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Stone Blue

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Everything posted by Stone Blue

  1. Th only real difference between defining the extra MODULEs in the .cfg's, and an MM patch, is you could get ALL the parts at once in a single text file, making updates or changes easier cuz you're editing just one file, vs a bunch of .cfgs... AND, by adding the MODULEs to the .cfgs, you'll just spam the logs with warnings or exceptions (due to the CLS mod not being present), where as an MM patch wouldnt spam the logs... And you might be able to add more functionality/integration with other mods being installed/uninstalled, using an MM patch, rather than having to cover ALL case scenarios in the .cfgs, or have to edit them all again, just to add something simple...
  2. @akron, Congratulations on making the SpaceDock "Featured Mods" list!...
  3. Glad to see this make to a 1.1.2 release... I'm working on a mod, that will have a specific part for use with Graphotron...
  4. I have those inline tanks, to include in MY ZZZ parts pack... IIRC, IFILS also uses those...
  5. @S_64 Try deleting your toolbar settings file and the 000_Toolbar folder, and reinstalling the Toolbar mod... Seems to fixed it for me...
  6. I've also suddenly had this start happening... Its VERY odd...
  7. Yup.. the mod is having a MAJOR overhaul done... Also integration with several other LS mods is planned, including USI...
  8. Actually, these are being worked on now, to be included in the new BioMass mod. I'm also redoing them to be included in a ZZZ's part pack mod I am currently also working on.
  9. Ha!... I know THAT feeling... I'm just busting ****s...Yours AND mine... my whole post was just dripping sarcasm...
  10. Man...What are you guys DOING!?.... Taking FOREVER to get this mod back up... Its not like this is rocket-science... Or astro-micro-biology, or anything... ;P And dont you ever read your PMs, @BetaguyGZT?... lol
  11. @sebi.zzr @stali79 You can actually assign more than one effect to a single transform. You can also, very easily add more transforms, in Unity, for effects. Just dont go crazy adding too many... I did this for a couple engines I am working on. I have one transform at the inner, top of the exhaust bell, set for afterburner flame effect, then a transform further down (the main one, same as the gimbal MODULE), where I have another one or two flame effects, then I added another transform about 1.5m below that, completely outside the model, for the large SRB flame effect, then ANOTHER transform at 2.75m for large smoke and SRB sparks effects... Then of course, you can mix it up even more using the different EFFECTS modes...
  12. I used to be into B&W landscape photography... Scale models... Geocaching... Turning wrenches on all my old Toyota 4x4's... Coleman camping gear (lanterns & cook stoves mostly)... Old Cub Cadet garden tractors...
  13. Wow... and I thought "I" was on the high end, by pulling in at 49 in a couple weeks... lol
  14. Really??... I saw it mentioned in a reply to one post with the phase angle image on KSP reddit... But anyway, yeah, I was thinking the same, it would be nice if there were a way to incorporate the whole periscope and spiral thing in an IVA prop...
  15. No problem... I should have mentioned that to you before... sorry... By the way, re-read my post, I edited it a little
  16. @stali79, as far as stack nodes go, a tool I've found very helpful is NodeHelper Instead of guessing on node coords, orientations, and even size, NodeHelper shows the nodes visually, and lets you edit them, so you can SEE the edits live, instead of having to reload KSP or the dtabase after every .cfg change to get the nodes "just" right... Just be aware, there seems to be an issue with node coords, when "rescaleFactor = " is defined in a .cfg as any thing other than 1.25. (if "rescaleFactor" is NOT present in the cfg, the factor defaults to 1.25. NodeHelper still works with other factors, but you have to do some manual conversions on coords when the factor is anything other than 1.25.
  17. Yeah, it would be nice to be able to shrink the space on disk for this mod... 123MB for one mod IS quite a bit... Also, glad to hear its coming along, and that you seem to be making good progress, @stali79
  18. Hmmm... OK... This is the main part of what I needed... So, really, the node_attach could imaginarilly be thought of as node_surface_attach_...? Ok... So now I know how THAT dimension is determined... Ahhh... OK... Thanx for this bit too...
  19. So I havent been able to find a definitive answer on a (hopefully) simple question. Do parts HAVE to have a node_attach_, if they have at least one node_stack_? For instance, say I have a cylindrical fuel tank, and there is a stack node for top & bottom... Does it also have to have an attach node?... And if so, where would it go?
  20. Yes... If you are in the VAB or SPH (the "editor"), if you right click on the part, do you get the menu popup?... Ive found out usually if nothing happens at all when you right click the part, its usally been a due to a collider issue.
  21. @stali79 In case you didnt know, and what I do, is before writing the part in Unity, at the bottom of the Part Tools component (below the Write button), theres a checkbox for "Show materials"... I usually check that, and hit the "Compile" button... Double check to make sure everything is assigned a KSP shader... I also check thru the resulting list o make sure the collider(s) isnt (arent) in there anywhere... Also, over in the Project window that shows your Assets & folders, I'll select the "Console" button... Then write the part... If there are any errors, or if the colliders are still assigned to a material, they'll show up in that window... It sounds like you still have a collider assigned a Mesh Filter and/or a Mesh... Do you get a menu popup when you click on the part in the KSP editor?... If not, then yeah, it sounds like you have a collider not setup sorrectly in Unity. After recently watching/reading many Blender/Unity tutorials for KSP, one of the better ones I found was by @Nifty255. He has a series of them, but this one might help you:
  22. I know you probably already found it, but here's a link incase any one else is wondering: Blender .mu Import/Export Tool
  23. Yup... I messed with it for a couple hours, and got the exhaust effects working, right-click was working... The engines seemed to run in a weird, combination of both versions at the same time, and oxidizer ran out a few seconds after clearing the end of the runway... Thats when i scrubbed the .cfg and found the mismatched brackets and the incorrectly called intake transform. As soon as I changed those, I saw the EXACT same symptoms you now have... At that point, I pretty much had to stop, and do some work on a mod I'm helping out with... Its weird, because when I get a part that suddenly, or doesnt have any right-click menu in the editor, and basically does NOTHING in the editor, I've found most times its an issue with the collider... Looking at your model, I DID notice the collider was probably more detailed than it needs to be... ?? However, I dont know how changing the .cfg would suddenly affect the collider... I'm guessing when I corrected a couple of the mismatched brackets, suddenly broken or incorrectly defined MODULES are now being used, that were previously just being ignored, and thats why the sudden "breakage"... Unfortunately, i didnt think to keep track of which they were... Also, I know some of the effects modes arent working... I'm still new to the newer EFFECTS{} modules, rather than the older prefab method...So those will need tweaking... Sorry I cant be more help right now... I'm a VERY new, novice to modelling, & still have a lot to learn about the more complicated stuff in .cfgs...
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