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KSP2 Release Notes
Everything posted by DYJ
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Legacy Legacy parts go in KSP_OS/Parts Legacy plugins go in KSP_OS/Plugins New fancy system The new fancy system gives each mod a folder inside GameData with a conventional structure inside, so: GameData/YourModFolder/Plugins GameData/YourModFolder/Parts GameData/YourModFolder/Otherstuff And so on Plugindata gets generated in the folder the plugin is in. Like this: dllFolder/PluginData/dllName/ For the parser to find parts in the new system the .cfg needs a PART wrapper, like so: PART { normal .cfg stuff } Flag Images Flags should be a small graphic in .png format. It is recommended to use 256x160 as the image size, although it appears that larger images do load correctly. Users should make a subfolder in the Gamedata folder with your choice of name and put the flag image files inside that. Example: Gamedata/Flags/image.png It is probable that flags bundled with mods will load correctly because of this structure. rescaleFactor and attachnodes It appears rescaleFactor no longer scales the position of attachnodes,it seems that setting the scale to 1 scales the nodes 1* rescaleFactor ie correctly. rescaleFactor = x scale = 1 The devs are aware of this so it might be fixed soon. Other moderators: Feel free to edit this post as new info emerges. Everyone else: Post new/useful information in the thread and it'll eventually get added to the OP
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
DYJ replied to DYJ's topic in KSP1 Mod Releases
FAR support is coming but is not out yet I'm afraid. -
Introduction The procedural dynamics procedural wing (pWing for short) is a wing piece that the user can procedurally manipulate, the wing automatically generates colliders and set its .cfg parameters accordingly. PLEASE SEE NEW THREAD HERE for current version. Instructions / key commands: Once a wing-section is placed mouse movement + the following commands changes the shape of the wing. Root scale : Mouseover + B Tip scale : Mouseover + T Tip position : Mouseover + G Debug print: O Autosnapping: When a section is attached to another it snaps into place on its parent part to allow for "seamless" joints, this doesn't affect rotation so you can use WASDQE to angle stuff like normal. Autosnapping can be disabled by holding down the right mousebutton as the part is attached. Changelog: 0.1 - "Alpha" Release 0.2: - (sort of)Added reflective FAR support - Code refactoring by Taverius - Unborked a bunch of stuff - Further optimization - Mirrored parts now automatically get updated - Lift indicator should be correct. 0.3: - Proper (afaik) FAR support - Unborking of the attach override logic. 0.4: -Added B9 aerospace wing, asset by Bac9. 0.5: -Added adapter thing, updated references, might have fixed the CoL indicator some people were having with vanilla ksp. 0.6: -Added 2 controlsurfaces and one 1 new wing part, Added WIP thickness scaling. 0.7: -Fixed name conflict,Added allmoving controlsurface, changed to nonrelative thickness scaling, changing thickness now autoupdates. Might have fixed something else too that I don't remember. 0.8: - Changed internal math from floats to doubles to keep up with Ferrams changes to FAR, didn't fix any of the bugs you expected me to. Also, added another wing type that's kind of WIP. 0.8.1: -Added basic cost support, change it by adjusting "costDensity", default is 2000. 0.9: -Taverius update! Added SP+ wing (thanks Porkjet) Fixed tons of bugs, added an option to revert to relative thickness scaling among other things also NEAR support, check bitbucket for a full changelog. 0.9.1: -NathanKell update! Added compatibility with latest FAR 0.9.2: -Added compatibility for KSP 0.90 (thanks to taniwha, MattHP85, ckfinite). -Change R key to B (per abrr2000) since KSP 0.90 uses R in the editor already. -Fixed some NREs for debris (thanks to taniwha). 0.9.3 -Fixed for NEAR. -Resaved PNGs so the DDS converter can read them. Install: pWings work via the GameData system, so drop the ProceduralDynamics folder in there. Known issues / Improvable areas / FAQ / Words / What does this mean?!: Editing a mirrored part or parts that are in weird orientations results in unintuitive controls, can usually be fixed by moving the camera to the other side. Reflective support? Reflective FAR/NEAR support means that to install the FAR/NEAR version you simply make sure that FAR is installed. Elliptical wings don't have their own math yet, and as such they behave like trapezoidal ones. The zero clamp intended to prevent you from inverting your wing doesn't really work and instead makes other möbius shapes. There is a SP+ style wing but now controlsurface, What gives?! That's coming How do I make my own? Example files: https://dl.dropboxusercontent.com/u/70818657/pWing%20Example.zip Source: < see new thread > Licensing: Do not distribute derivatives without my permission, feel free to tinker with it but ask me before you release anything. To clarify this applies to the plugin, Assets you can do whatever you want with.
