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Everything posted by mbartelsm
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Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
dammit! so I don't have to make a separate model for each engine? -
Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
Yeah, that was the idea, but I still want a part that looks good for the job, not the bottom of a tank . -
Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
I have zero knowledge of coding, I was planning on doing the mix-matching by hand, generating a total of 9 parts for the editor (10 with the hexarch). The only thing I was planning on coding were the engine clusters, but I'm not worrying about that part yet. -
Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
Thank you both very much -
Hexagon Projects [Phase I Development]
mbartelsm replied to mbartelsm's topic in KSP1 Mod Development
Progress: Right now I'll be iterating the 08 engine series in order to reduce texture footprint to at least 50% (currently~80%), I'm new to texturing so this might take anywhere from a couple of days to a couple of weeks -
Our goal here at Hexagon Projects it to provide the kerbal population access to high end modular parts which can be combined in anyway while keeping visual consistency and overall appeal. Given the abysmal lack of rocket engines currently available to the public, this will be our main focus early on, before we move onto structural parts, command pods and ultimately utility and science parts. Check the roadmap below to see our plans for the future. [table=width: 100%] [tr] [td=width: 100] [/td] [td] HL-04C :: 0.625m Core engine HL-04B :: 1.250m Booster engine HL-04U :: 1.250m Upper engine HL-08C :: 1.250m Core engine HL-08B :: 2.500m Booster engine HL-08U :: 2.500m Upper engine HL-16C :: 2.500m Core engine HL-16B :: 3.750m Booster engine HL-16U :: 3.750m Upper engine HL-24C :: 3.750m Core engine [/td] [/tr] [/table] LFO Tanks :: 0.625m, 1.250m, 2.500m and 3.750m (TweakScale optional) HTL-025 :: 1/4 Pancake tank HTL-050 :: 1/2 Short tank HTL-100 :: 1/1 Standard tank HTL-200 :: 2/1 Long tank HTL-400 :: 4/1 Tower tank HM-04O :: 0.625m Orbital maneuver engine HM-08O :: 1.250m Orbital maneuver engine HM-16O :: 2.500m Orbital maneuver engine HN-06O :: 0.625m Orbital nuclear engine HN-12O :: 1.250m Orbital nuclear engine HN-25O :: 2.500m Orbital nuclear engine HN-37O :: 3.750m Orbital nuclear engine HET-06O :: 0.625m Orbital resistojet thruster HES-06O :: 0.625m Orbital hall effect thruster HET-12O :: 1.250m Orbital resistojet thruster HES-12O :: 1.250m Orbital hall effect thruster ??? ???
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I decided to start a parts mod to add all the parts I believe the game needs the most, since the creation of ProcFairings, ProcParts and ProcDynamics and with such great mods such as Tantares and Infernal robotics, I believe the most needed parts are engines, especially engines for large rockets other than Saturn V or N-1 clones. The problem is that while I know how to make a pretty engine, I have no idea how to actually make a mod. So I have three questions: How do you make the gimbaling animation? How do you add an automatic shroud to your engine? Is there a tutorial to make and/or particles to a model? I'll be using the Unity editor since it seems to be -for obvious reasons- the most compatible tool.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mbartelsm replied to TaranisElsu's topic in KSP1 Mod Releases
Thank you , gonna give it a try -
As much as I hate to say it, all or nothing. You are so quick and made such a great mod that it would be better to have it complete and wait a couple of weeks more. I've got only one request, make a compressed or reduced memory version, I'd really hate not to be able to play with it just because my ram is full
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mbartelsm replied to TaranisElsu's topic in KSP1 Mod Releases
How can I add support for TAC for a mod? I'm using this mod but it was abandoned long ago, and some of it's parts (the hydroponics module and the habitation module) have no life support resources. I want to be able to generate food and recycle CO2 via the hydroponics module at the cost of electricity and water, and I want to add oxigen, food and water storage for the habitation module -
Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
mbartelsm replied to mythic_fci's topic in KSP1 Mods Discussions
Just tried it, no issues with: Infernal Robotics Tweak Scale Load on demand AIES Toolbar I need to try other mods but I have pretty much everything in ARM installed and no issues so far -
Hey, the dropbox link is down (and the spaceport link too, captain obvious out)
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
mbartelsm replied to PolecatEZ's topic in KSP1 Mod Development
If you see the second log, the problem persists even without mechjeb -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
mbartelsm replied to PolecatEZ's topic in KSP1 Mod Development
KSP has been getting stuck at the loading screen before the main menu (the one that says loading with the spinning planets), I tracked it back to this mod, as the problem stops when I remove the B9_Aerospace/Expansions folder. I checked the log and I guess it has something to do with mechjeb [WRN 13:38:26.556] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [EXC 13:38:26.562] ArgumentException: An element with the same key already exists in the dictionary. [ERR 13:41:00.815] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 [ERR 13:41:00.821] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 [ERR 13:41:00.825] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 [ERR 13:41:00.831] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 [ERR 13:41:00.842] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 [ERR 13:41:00.862] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 [ERR 13:41:00.868] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 [ERR 13:41:00.876] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 EDIT: oh, and the code of error without mechjeb installed [WRN 14:04:54.305] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [EXC 14:04:54.311] ArgumentException: An element with the same key already exists in the dictionary. Here is the log file -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
mbartelsm replied to NathanKell's topic in KSP1 Mod Releases
Yes, it was split into two mods "Modular Fuel Tanks" and "RealFuels", I have both of them as recomended -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
mbartelsm replied to NathanKell's topic in KSP1 Mod Releases
Hi, I have procedural parts and the recommended RO mods with a few others, however, none of my procedural fuel tanks have anything other than the traditional fuels available in the modular fuels window (LiquidFuel, Oxidizer, Xenon, Monopropellant and Kethane) -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
mbartelsm replied to JDP's topic in KSP1 Mod Releases
Is there a guide for RT2? I seem to be able to t¡do anything I want with my sats, regardless of whether they have a link to KSP or not, and also, how do you use the bottom right interface? -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
mbartelsm replied to JDP's topic in KSP1 Mod Releases
The link to RT2 wasn't on the op, where can I find it? EDIT: Nevermind -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
mbartelsm replied to JDP's topic in KSP1 Mod Releases
I was wondering if you could make a compatibility pack for AIES Aerospace, it has a bunch of parts for probes including antennas, dishes and command modules I tried making it but it's probably lacking a lot of things since I just copypasted and somewhat fixed the code