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Everything posted by craigp
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Sure. Post a link here with your new mod, so I can play with it. Anyone may include this content in any mod.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
craigp replied to bac9's topic in KSP1 Mod Releases
I'm trying to integrate B9 into my MKS-reliant universe, and the tanks aren't behaving. It looks like the tanks have some special characteristics that screw up fuel transmission. You can find their comment on it here. I have some videos showing the failure, it's very easy to reproduce. Here's one: I'm hoping someone has some insight into this, because I can't use the B9 pack very well at all if I can't fit it into my infrustructure. -Craig- 4,460 replies
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I didn't realize there was any interest. I haven't looked into adjusting it to work in career mode, but it should work in sandbox mode. I have a much larger mod in the works that was sideswiped by 0.22, so I kinda put it aside while the dust settles.
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The structural parts are from my mod, there is a link on the Youtube page. The wheels are from MP_Nazari's lander prototype pack. Unfortunately, the newest version upgrade in KSP has completely screwed up SAS for rovers, so it's more difficult to drive.
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Okay, I've played a lot of the new patch. Very nice work! I've been raving about it on Twitter, so I'll just summarize here: I think the method of the science works well with the fundamental focus of KSP. KSP is about travel - building and using rockets. Therefore, you get science by traveling. It works well with the fundamental idea of the game. I wouldn't mind reasons to have satellites, but I can see leaving for later, or for a mod. I'm very impressed by the new feel that science gives the game. The energy-heavy trickle of broadcast really gives a lot more weight to every mission I go on, which is great. Rather than decay by a set percentage with each broadcast, I might prefer something similarly trickly - like you can perform experiments that take a long time and dedicated kerbals, or something. That would increase the usefulness of astronauts and further extend missions. Well, that can be a mod, too. On the downside, you did kill all my precious 4x-physics rovers: your new SAS algorithm seems screwed up.
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Rather than just show my rover design, I made a video about driving at high velocities. Too many people underestimate how fun and fast rovers can be!
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The Solar Panel Problem
craigp replied to craigp's topic in KSP1 C# Plugin Development Help and Support
Problem SOLVED: You do need the raycastTransformName/pivotName, even though it doesn't actually throw an error if you don't include it. Thanks, Faark. -
The Solar Panel Problem
craigp replied to craigp's topic in KSP1 C# Plugin Development Help and Support
There are no related errors I can see, either at load or during play. I guess I'll play around with the two variables you've mentioned. I saw them mentioned in other places, but since no errors were being thrown and I don't really care if it tracks or not, I just ignored them. -
I always hate asking for help on something that other people have obviously accomplished, but I simply can't find a thread that helps with this. And I've read a LOT of threads. After I put out a little part mod ( http://forum.kerbalspaceprogram.com/threads/51710-Parts-Concave-Construction-Kit ) I decided to try and make a more extensive mod specifically for high-part-count starships and starbases. I've made a lot of parts... but the solar panels are not working quite right. I made a video to be really clear about it: Basically, the extending solar panel never "finishes" extending - it just pauses forever at the end of the animation. There's no errors printed to the log. The exact same object works fine if I use ModuleAnimateGeneric instead of ModuleDeployableSolarPanel - it completes and can be retracted just fine. Is there something basic I'm missing? I've read lots of threads, but none of them seem to address this problem. It certainly isn't covered in any of the "compilation of tutorials" posts I've found floating around. The biggest help, of course, would be a Unity project that contains an example of a working solar panel. I can't find anything like that, though. Advice would be appreciated!
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0.20 - PartTools, GameDatabase and new features
craigp replied to Mu.'s topic in KSP1 Mod Development
Um, does anyone have a sample of a full config file/functional part using the options specified in the first post? In particular, I'm trying to use this: ATTACH { name = top transformName = myTopTransform } I have a .mu file created in part tools, and I have an empty GameObject child to the main object, put in the place and orientation I want my anchor point. But that ATTACH {} code doesn't seem to work. The transformName is correct, so I'm stumped. The part shows up fine and works fine with the old method of doing "node_stack_top = 0, 1, 0, 0, 0, 1, 1" etc. -
I found one version of part tools at the time, and I don't think it was a recent version. I'll go hunting around, now that the forums are back up.
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Oh, that'll be nice! It appears to have taken. Hooray!
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The license file clearly indicates it's public domain. I didn't realize that you needed it in the post, as well. I don't really want to edit the post, since apparently it takes the whole thread off line until they finish vetting the edit.
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Duh! I forgot to check my download link. It's up now. Sorry about that.
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Hello! I'm new to the community, but I went ahead and made a parts mod. However, I'm not confident enough to submit it to showcase or KSP. I'd like to make sure it works on other people's machines, etc. Also, the forum was down when I was working on it, so I'm kind of in the dark about the .mu format, I'm using the .dae format. If anyone has a tutorial on that subject, I'd love to start using .mu and doing proper plugins rather than just part packs. Advice would be appreciated! You can see the overview here: It's downloadable from my personal site, at the moment. It doesn't require any other mods, but it plays very well with robotics and KAS. It includes a number of example ships, all prepended with "P" to keep them from cluttering up your list. (It's public domain) http://projectperko.com/Concave_Construction_0_01.zip Some stuff you can do with it: -Craig