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MainSailor

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Everything posted by MainSailor

  1. Sorry sorry! Totally forgot to attach it. Pastebin again: http://pastebin.com/Y9NkEHSX The odd part is from the log, it looks like the sounds are loading, but then they don't show up. The beeps work because I played them in the config menu. I'm following the procedure you'd outlined a while back by loading 0.5.6 first, playing, then quitting and overwriting the dll with 0.5.6.2. If that's not the correct procedure or unneeded let me know.
  2. For what it's worth you can enable gimballing in the cfg and it will work in the game (you can see the thrust move, and the ship will steer) without changing the model. I know there are guys animating the engine bell for gimballing but I think you have to have two models (one for the pumps and structure and whatnot, and another for the engine bell itself.) I don't have any idea how to set this up in Unity though. I don't know if the RS-25s on the SLS will have the same degree of gimbal as the Shuttle versions, but I think those had something like 10° of movement which is something you'd probably want to visually simulate if you were going to total realism. Honestly during a launch I'm not really staring at the engine so if it didn't animate I wouldn't really be upset. Hey no problem man, any time I can help.
  3. A quick question...is there a way to add a resource that isn't required by a Kerbal? For example, say I want to add a custom resource, we'll say Jello. Kerbals don't require Jello, but can consume it anyhow. I'd have a container of say, 500 Jello when I launched but when it ran out, Jeb would be bummed but it wouldn't be a big worry. If I was in a good mood I could launch a resupply rocket with more Jello up to the station or whathaveyou, and they'd be happy again. I ask because I'm thinking about developing some custom consumable resources that wouldn't be required resources for the Kerbals to live, but they'd use, perhaps for different purposes, like using a resource for science experiments, or a resource like film ( that would convert to exposed film or photos over time, which would have to be returned to KSP.) Or hell just give the guys Jello.
  4. Those boxes look really cool. I wonder if we'd be able to use them when the KASPAR mod gets finished. They'd be a cool resource container to link with something like a supply station.
  5. So I have a question regarding how you point the dishes. This is RT1 (or 0.5.0.1 I suppose.) I have a craft with a Remote Command probe aboard, as well as a capsule with 4 crew members. I have a link when I'm in the Kerbin SOI, but once I leave, I lose the link and just get the Local Control option. I have pointed my dish at Kerbin, several of my relay sats, and even lofted an RT satellite into a Minmus trailing orbit and pointed at that, and it still won't link to any of them. I have also gone back and pointed those dishes at the craft and still not gotten a link. I know that I don't need it since I have local control anyhow, but it's disconcerting as I am about to launch an unmanned ship and will need to have a link between the relays or the new command and control craft and can't seem to keep a link once I leave Kerbin SOI.
  6. Maybe this is a Mac issue. I copied your (Somnabulist) GameData folder and the new KW folders in, and the only KW parts that show up now are the original models that you're cloning using ModuleManager. I know it's not a ModuleManager issue because all of my other cfgs still work. I checked the readme and saw that the folder should be 267 mb, which it was. It's as if MM is ignoring your custom cfgs. EDIT: I just saw you had a new version up. I'll test this and see.
  7. Sounds fantastic! Would the docking port part itself act as the hatch? Or is it just that it wouldn't block access to the hatch on the pod?
  8. Part of this I think has to do with the origin coordinates from the way the part is brought into Unity. A lot of the time the actual center of the part model is where KSP calculates the center of mass of the part once it's brought into the VAB. Because of this, rocket boosters that have a large payload will have a high center of mass and then your rocket will not be as stable as a balanced rocket would be. I want to say that BobCat's method is to set the orientation (so 0, 0, 0) to the base of the rocket (say, the Ares V booster, which is a mono-block part like your core stage, the fuel tanks and engines are one piece.) So if you bring up the part in the VAB and show the center of mass, the node is all the way at the bottom, and then when you add a large payload, you'll see the COM is moved upwards. What the CoMOffset line in the cfg does is allow you to manually move the center of mass point away from it's default position in the model. I've had an issue with lighter payloads on Absolution's CORE series, where lighter payloads didn't move the COM up far enough and had issues maneuvering during launch (and even, if it made it that far, at maneuver nodes.) The way that CoMOffset works is just like the attachment node coordinates work...you have to add (or subtract) along one of the axes. So, as an arbitrary example, say you have an object that has a low center of gravity. It's 5 meters high, and the COM is at 0, 0, 0 (where, in this example, the top of the part would be 0, 0, 5.) If I wanted to perfectly center it, I'd add this to the cfg: CoMOffset = 0, 0, 2.5 ...because we want to move the point up (plus) the Z axis. Note that just like attachment nodes this doesn't just work along Z axis. You can move the center of mass on a radially attached part to help bring it more towards the thrust axis, which would help balance something say, like a shuttle configuration. Are you talking about the nodes you have to add for thrust? I believe you have to add an empty object in Unity where you want the 'flame' to be so to speak, and then this is tied in with thrustTransform. Don't take my word for it though as I never got that far with Unity, but there's plenty of other modelers which would be able to provide better assistance in that regard. That would be really cool. I know the Lionhead guys were talking about it but the project got shelved and I'm not sure if it's still on the plate. So far my 'carrier frame' is a weak approximation, just the fairing plates from NovaPunch with a couple of girders on each side to support, and I've added some attachment nodes to the plates so I can add habitation pods and fuel tanks and whatnot. It'd be great to have a really proper model made.
