 0.0, 2 The node position may need to be adjusted too. For the 4 times, I will see if I can get all the part.cfg with the in game tool, without having problems. and will post it if it works.
  3. You can try to play around with the FX definition in the part.cfg of the engine. take the one from the engine you like, and put it on the engine you want it to. Else you could suggest it to the modders, as I don't think it would take that much to create several exhaust color and get a tool to change the .cfg file to those colors.
  4. Suggested lot of time already and so on the what not to suggest stickies. Thread close.
  5. As Monkeh said, it is on the what not to suggest list. Please read the stickies before posting. Thread close
  6. It is not in the what not to suggest list, but it has been already suggested a few weeks ago. http://forum.kerbalspaceprogram.com/showthread.php/47920-Hack-Gravity-Selectable-Value?highlight=hack+gravity
  7. thread lock as asteroids are part of the sticky what not to suggest list
  8. What does the ksp.log says? You may have a mod that use the same name for a part.
  9. Just for info of why a game is not localized before the end of the development: - an average of professional translation cost .2$US per word per language. To that you have to add the testing time (translator do not usually have access to the game, so you need a specialized international testing team) to make sure the translation make sense. if you spend that money early it's a waste of money because as the game get developed, you will need to keep paying to get the change translated, so it's a waste of money, and it's better off developing a game in one language and then pay for the translation once. However since, SQUAD have plan to localized KSP, I hope they are using either .net or unity or in house tools to localized strings. and if it's the case, we may have a way to plug ourself on it. as of an example: the Command pod MK1 cfg would cost US$10.6 per language, or (if we consider a language per international forum), US$63.6 for one craft file. or more than 3 people buying the game (even more as we should remove any tax, steam% and all that stuff... and the testing time) another example the .20 ASAS would have cost: $92.4 and with the .21 change add: US$57.6 (the manufacturer is the same). to get a better view of it, if you have all the game versions, get a idea of how much each update would have cost (don't forget the time that is needed to send file for translation, get it back and test it), get your hourly income, and see how many hours of work it would have been wasted on localization instead of actual game content. As for what can be done at the moment: - anything we have access to (I.e. .cfg files) are easy to translate. and using something like Module Manager. - I believe lot of the GUI text are in the program and pre-compiled, so it will be hard to change them. - trying to have the mod developer to use the same system to localize. providing them with a API even? (like a quick class file that would allow them to manage the different languages) If in need to help for french translation, let me know.
  10. I like the idea. So far I use the naming of the vessel to says on which body they are. (ker, mun, min, dun, etc...)
  11. I will for sure just "support" the stock parts as a first priorities. The way I develop it, it should allow for mods parts to work, but since there is lot of mods, I am not planing on making them a priority support, but if a small fix can allow some more mods to work, I will see to add it. M4ck, Nice idea, concept and design.
  12. What Tiron said. I did that mod more as a way to show to more people how it can be done. I am working on the in game version atm. you can try to weld it by creating a new .cfg. And don't hesitate to pm me if you need help. NOTA: you cannot weld several parts with crew hatch (it will bug), nor several parts like lights. I would try to stick to fuel tanks and structural parts to keep it safe.
  13. Thanks little square and Cy-one. So far I have the basic structural parts done, few problems when the nodes are "sideways" and not top or bottom. And of course I need to play with the scale / rescale factor because the fuel tanks have issue with them.
