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Deathsoul097

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Everything posted by Deathsoul097

  1. Right, um, checking the convex box made it un-usable from lag. This might be from having about, oh, 11 THOUSAND tris.
  2. Nada. Didn't do anything. (Sorry for taking over your thread, S3416130) EDIT: Turns out I misspelled attach in the CFG, it works fine now, apart from the pod only using the door's colliders for the airlock and ladder, and being invisible. Also, the flames are ridiculously large, and need to be about a tenth of the size. EDIT EDIT: Can any further posts on this be in this thread? I don't want to be crowding your dev thread with my own ridiculous fails.
  3. No. They are supposed to be red, and they are part of the same mesh.
  4. Give me a moment and I will post a screenshot: Yeah, I don't think this is supposed to happen: Unfortunately, as well, the stack nodes are not appearing, the part cannot be attached in any way, and I cant choose it as the first part of the ship.
  5. Yes, I did change the '.mu's name to model, and now I get the pod showing up in KSP, but it's a bit weird.
  6. Thanks. But unfortunately I am getting a problem of all parts in my install disappearing in the editor when I put my part into KSP. Any ideas? EDIT: New CFG: PART { fx_exhaustFlame_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running fx_smokeTrail_light = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout name = DrakePod module = Part author = Deathsoul097 mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.75, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.75, 0.0, 1.0, 0.0, 1 TechRequired = heavierRocketry entryCost = 8000 cost = 4000 category = Pods subcategory = 0 title = D097 Star Industries "Drake" manufacturer = D097 Star Industries description = A new Command Pod, and suitable for direct descend landing on Duna. The inbuilt engines should provide enough thrust to land on Duna, but dont expect to return with it, this is a one way trip if you do it. attatchRules = 1,0,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 35 maxTemp = 4000 vesselType = Ship CrewCapacity = 5 MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 125 maxAmount = 125 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 15 RESOURCE { name = ElectricCharge rate = 1.2 } } MODULE { name = ModuleEngines thrustVectorTransformName = ThrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 100 heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = MonoPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 300 key = 1 280 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = MonoPropellant amount = 300 maxAmount = 300 } }
  7. Thanks! This has been really helpful, but can I ask one thing though? Can you please read through my CFG in case I missed something? Code: PART { // 0.7 fx_exhaustFlame_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running fx_smokeTrail_light = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue = -0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = -0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running fx_smokeTrail_light = -0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue = 0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running fx_smokeTrail_light = 0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue = -0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = -0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running fx_smokeTrail_light = -0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout name = DrakePod module = Part author = Deathsoul097 mesh = DrakePod.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 (I haven't tested it yet, so these noes are placeholder, unless they work, of course) TechRequired = heavierRocketry entryCost = 8000 cost = 4000 category = Pods subcategory = 0 title = D097 Star Industries "Drake" manufacturer = D097 Star Industries description = A new Command Pod, and suitable for direct descend landing on Duna. The inbuilt engines should provide enough thrust to land on Duna, but dont expect to return with it, this is a one way trip if you do it. attatchRules = 1,0,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.19 minimum_drag = 0.14 angularDrag = 2 crashTolerance = 35 maxTemp = 4000 vesselType = Ship CrewCapacity = 5 MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 125 maxAmount = 125 } MODULE { name = ModuleEngines thrustVectorTransformName = ThrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = Monopropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 300 key = 1 280 } } MODULE { name = ModuleReactionWheel PitchTorque = 12.5 YawTorque = 12.5 RollTorque = 12.5 RESOURCE { name = ElectricCharge rate = 1.2 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = MonoPropellant amount = 300 maxAmount = 300 } }
  8. Thank you! This has been incredibly helpful! One thing though, how do I set up the thrust for the inbuilt engines? Other than that, and the IVA, this pod is pretty much complete. Once I get a better handle on all this unity stuff, I might well make gear for it, but they wont be in the pod, I dont want it to be an all-in-one, perfect-for-everything pod.
  9. This is perfect! Thanks. What next? I have everything set up.
  10. A more complete tutorial would be helpful, as I have only delved into unity breifley over the last couple of days. EDIT: When putting models into Unity, do I drag and drop the .blend file, or do I have to export it in a different format? EDIT EDIT: Another render of the pod, in orthographic this time. (Still has to be double-edged and sub-surfed)
  11. Thank you, yes I am, could you tell me how? EDIT: Pics! These pics show the pod, the first showing the door, and the second showing the top of the pod. It will have inbuilt monoprop engines, so that it can do a direct landing on duna. It should carry about four or five kerbals, and the ladder is only going to be there to provide a hold for kerbals to get in the pod.
  12. Wow! We really are thinking very close to along the same lines on our pods! Inbuilt engines, heatshield and more kerbals than the stock pods. The looks couldnt be more different though, mine is much closer to a cross between the Dragon Rider, and the Orion.
  13. Could I request a patch for my MOSI station? (Munar Orbital Science Installation)
  14. Wow! Bac, that looks AMAZING! I am going to create some cool stuff with this! (AKA: Giant space battleships and super-carriers)
  15. Nice! But if you think those ships are large, go check out the B9 thread. Bac has some pretty (Forgive me) ridonculus stuff he's making. I mean, looking at the stuff you have there, compared to the teasers Bac just released, yours is dwarfed by them. (4 of the second smallest 3.75m parts from KW into orbit on one lifter, with fuel to spare. Which works out at about over 160 Tonnes to orbit) With the new B9 parts (Which will be released in the next couple of weeks or so) you could easily get several thousand kerbals off world with the same style of launches and vehicles.
  16. OMG! That is soooooooooo AWESOME! It looks EXACTLY like the Heavy-Class mechs from Hawken! Now all it needs is a Jetpack/Booster!
  17. I'm pretty damn sure the devs get paid. I dont think (Even though they are probably awesome enouh) a group of people in a company would spend several years making a game that they charge you for without being paid.
  18. AFAIK this is a "what not to suggest". Currently, Squad have said they will be re-doing the space plane parts completely, and will not be editing them before then. Also, IIRC, updates 0.22 through 0.30 are primarily for career mode, so dont expect it too happen soon. Technically these aren't unfinished features, they are just placeholder remenants from C7's aerospace mod. Also, the only cockpits missing IVA's are the MK2 and MK3, so I dont know what you mean about all this "many cockpits".
  19. Yes. You should definately continue, though I feel the part looks a bit too dirty and rustic for a space program. IMO, if you cleaned up the texture a bit it would be perfect. However, it doesn't look very aerodynamic, so maybe create a dedicated shroud and LES? But maybe thats looking a bit too far ahead. KSP does allow for a part to have two hatches, but EVA'ing by the portraits will default to one of the doors. (As demonstrated by the new Mobile Processing Lab.) My brother and I are working on a similar project, that will end up having a new one kerbal pod, a five kerbal pod, a bunch of Life Support related stuff,and a few new engines. I currently have a pod for one kerbal, but I cant figure out how to put on the hatch and ladder. It is already in unity, any tips? (AKA, tell me how, PLES!)
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