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Starwhip

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Everything posted by Starwhip

  1. It's already been done. Version 0.5.0 fixed it. However, as SolidFuel doesn't transfer between tanks, or engines, and just stays put in it's own part, I've had to use the temporary solution of giving it a STACK_PRIORITY_SEARCH flow type with ModuleManager. I'm working on a .dll that will check if a fuel line is connected to a part with the SolidFuel resource, and disable flow if it is.
  2. Starwhip

    Riddles

    Almost, very close. Think: "Home". One with the wall, and close to the heart. Many things will fall, from this piece of art.
  3. Pretty cool. I can't find my first station, but it was very wiggly and laggy due to 1.25 meter parts and size: I had a beam sticking out for interplanetary ship building components that was the length of the rest of the station!
  4. Not anymore! XD Can't wait to see what this fabled "1.0" brings.
  5. A pair of I-Beam missiles. Eight sepatrons on each one.
  6. I think I should, considering I have to get up at around 4:45 AM. I'll check back later... today? (Good god, it's FRIDAY!? I stayed up too damn late again.)
  7. Um... I don't know. I'm not using it. I've got... let's see. Unity 4.3.4 It could be the problem... though I don't know why it would be. This is stumping me, although it could be because it's 12:34 AM and I should be getting some sleep.
  8. I was looking over the .cfg on the last page for the Kupiter 2 Upper Hull. Is it supposed to have the moduleEngine bit? EDIT: You're welcome! And I hope we can get this confounded thing working!
  9. Sounds like either a bug or you didn't arm it. Does it look like a claw or a rounded fuel tank?
  10. Could it be made clearer that you're getting the ENTRY costs of the parts and not the unlock costs? Because the first time I saw it that's what I assumed it was. (Cost me about 6,000 on a hard mode game before I realized what I was doing. XD)
  11. Heyo! Welcome to the forum! I've been helping some other modders out lately, and am developing my own mod as we speak. Perhaps I could help you as well!
  12. One with the wall, and close to the heart. Many things will fall, from this piece of art. Riddles are fun.
  13. Starwhip

    Riddles

    Nope One with the wall, and close to the heart. Many things will fall, from this piece of art. HINT: It's not a "prized" anything.
  14. What? Speak up, sonny! It's a little clunky, GregGrox, but I like it!
  15. Ah! Aha! Methinks I know what you did! See where it says "GameObject"? Get rid of it. Move (click-drag) the Jupiter2UpperHull model into the main Hierarchy directory, so that it becomes the master, or parent part, however you see it. Give it a Physics-Mesh Collider property, a KSP-PartTools script, and compile. If that's not your problem I have absolutely no clue. XD EDIT: If this is the case... http://imgur.com/gallery/wMUnuge Sums it up real nicely.
  16. Do you mean moduleAlternator? I assume you want to add electric charge production, correct? http://wiki.kerbalspaceprogram.com/wiki/Module#ModuleAlternator - - - Updated - - - Ah, wait. MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } } Looking for that? - - - Updated - - - LINK: http://wiki.kerbalspaceprogram.com/wiki/Module#ModuleGenerator
  17. Show me your Unity hierarchy: my mod's models were invisible because of an error here. You should have the parent model as the first (MAIN) thing in the hierarchy, and subsequent parts underneath. OH! I forgot to mention that I fused the two parts of the engine together in Blender with Ctrl+J. Is that your problem?
  18. Starwhip

    Riddles

    Ah, what the hell. One with the wall, and close to the heart. Many things will fall, from this piece of art.
  19. Could be! Fingers crossed on my end. - - - Updated - - - And if it whatever you did doesn't fix it: You are adding a "Physics-Mesh Collider" component, and hitting the "convex" checkbox, right?
  20. Hey, look at that! XD Love the reference, by the way!
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