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Crozius

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Everything posted by Crozius

  1. Any word on fixing the heating problems for the ducted fans? They are my favorite USI parts with the cute little cockpit
  2. Ah I see. The engines have model_multi_particle (sans persist) so that must be why. Thank you!
  3. I can't seem to get the particle effect UI to open . I have toolbar and I can open the smokescreen window but the bottom line just reads "Open ModelMultiParticlePersistFX UI:" and the rest is blank.
  4. .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.
  5. 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.
  6. Just tried it, no parts show up after autotagging.
  7. I can't seem to get the B-34m pad thing to work. My ship will execute the jump but then remain in whatever place it was before the jump.
  8. My log continues to spam: [Exception]: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index I have updated my install to 12.2 and deleted the default tweakscale warpplugin cfg. I hope that helps because I'm stumped.
  9. Still getting the expanding parts in VAB problem after removing the extra TweakScale cfg for warpplugin. Reinstalled both mods and still it persists.
  10. I'd probably call it Leidenfrost
  11. Very strange, I'll try it with PP. Definitely didn't have both installed, but I do have a ton of mods (why else get Linux?) Edit: Confirmed PP does work. Thank you for the suggestion!
  12. Can you think of any reason this wouldn't work in Linux? None of the parts show up for me.
  13. 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)
  14. 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
  15. 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.
  16. 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.
  17. Still having the issue of ships exploding while 100-300m above the surface of Pol.
  18. I've run into an issue with landing on Pol (not sure if it's a stock issue too) where the collision mesh seems to be about 1km above the ground. Just lost a mission to it
  19. 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
  20. 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
  21. 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)
  22. All you need is photoshop and a steady hand, and you could be the guy who updates this for b9!
  23. You can open the config and change the scale (though he's at .1 already)
  24. 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.
  25. 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.
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