Crozius
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Everything posted by Crozius
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Crozius replied to Nertea's topic in KSP1 Mod Releases
.tga would be no problem at all, I basically just need a base photoshop readable texture to put RGB layers over. In a perfect world a .psd with a layer that's just your UV map is what you want for kerbpaint but a .tga is serviceable. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Crozius replied to Nertea's topic in KSP1 Mod Releases
It would help the dev process of getting these to work with kerbpaint immensely if you released the textures in a .png or .psd file for us to work with. It sucks trying to get .mbm to .png. -
Just tried it, no parts show up after autotagging.
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I'd probably call it Leidenfrost
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Crozius replied to rbray89's topic in KSP1 Mod Releases
For RSS just use the ALT+N menu to increase cloud heights and reduce their speed. No fix seems to be out for the weird pixellation issues (and they appear in stock as well) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Crozius replied to rbray89's topic in KSP1 Mod Releases
Any chance we can get some kind of tutorial on the new config structure? I'm trying to get the RSS (w Krag's Planet Factory) working with the new system to no avail. To clarify, this is the problem I'm having: http://imgur.com/ZJ7gRrK -
[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
Crozius replied to Sido's topic in KSP1 Mod Releases
There is kind of a strange bug with the strawberry moon and kethane due to its extremely small size. The hexagonal overlay is radially projected a few 100km above the surface. I think there's a minimum radius for kethane bodies due to the overlay. -
[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
Crozius replied to Sido's topic in KSP1 Mod Releases
Yeah I've had no issues with the science (though it's just the generic messages until someone from crowd sourced science gets on it). Seconded on the SOI problem, it is not possible to PLAN a mission to a specific place in this system as it stands. Hyperion's SOI is by far the most excessive, you can jump through that whole system without ever actually being in Urania's SOI thanks to Hyperion. -
Hey I'm the author of that mod! Once I can solve a couple of import problems I'll have a kerbpaint compatible version with proper orientation, nodes, and engine parts uploaded (hoping to figure it all out by sunday) The mod requires: Hooligan Labs Kethane Suggested mods to go with it: Firespitter B9 Aerospace
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Hi there! When I import this blend to unity, it does not show up. it clearly imports all the meshes (the names of colliders and meshes are in the tree) but they are not visible (except for like 2 collision meshes). I suspect the problem is related to internal faces or just the generally terrible topology, but any insight would be appreciated! Here is the .blend: https://drive.google.com/file/d/0B3O74UpTgGLkLWktbjJ6VlQ1QkU/edit?usp=sharing
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Jewel, for the deployable airship stuff I recommend the animated part tutorial on youtube (it's for a landing leg, but it should get you in the right direction with animated parts)
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You can open the config and change the scale (though he's at .1 already)
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Ok I have my Ike part up and running. http://kerbalspaceprogram.com/hl-ike-addon-4/ just throw it in your hooligan labs folder and it's good to go.
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First off, I am modeling in blender, exporting as .dae, importing to unity and then exporting to .mu. http://imgur.com/a/ZPAzT The problem I'm having is the parts seem to have strange origin points and just won't line up right. I was able to kind of "force" the main chassis part into position with rotations but the tail just won't work.