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What is your favourite sci-fi/irl spacecraft, and why?
DYJ replied to Asmosdeus's topic in The Lounge
Saturn-shuttle! -
I've gotten banned from BF3 servers for winning too much repeatedly, guess that counts?
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Guess this thing belongs here.
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There is no reason to use the .fbx exporter in blender either, the unity editor swallows .blend files natively.
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Unity automatically triangulates meshes, so doing that in blender is pointless. Keeping it as quads/N-gons just makes everythinge easier to work with, and recent version even show you how many tris you would end up with in the top center.
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Like you all have noticed "The incident" has left the Addons section particularly crippled. To help get everything back on its feet I encourage you all to PM me links to tutorials,guides and other helpful threads that should be stickied/unstickied. Other suggestions are also welcome. I'm also contactable on IRC most of the time.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
DYJ replied to Majiir's topic in KSP1 Mod Releases
Well, even if mounted on the underside of an aircraft it will still scan the horizon, not the surface. Great for finding ships out on the ocean, probably less great for finding gaseous compounds underneath a planetary surface. Mounting any of the other options at a downward angle and letting it spin would work nicely though. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
DYJ replied to Majiir's topic in KSP1 Mod Releases
Happy to see the kethane mod get updated. And those concept pics looks really nice keptin. But what good would the naval radar styled detector be? There isn't really any orientation you could mount it in that would make sense for scanning a planetary surface. -
I've never rejected the idea of IVA for the crewtank completely, what I said is that I don't think that making a internal environment for it would be that useful until we get proper IVA rather than just cockpit view given that the crewtank isn't a cockpit. Internals for it wouldn't serve much purpose other than being able to look out the windows as it currently. But if that's something people really want to see I can whip something together. And I'll go through the DA release and clean up that sound error thing, looks like a leftover from when I was messing with alternate sound files.
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Starting a thread for your unfinished projects is fine, advertising the thread by starting other pointless threads is on the other hand considered spam. And as a result of this the thread you made in the off-topic section have been removed. But I'm sure Designer225 created this thread for a reason and will update it with progress on his endeavors.
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Bashpr0mpts modeling thread
DYJ replied to bashpr0mpt's topic in KSP1 Modelling and Texturing Discussion
Gave you a new thread, pentaposting in the the tutorial request thread didn't seem appropriate. -
Surface attach mode simply attaches to a surface using the normal radial attachment rules, not surface to surface. So for surface attach to work as intended it needs a offset for the radius of the tank added to the "node_attach" parameter. "node_attach = 0.0, 0.0, -0.5, 0.0, 0.0, 1.0" Something like this should work, at work atm so I can't give you the exact line. Hope that helps.
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Transporter Erector Launcher (TEL) Challenge
DYJ replied to MaverickSawyer's topic in KSP1 Challenges & Mission ideas
Here are some inspirational videos of TEL launchers I've built a few updates ago. -
What exactly do you guys mean with "0.17 update" ? The mod works in .17 although the bugs that popped up in .16 still persist, but thats a code issue so that's not something I can fix.
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Currently all DA engines work on planets with atmospheres. I'd like to have this changed though, since most of the engines are combustion engines of different kinds they should require oxygen to function. Electric propeller motors would be a viable option for Eve and laythe exploration atleast. Not likely no, it wouldn't serve much purpose and I don't think I can the liquid fuel they are sitting in anyway . I might make a less silly version when we get proper IVA and not just cockpitviews. http://www.kerbal.net/mod.php?id=10
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Alright everyone, take it easy. If you believe that a mod author is taking too long you are free to have a go at it yourself. Negative remarks isn't going to motivate the author to finish his work faster, rather the opposite.
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Like I said in my previous post, you are allowed to use my models. But modifying the .cfg of a part doesn't make it yours, so you still have to follow the rules set up in the original authors license. In this case all I asked for was for you to ask before you redistributed them.
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Beta 1.3 is still redistributing parts without permission and such is violating the Damned Robotics license. If it's just my stuff you are redistributing I can give you permission to do so right now, but redistributing first and asking for permission later is going to get you in trouble. And I'll change your direct download link to a link to the thread. But you still don't have a license so you need to fix that.
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Hmm, that looks like I forgot to add "rescaleFactor = 1" to that engine. Try if that works and I'll fix the release if I remember to when I get home.
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That error means that you don't have a node_collider in your model, this component controls hit detection and is vital.