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Stone Blue

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Everything posted by Stone Blue

  1. I suppose the model for these is hard-coded, so I couldnt change them easily with just a .cfg?
  2. EDIT: NM...I figured out my issue... Now if I could just figure out how to DELETE posts, not just EDIT them...
  3. No, its all good... Title, as I'm sure you meant it too, fits right in with the Idiot's Guide brand of books & online guides, which is a PERFECT name for beginner's to pick up on in a Google search... :thumbsup:
  4. Wait?...What?... Huh?... Are you calling me an idiot??? j/k ... LOL... THANX! ... I havent done any work on my part in a few days... I'll give this try later...
  5. I guess it would be considered one animation that moves two separate objects on the same part. ^^This..
  6. Beale, I dont know if you are aware, but looks like there is an unofficial community fix for KK that worx in 1.0.5...Supposedly the method may not carry over into 1.1, tho, so we'll see... So will there maybe be hope for this mod later on?
  7. This? http://forum.kerbalspaceprogram.com/index.php?/topic/116875-kerdi-auto-27jul2015/
  8. ^^ What antennas are on the craft?.... Also, I dont know much, but it looks like something with RT may not be installed correctly...???
  9. Check this thread for some suggestions: http://forum.kerbalspaceprogram.com/index.php?/topic/128272-docking-tutorial-insert-random-curseword/#comment-2330361
  10. Nope.. Thats where I would like to see a simple tute, for simple animation in Blender.... Most of the online tutes I can find, are geared toward animating complicated creatures/figures in HIGH resolution, new generation games... And THANX for the rest of that info... That helps a lot... Thanx... Thats 2 votes for animating in Blender... I was kind of hoping that would be the case, since I've gotten a little more comfortable with Blender, and havent really delved into Unity hardly at all... Basically, I need two animations... One that basically replicates the telescoping of a Communitron, and the 2nd, i have a "cover", that I'm thinking will vertically drop into the hole its covering, little more than the thickness of itself, then slide laterally into a "slot" near the top of the "hole", out of sight....
  11. Yeah... I run TONS of plugin mods (100-120), and usually no more than half a dozen small parts packs, with maybe one large one thrown in (Hardware limitations have a LOT to do with determining this)... Its always best to install small groups of mods at a time... Say no more than a half-dozen... Start the game, and see if there are any obvious issues after each group... This helps narrow down any blatantly messed up mods... Also, I install the tiny, simpler, part-less plugin mods first... Then more complicated plugins (MechJeb, RemoteTech), and those with only a few simple parts... WOrk your way up, installing in smaller groupings, unitl you hit dedicated, decent sized parts packs, and install those one-at-a-time, again starting and testing the game between each install... Also, use Task Manager (or like) to keep an eye on RAM usage between groupings... Also, when you first begin, make sure you are aware of dependencies and incompatabilities between mods, so you can install them together... A little research and a simple spreadsheet can help organize things before installing anything... I know it sounds complicated, but once you get a "core" list of mods that you feel you 'must' have, and always install, once you've done it a couple times, it goes a lot quicker and easier...
  12. (I cant recall who, but) Someone recently posted this somewhere... You can "blacklist" any/all MJ modules to not load in-game (So basically you can make your MJ install go from "espresso" to "decaff" ... lol): http://wiki.mechjeb.com/index.php?title=Manual/Blacklisting_modules Also there is VOID, which IIRC, does do data logging...??? Its a lot lighter than KER on data fields and functions, though... VOID - Vessel Orbital Informational Display Or if Graphotron doesnt currently log all the flight data you need, go throw a post up on its thread asking for new fields... Graphotron Continued
  13. Wings 3D is also a free, simpler, modelling program...Good for getting your feet wet if you've never modeled before...
  14. My comment wasnt directed at any one person... Just a light-hearted comment... Well, i didnt say these would CURRENTLY work... Just thought I would mention them as possibilities...At least once they get fixed... And as far as Firespitter, you can just keep the .dll and the water launch part, and delete all the rest of the mod... You wouldnt need to have the Firespitter part attached to, and distributed with the .craft file.... So the boats WOULD be useable by modded or stock players... IF thats what you were referring to... And none of the methods I mentioned SHOULD make a lick of difference with GAP, whether installed or not.... How about the KS Kastaway as a kandidate? lol All stock, 26 parts.... Made from only the FINEST crashed rocket parts.... (The 4th seat is empty, because Kris Kerman got taken overboard by the Kraken... )
  15. So now that Kerbal Konstructs has a community fix, does that mean KerbinSide may work? I mean, was the issue with Konstructs and the kolliders, the whole reason KerbinSide doesnt work in 1.0.5? Or does KerbinSide ALSO have issues of its own for 1.0.5?
  16. Ways to launch/move vessels to water, without wheels or "driving" them there: 1) HyperEdit 2) VesselMover 3) KerbinSide 4) Firespitter water launch part Unfortunately for the purists, these are all mods... But then again, if you are a purist, what are you doing even playing this CC pack for, in the first place? I prefer HyperEdit, since you can put in coords, and launch ANYWHERE on (or off), the planet... I wish the Firespitter part had its launch position defined in the .cfg, so it could be user changed, but it seems to be hard-coded into the .dll itself...
  17. Have you tried downloading and playing THIS stock scenario by Blizzy?: Blizzy's In-Game Rendezvous Scenario and then there's also a separate docking scenario: Blizzy's In-Game Docking Scenario Here's the thread that goes with them: Blizzy's Launch, Rendezvous & Docking Tutorial
  18. @Francois424 Pleese LMK by PM if you get a response from Kommit at all...
  19. Hmmm... Yeah.... I'm guessing something on your system doesnt like DDS4KSP....
  20. ^^ I doubt it...marce took down all links to his/her work... Even though the license is pretty much open, I think picking up work/distribution on EXACT copies of marce's work may be a touchy subject... Now if someone were to start development on the ideas from scratch....That would be different...
  21. Hmmm... the only one who seems irritated over it, is you... So its better to not do something, for fear of excluding a small demographic (minors)?.... LOL... Then we better put real life on hold for ever... lol I'm generally liberal-centralist, but this idea is way over the top politically-correct nonsense, to me...
  22. So I want to attempt my first simple animation for a part I am creating... Is it best to do it in Blender, or Unity? Also, I know there are already several good KSP-specific modelling and texturing tutorials...But I havent seen anything on animation...??? Could someone try posting a beginner's one for simple animation? Pretty PLEEZE???
  23. Should be, since its hosted on KerbalStuff... IIRC, anything on KS is automatically hooked to CKAN.... ???
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