Bloody_looser
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Everything posted by Bloody_looser
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[1.12.x] USI Core (Reactors and Kontainers)
Bloody_looser replied to RoverDude's topic in KSP1 Mod Releases
In the main copy deleting CTT config helped. The issue was about my sawn-off community tree. -
I'm talking about KSP, not RL. Well, like LV-N for years was the only solution for interplanetary, smaller ISRU can become the only solution for everything. Why plan anything - slap a nuke, slap a drill and drill round the system all the way. I've heard realism people don't like the very concept of 'drill with an industrial miner for magic fuel', do they? P.S. Bases are cool.
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[1.12.x] USI Core (Reactors and Kontainers)
Bloody_looser replied to RoverDude's topic in KSP1 Mod Releases
Redownloading a clean KSP copy - will give em a spin. - - - Updated - - - My bad, on clean copy they do show up. -
[1.12.x] USI Core (Reactors and Kontainers)
Bloody_looser replied to RoverDude's topic in KSP1 Mod Releases
RoverDude, after the update Kontainers won't show up in stock tree at all. -
'No cheating in single-player' approach, huh? Cheating is altering rules in your favour and exists regardless of number of players. Back to the topic: flag in KSC resetting to default is low-priority and it's getting fixed. Wonky physic behaviour in a physic-based game is not. Regarding hack gravity 'fix' - hack gravity, everything starts floating, unhack - nearby rover lands and breaks wheels. Boom - mission ruined. 'Fix' is not that good.
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I'm concerned too about the direction where stock ISRU is going. And it's going to ISRU mods approach - slap a drill on everything and drill your way to Eeloo. That's not good. ISRU belongs to permanent structures or some oversized capital vessels. Hopefully, we won't get any black magic ore-propelled engines. That'll be utter embarrassment.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Bloody_looser replied to Nils277's topic in KSP1 Mod Development
I meant the rocker switch itself. Cap down - staging locked, cap up - staging unlocked. Currently it's just the opposite. Can this be changed? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Bloody_looser replied to Nils277's topic in KSP1 Mod Development
Cool. Other model-related feedback: Cupola: 1. Throttle handle clips into kerbal's boot 2. Stage lock thingie's on and off state seem to be wrong 3. Already posted about that, but RPM plane thingie seems out of place there -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Bloody_looser replied to Nils277's topic in KSP1 Mod Development
Update looks great! Since you're close to release - do you plan to make the doors more standardized, since they all are kinda different? -
Claw's Stock+ has this option. Otherwise - only save edit.
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Mighoul Saboodo(Maxmaps) is invited to The White House ?!?
Bloody_looser replied to MK3424's topic in KSP1 Discussion
That's the most realistic assumption. -
What The Hell Happened To Parachutes?
Bloody_looser replied to CrazyJebGuy's topic in KSP1 Discussion
Needs moar clarity. 1. Soften the thread title. 2. Add pics. 3. Be cool. Also, this belongs to Gameplay questions. -
Messing with mods rendered my career save unplayable, so I started a new one. And I should say, it started (•_•) / ( •_•)>âŒÂâ– -â– / (âŒÂâ– _â– ) pretty solid.
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Issues with model not showing up in game.
Bloody_looser replied to Crispy Top Hat's topic in KSP1 Mod Development
Wow, who could even imagine that's (•_•) / ( •_•)>âŒÂâ– -â– / (âŒÂâ– _â– ) the case. -
Issues with model not showing up in game.
Bloody_looser replied to Crispy Top Hat's topic in KSP1 Mod Development
Well, since you provided a packed .mu file I still can't tell what's your original issue. I unpacked it a bit, and it seem to have everything needed to make an engine. It's alive. And vigorous! P.S. Threw together my own config, since the one in tutorial is too complicated imo. Misplaced the top node a bit though. { name = EngineBL module = Part author = Bloody mesh = model.mu scale = 0.01 node_stack_top = 0.0, 30.6498, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -37.8251, 0.0, 0.0, -1.0, 0.0, 1 fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = advRocketry entryCost = 1600 cost = 390 category = Engine subcategory = 0 title = Engine of butthurt manufacturer = Bloody_looser description = attachRules = 1,0,1,0,0 mass = 0.5 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 100 heatProduction = 80 fxOffset = 0, 0, 0.21 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 345 key = 1 200 key = 3 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 4 } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimatioEmissiveLiquidEngine3 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } } PART If your engine won't show up with this config - well, reassemble it in Unity from scratch. -
Issues with model not showing up in game.
Bloody_looser replied to Crispy Top Hat's topic in KSP1 Mod Development
Sure thing. I'm sitting at home with a nasty cold anyway. Upload it to dropbox or something and link it there. -
Issues with model not showing up in game.
Bloody_looser replied to Crispy Top Hat's topic in KSP1 Mod Development
By any chance, could some non-latin characters sneak into names of modules in Unity? Had this issue once myself, it's kinda nasty. Everyone looks totally ok, just don't work. -
Issues with model not showing up in game.
Bloody_looser replied to Crispy Top Hat's topic in KSP1 Mod Development
Ah, here we go. KSP do not support AnimatorController (third pic). Delete it. Everything else looks fine IMO. P.S. Which Unity version do you use? -
Issues with model not showing up in game.
Bloody_looser replied to Crispy Top Hat's topic in KSP1 Mod Development
Well, main camera definitely shouldn't be in the engine. Delete it. Can you provide unity screens for every component of the engine? -
Issues with model not showing up in game.
Bloody_looser replied to Crispy Top Hat's topic in KSP1 Mod Development
What's in the log? Anyway, try deleting PartDatabase.cfg in KSP folder and start a new save for testing. -
[1.12.x] USI Core (Reactors and Kontainers)
Bloody_looser replied to RoverDude's topic in KSP1 Mod Releases
Yay, thank you, RoverDude. Much appreciated. You must spread some Reputation around before giving it to RoverDude again. -
Since Rector pack is distributed with MKS-L so EnrichedUranium is being used kinda. Btw, RoverDude, will you release standalone version of Kontainers?
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Well, that's nice. MKS looks too big-time for this cute tiny solar system IMO. Will definitely give this one a try.
- 706 replies
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