alkopop79
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Everything posted by alkopop79
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I'm trying to create a simple tank but it is invisible in KSP. I've tried exporting the the texture as mbm, png and tga and needless to say reloaded all the modules after applying changes. Right now I have a cfg, an .mu and an .mbm file in GameData/MyParts/parts/tank2 directory. The texture appears to work in Unity What am doing wrong? I have added mesh (selected concave), the texture appears in the asset menu and the scaling is kept 1.0 both in Unity and the cfg file.
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Helicopter rotor and the KSP API
alkopop79 replied to alkopop79's topic in KSP1 C# Plugin Development Help and Support
Found it in the config file of J-404 engine: MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 10 gimbalResponseSpeed = 8 useGimbalResponseSpeed = true } Excellent, thank you martinezfg11! -
Helicopter rotor and the KSP API
alkopop79 replied to alkopop79's topic in KSP1 C# Plugin Development Help and Support
Makes sense, thank you. What are the API modules for thrust vectoring by the way? -
Helicopter rotor and the KSP API
alkopop79 replied to alkopop79's topic in KSP1 C# Plugin Development Help and Support
That seems very interesting, thank you colmo! -
Helicopter rotor and the KSP API
alkopop79 replied to alkopop79's topic in KSP1 C# Plugin Development Help and Support
Your enthusiasm means the world to me. Thanks! -
Difficulty with Unity/KSP and textures
alkopop79 replied to BryceSchroeder's topic in KSP1 Mod Development
I'm having the same problem. Here's what I have done so far: - created a cylinder in Blender with 12 vertices and added a texture of colour red (it's for testing purposes) - imported the blender file in .fbx to the asset folder in Unity along with the texture in .png - created a new project in Unity (blender file and texture file in the asset folder), imported Part Tools, created a new empty game object - dropped the fbx file in the game object and dropped the texture on it, not surprisingly I got a red cilinder - created the mesh and chose KSP diffuse - imported the mu file and the texture in tga - added a .cfg file with roughly the same parameters as a similar sized stock tank and referenced the mu file as 'tank.mu' (which is the actual file name, not 'model') - after reloading everything, the part appears in the menu white and is invisible when dropped in VAB (attach points can be seen) I've tried to debug it and I could find both the texture and the part, they showed up in Database. I also tried to reload the database, delete the material in re-do it and nothing changed. Any ideas? -
Helicopter rotor and the KSP API
alkopop79 replied to alkopop79's topic in KSP1 C# Plugin Development Help and Support
Firespitter/KAX uses the stock engine module and it seems to work okay-ish, though there is no collective pitch. Why the doubt, Sarbian? I considered writing my own plugin but right now I just want a simple, stock based part to start with. -
Hi all, this is my first mod, please be gentle! I'm not happy with the Firespitter/KAX helicopter parts so I decided to write my own. So far I have managed to model and animate a main rotor. Importing it to Unity seems pretty straightforward. However I need help with the cfg referencing. I assume I use KPS's own ModuleEngine to generate thrust. How do I set the vector of the engine (so it points upwards)? I noticed that the Firespitter/KAX config files use the reaction wheel (ModuleReactionWheel) to steer the helicopter. Can't I use gimbal instead? Any help would be appreciated!
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Beginner's Notes on Remote Tech 2 in Career
alkopop79 replied to Geschosskopf's topic in KSP1 Tutorials
I will try that, thanks! -
Beginner's Notes on Remote Tech 2 in Career
alkopop79 replied to Geschosskopf's topic in KSP1 Tutorials
Problem solved: stupidly I didn't realise that right-clicking the dishes you can select a target. Ever since I select target, I can reach the furthest point of the Kerbal system. The three satellites around Kerbin, plus one keosynchronous com sat all have multiple big dishes that can reach the furthest corners. One more thing: I find it difficult to control my satellites with Remotetech. There's a mapper sat around Duna and I whenever I try to switch on the SAS for manual control, it turns on for a second then turns off again after the elapsed delay (about 1.45m). Without the SAS it's almost impossible to orient the satellite and set the right inclination and orbital period. Any ideas why? -
Beginner's Notes on Remote Tech 2 in Career
alkopop79 replied to Geschosskopf's topic in KSP1 Tutorials
Wow, thanks!!!! The satellites have plenty of charge and never run out. I guess the GX-128's beam is just too narrow, I will try another dish. Which antenna would you recommend for Kerbin-Mun communication? -
Beginner's Notes on Remote Tech 2 in Career
alkopop79 replied to Geschosskopf's topic in KSP1 Tutorials
Thanks for your help! All the three satellites are 'online': they are constantly connected to each other and at least one of them is linked connects to the ground station. Each satellite's big dish points away from Earth. -
How does one set the orbital period? I understand what it is but I cannot figure out how on Kerbin set it to an orbit? For instance if I have a satellite at 300km altitude polar orbit, what is the 0.8hours bit?
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Beginner's Notes on Remote Tech 2 in Career
alkopop79 replied to Geschosskopf's topic in KSP1 Tutorials
I can't manage to establish connection over 6000km. I have a network of three satellites at 1000km orbit, all of them with Reflectron GX-120. All the three point away from Earth (radial). Yet when I launch a probe toward the Mun, the link breaks, even if the probe has the GX-120 and it points toward Kerbin. Any idea what I do wrong? -
I've installed Firespitter on Mac OS X by simply moving the 'Firespitter' folder into Gamedata. It's broken as hell, there's no engine sound, the propellers seems to spin constantly and NOTHING works, such as gears or anything that moves. The installation instructions say: Q: I have no engine sounds, but the propellers spin A: You placed the folder in the wrong place or renamed it. Q: The propellers don't spin, but they provide thrust A: You somehow installed without the dll file, so only stock code is running. I did none of these yet I still have problems. What have I done wrong?
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You're a star! Thank you!
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I just got back my laptop after months of repair and I'm desperate to update KSP (Mac OS X). I never know how to do that... do I download the demo? Or do I go to the shop? The launcher that comes with KSP is useless, it crashes and freezes and has never updated KSP. I know it's silly not to know how to updtae KSP but I wish there was a 'Download' section where you can just grab the latest version.
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I wonder how you guys figured out how to use it. There's no tutorial or documentation and haven't seen anything like an editor of some sort, nor new parts. I love KSP but the lack of documentation ruins it for me. Am I supposed to read through the 63 pages of this topic to know how to install and use it???
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Protractor - Rendezvous Plugin - Under New Management!
alkopop79 replied to mrenigma03's topic in KSP1 Mod Releases
Silly me, it only works in sandbox mode. Is there a way to use it in career mode? -
Protractor - Rendezvous Plugin - Under New Management!
alkopop79 replied to mrenigma03's topic in KSP1 Mod Releases
Just installed this mod, extracted the zip into the Game Data folder and yet nothing. There's no new part in the VAB or a new plugin window. Nothing. What am I doing wrong? -
Another idiot who can't dock.
alkopop79 replied to King_Gus_Man's topic in KSP1 Gameplay Questions and Tutorials
... and this is exactly how I just managed my very first docking after months and months or trying. Thank you!!! -
Just got a spanking new Logitech Extreme 3D Pro and works perfectly. Before using the joystick HAS TO BE SET UP in the Settings-> Input section. Though I'v read others complaining about the lack of support for OS X, this joystick (and I assume any other USB device) works just fine, without driver. Happy new year, friends!