  9. Tested 0.5.6.2 on the Mac....and.... IT WORKS! Thanks Iannic! EDIT: It KINDA WORKS! Beeps load fine but it can't find the speech clips. The big thing is at least now the window is back.
  10. Seeing as how it's still WIP and you've got a bunch of folks willing to beta test (myself included) I'd say release the parts piecemeal. And add the caveat like shadowsutekh mentioned, and also note that future updates may break crafts. When you get ready to release you can set up a thread in the releases section. Honestly I'd say probably 90% of what I've learned from cfg files I have learned reading through BobCat's, CORE, KW, and NovaPunch cfgs. BobCat and CORE's cfgs taught me how CoMOffset works to help balance heavy loads on top of a booster, and looking at stuff like the KW fairing bases helped me learn how the attach node coordinate system works. I also learned a lot from UbioZur's 'welded' parts using the MODEL nodes, that you can assemble a module that the game sees as a single 'part' that physics acts on as a whole (like right now I am developing the Mars Transfer Vehicle frame like the one in this video: ), but doing so using off-the-shelf parts (since I fail at Blender). Right now I think I am using stuff from NovaPunch and the RogerCorp girder pack (which I had to do the PART {} wrapper to bring into .21) Bac9's B9 pack is also a great place, because of the way he re-uses textures and models - you can basically create multiple rescales of a part just by adding multiple configs in the same folder as the model and texture. This way the game only loads the model and texture once.
  11. Now I feel bad for thinking it was finally time for new textures on the Delta. My bad. I tried Blender and gave up quickly because I was so frustrated with it. I'm a print-based graphic designer so while I'm great in Photoshop, 3D tools like Blender really throw me for a loop. Sorry man!
  12. Phew sorry! Things have been slightly chaotic. We're in the process of buying a house. Anyhow...I have a fresh install of 21.1 and I installed 0.5.6 and then ran it. I get the green microphone button at the bottom (this time textured) but the window shows up as an extremely small box. I shut down KSP and dragged in the 0.5.6.1 .dll, ran it, and I get the same issue. I'm attaching my log...sorry there's so much to wade through, this is my development save so there's a bunch of part packs installed and there's a bunch of errors because I'm tweaking some of the .cfgs. Top screenshot is 0.5.6, bottom (or second) is 0.5.6.1. In both cases you can see the small window centered on the fuel tank. I'm also attaching the log thru Pastebin: http://pastebin.com/NuH5551s
  13. Thank god someone else gets this! I'm a (print-based) graphic designer and I cannot tell you how many times I am handed a PSD with merged layers or where someone's helpful tweaks were made to the image on the layer itself versus an adjustment layer. Hey dude, you know, that edit might look great on your (completely uncalibrated) monitor, but if I have to go to press/production with this you've just added a whole ton of time onto my schedule I didn't need. OK sorry...threadjack over!
  14. I keep meaning to upload my log but I haven't had a chance to play recently. I have not yet tested 0.5.6.1 but 0.5.6 was giving me the same behavior I have previously mentioned. I should have time to play today so I will test and shoot you a log, Iannic!
  15. Yeah it took me almost an hour of wondering why I couldn't find the debugger part to realize that it's now in the cfg settings (no part needed.) You have to enable Debug = True. https://github.com/Majiir/Kethane/wiki/Settings
  16. IVA models look great! Well thought-out. Utilitarian and functional without being needlessly flashy.
  17. The new parts look great! ...but... You said in the video that the textures and model are greatly improved and to be honest I never thought the old ones looked bad at all. I very much appreciate the minimalist design you use. Oh and by the way love the new logo!
  18. I'm going to slightly embarrassingly admit that I use the Kirs as a satellite body for the appearance alone. It looks a lot nicer than the stock (and low res) Structural Fuselage, and I love the boxy greebles that make it look like what I think a satellite body would have without having to add additional non-functional parts. I actually have a copy in my install folder that has the crew capacity removed, just for this purpose.
  19. From what I understand it's a limitation of the Unity engine not currently being 64 bit. I'm not sure there's anything in the KSP coding that is preventing this, but I'm not a programmer by trade so don't quote me on that. There's been some discussion of a 64 bit version of Unity in testing/development, I'm not sure how close to release it is, but that would more than likely fix all of the texture related issues people have with mods and RAM.
  20. Imgur is great. You don't even need an account.
  21. Just in time! I was thinking about rebooting my space program and cleaning up the cruft that built up and got messed up from the .20 to .21 conversion. Looking forward to building new boosters with 1.7!
  22. Yet another mod that looks like it will quickly become required in my install of KSP...my poor copy already takes 10 minutes to load. The models look great, I am looking forward to this! Edit: Is the octagonal module in the bottom right of this photo supposed to mimic the cargo bay airlock on the real shuttle? I'm just trying to wrap my head around placement.
  23. Exactly. That's one of the best looking boosters I think I've seen developed. I am awaiting your pack with bated breath.
  24. Sounds great! IVA mockup for the modules look great. I like that they have a functional, rational design rather than the somewhat generic 'stuff in a cylinder' look of Fusty's Karmony IVA. Have you heard any more from the guy working on KASPAR at all?
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