  14. Oh and for the flat solar panel (double post I know): 2x1 PART { // --- general parameters --- name = ubio2x1solarPanels5 module = Part author = UbioZur // --- asset parameters --- MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = -0.2, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.2, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 // --- editor parameters --- cost = 200 category = Utility subcategory = 0 title = 2x1 OX-STAT Photovoltaic Panels manufacturer = UbioZur Welding ltd. description = Two Solar panel arrange on a 2x1 grid. Re-entry heat can melt the weld. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.010 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = suncatcher pivotName = suncatcher isBreakable = false resourceName = ElectricCharge chargeRate = 1.5 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } } 2x2 PART { // --- general parameters --- name = ubio2x2solarPanels5 module = Part author = UbioZur // --- asset parameters --- MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = -0.2, 0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.2, 0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = -0.2, -0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.2, -0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 // --- editor parameters --- cost = 400 category = Utility subcategory = 0 title = 2x2 OX-STAT Photovoltaic Panels manufacturer = UbioZur Welding ltd. description = Four Solar panel arrange on a 2x2 grid. Re-entry heat can melt the weld. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.020 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = suncatcher pivotName = suncatcher isBreakable = false resourceName = ElectricCharge chargeRate = 3.0 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } } 3x1 PART { // --- general parameters --- name = ubio3x1solarPanels5 module = Part author = UbioZur // --- asset parameters --- MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = -0.4, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.4, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 // --- editor parameters --- cost = 300 category = Utility subcategory = 0 title = 3x1 OX-STAT Photovoltaic Panels manufacturer = UbioZur Welding ltd. description = three Solar panel arrange on a 3x1 grid. Re-entry heat can melt the weld. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = suncatcher pivotName = suncatcher isBreakable = false resourceName = ElectricCharge chargeRate = 2.25 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } } 3x3 PART { // --- general parameters --- name = ubio3x3solarPanels5 module = Part author = UbioZur // --- asset parameters --- MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = -0.4, 0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.0, 0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.4, 0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = -0.4, -0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.0, -0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } MODEL { model=Squad/Parts/Electrical/solarPanels5/model position = 0.4, -0.25, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 } rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 // --- editor parameters --- cost = 600 category = Utility subcategory = 0 title = 3x3 OX-STAT Photovoltaic Panels manufacturer = UbioZur Welding ltd. description = Nine Solar panel arrange on a 3x1 grid. Re-entry heat can melt the weld. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = suncatcher pivotName = suncatcher isBreakable = false resourceName = ElectricCharge chargeRate = 4.5 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } }
  15. Sorry guys Got IRL killing me at the moment, moved to spain, and no internet. Wink, not sure what ou are asking, but you can have two call (MODEL{}) for the same model in the .cfg without problem. I do not go through any .craft with the tool and don't plan to so I can keep the node detail. I will try to get a playtest version of the ingame tool asap, but I can't promise anything. Internet is quite limited at the moment (need to go to a café for it)
  16. For the gimbal (or vectoring engines), look at that video at about 9.24. I can't explain it better. For the lander, a screen would be easier than the description. For interplanetary transfer, usually LV-N are better as they have a better ISP (so less fuel consumption).
  17. What alimappedout and Pugspacerprogram said, Clouds is part of the Not to suggest list. All items or that list are either planned, already suggested lot of time, or planned to not be in the game.
  18. Hey Zodiak, All new member of the forum are automatically moderated for a certain period of time (to avoid spam). During that time you will not be able to set avatar/signature. Once you are clear, you will be able to do so. And welcome to the forum.
  19. Wow, I think you have done an excellent job so far Pwolf. Keep it going, and I do agree with your process to go from basic stuff to more advance. Get real-time multiplayer working before timewarp one.
  20. I moved it to the modelling & texturing forum.
  21. Delete the parts you have detached and use CTRL+Z pressing C toggle the snap or free attachment. See 1. When you hover your mouse on a part, it will highlight all the children parts. Make sure you go back to symmetry 1x (or no symmetry) to not have those parts placed on symmetry. In the Not to Suggest stickie because it's been suggested lot of time. You will start knowing the parts as you keep playing the game. Also all the parts look different and you can access those info on the part list. It's mainly a matter of knowing by playing more. Note that the Editor is currently being modified (hopefully for .22). We know there will be subassemblies in it for now. No news on others features so far from the dev weekly update.
  22. Welcome Jaysworld007. What do you mean by covering all the parts? Also the only relation between Steam is only used as an alternative distribution platform for KSP. Most addons can be found on the appropriate forum or spaceport You can use some plug-in as Kerbal Engineer Redux That would be the Gameplay Questions and Tutorials forum Look at the tutorial subforum and already existing thread. If you can't find the answer, just post a new thread. most known one would be: , but there are a lot of others, you can see a lot on the tutorial forum.Keep on playing
  23. It has to deal with the fact that unity manage the heating by the distance of the center of mass. So the bigger the part connected to the engine is, the more chance you have to have the CoM far from that engine. and so more heating. Good ways to deal with it are: - Add a small tank above your engine. - Throttle down. Also Overheating is not a problem (at the moment) if it doesn't reach the far right side of the gauge.
  24. Flags are usually persistent. Make sure you did not revert the flight to prior the planting of the flag. Also did you had the tracking station displaying flags?
  25. Genial Moustachauve. Pardon, C'est capoté!
×
×
  • Create New...