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Mrwood

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Everything posted by Mrwood

  1. Since updating to KSP .23, I have lost some FAR capabilities. The FAR aero-control surface gui doesn't show in the VAB, and the center of pressure only shows in sandbox mode. Apparently the aero-surfaces are supposed to be tweakable with a right mouse click, and that is not available on my install either. Has anyone else had any of these problems? Even better would be solutions?
  2. A few comments and specific desires for future versions that I have not seen yet: Aircraft are pretty useless in terms of science -- I suggest that Kerbals create some sort of "X-Prize" system to reward for engineering also. max speed within atmosphere (Mach 1 = 20 pts, Mach 2 = 25), ..., or successful SSTO etc, this could be extended to rocket designs also, mun and back under xx gross weight. Easier aircraft landing with keyboard, or maybe some additional displays to assist in landing. I've not been able to land an aircraft yet, except via parachute. Aircraft way points to allow travel to a destination. (perhaps some form of change to the warp system to allow a jump to a way point if the vehicle is in a stable condition) Lat and long overlays on bodies - especially if more Easter eggs get implemented
  3. Comments on .22 and Science: The game REALLY needs some in game instruction regarding HOW to conduct science. I would suggest a tab on the tech tree view. I did orbits and returns around nun and minimus and only received 20 or so science reports each. (after reading several forum posts I probably only got credit for the capsule return) I attempted several EVAs with the initial pod. I was never able to get back into the pod. (I kept bouncing off every time I attempted to grab the capsule). The I can't maneuver on launch within the atmosphere... also the sas eats too much charge when making orientation changes.
  4. Success! Mostly... I had to add the collider from the physics menu separately. However, I could not get the collision mesh to match the cylinder from within the unity editor, and my icon size inside the KSP assembly building was tiny. Apparently it exported the emission screen and/or camera that I built in my blend tutorial. I'll tinker with blend to see if I can delete the extras. I don't think I want to try textures at this point since I'm artistically challenged. Once I get these nuisances addressed, its off to learn .dll creation. Thanks, Dispatcher!
  5. Slowly making progress, I have applied the KSP shader model, but I can't seem to find the compile and write controls. Here is my progress to date: Then press the Compile Materials button. Look at the File URL line. Set where you want your files saved. Then ... get ready for it ... press the Write button for others apparently importing existing.mu files is discouraged by squad. http://www.reddit.com/r/KerbalSpaceProgram/comments/1c2pew/help_with_opening_mu_files_ksps_3d_files/ A few other tips, with the latest unity setup: make sure the layout is set to default mode - this keeps many of displays open that are common to the unity to KSP video. (Including the inspector tab) Additionally, for some reason I was not able to load a .blend model into unity until I installed blend.
  6. If anyone has insight as to how this would be modded please let me know. I'm attempting to add afterburner effects to a jet engine. I've been able to mod the part to have two modes with different performance, but I am coming up empty on applying the effects while in the afterburn mode. http://forum.kerbalspaceprogram.com/threads/48085-Help-A-Noob/page4.
  7. Lost Dazed and confused! I'm attempting to mod an engine from the B9 pack to begin my first mod effort. Roadblocks to date I need help with: 1. successfully edited engine to include 2x modes, but can't alter effects with switch (http://forum.kerbalspaceprogram.com/threads/52058-FX-definitions-in-CFG-files-with-multi-mode-parts) 2. In attempt to address #1, I downloaded unity 4.2.2.f1 and KSP part tools from the ksp wiki link. I think part tools loaded ok, but I'm not sure. (how can I confirm if KSP part tool is loaded?) I looked at the unity video, on the ksp forum, but the version looks significantly different. 3. Can I load an existing part and alter in unity? If not, how do I start a new part? Thx Mrwood.
  8. I am attempting my first mod and I've been able to modify a jet engine B-9's F-119 to include a non-afterburning and an afterburning mode in terms of performance. I'd like to add specific FX definitions only when the afterburner is engaged, and then be removed when the engine is switched into non-afterburning again. Can anyone tell me how to make FX effects phase in and out? Thanks in advance, CFG file extracts below: ... // --- FX definitions --- fx_exhaustLight_yellow = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, power // I want this to only engage on AB mode // fx_exhaustFlame_blue = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout ... MODULE { name = HydraEngineController primaryModeName = Mil-power secondaryModeName = Afterburn // Mil-power Mode primaryEngine { ... // Afterburn Mode secondaryEngine { ... MODULE { name = ModuleAnimateHeat ThermalAnim = jet_engine_f119_heat } I'm not certain but I think this controls the nozzle flaps in conjunction with the control surfaces. MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = lookatfx_target1 moversName = plate1_holder } }
  9. I'm using the S2 six meter cargo bay on the B9 mod, but I'm having cargo problems. I don't have a joystick and when I use SAS after take off the cargo snaps off inside the cargo bay and through the fuselage due to body flex. (I'm using FAR also). I have a docking node on the door of the forward section holding the cargo. Any ideas as to how I can keep the oscillations down or secure the cargo better? I don't think I can do the same thing on the rear end because my cargo has a rocket engine on it. If I put structure links on it will it undock once I reach orbit? Can I put something on the bottom/sides of the cargo bay? Thanks in advance.http://forum.kerbalspaceprogram.com/images/smilies/k_huh.gif
  10. HELP! How do I get cargo into the bay on my SSTO so that I can get it out in orbit and control as another ship? I want to start assembling a station. I've tried a radial decouple which blew half my ship apart. Pylons will only stick to the outside. I'll attempt to post a pic later, but the cargo seems to only stick to a part of my low-mounted wing. Using a 6m S2 cargo bay from B9 pack. Thx
  11. http://sbir.nasa.gov/SBIR/successes/ss/8-048text.html NASA plasma drag reduction research.
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