-
Posts
1,111 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Jiraiyah
-
[1.6.1] NodeHelper - tool used to edit node positions
Jiraiyah replied to Felbourn's topic in KSP1 Mod Releases
thanks sir. also, notice the problem with the icon for the toolbar? is there anyway you can fix it? -
[1.6.1] NodeHelper - tool used to edit node positions
Jiraiyah replied to Felbourn's topic in KSP1 Mod Releases
you asked for the awesomness, get ready for it -
[1.6.1] NodeHelper - tool used to edit node positions
Jiraiyah replied to Felbourn's topic in KSP1 Mod Releases
I have a slightly big issue with this mod, on the node selection pannel, there is no slider on gui, one of the parts i was developing had more than 80 nodes (don't panic using b9PartSwitch for managing them ) and when i tried to look into few of them using this tool, i noticed that even with full height, most of the nodes are outside of the window and there is no slider to look into them lol -
Done and Done, thanks sir. the file without B9 plugins is uploaded to curse too
-
hmm I think I will put the link for B9, after all, everything would work without B9 but B9 plugins would make the life tons easier using these models for you so what should i use as license now? Creative Commons?
-
o o, damn, totally new to license stuff, hmm, what do you think guys? should i just add the parts to the mod and put the links for different dependencies? You have no idea, that profile ring took me the most time out of every model you see there, the mesh was dirty, the ring was made by the section profile being rotated and copied with a crazy rotation number, the config for all those nodes and their toggling with B9 blah blah, but I am happy with the result and I hope you enjoy it, only thing that i couldn't figure out was how to automatically rotate the wall sections to match the rotation on the attach nodes, so when you want to put them on none 90 degree based nodes, you need to slightly rotate the parts for top and bottom sections manually each time Edit : umm ZZZ and Concave are both public domain, wayland is creative common, B9 stuff are GNU, tweak scale basically has WTFPL! and i don't know module manager one but i see it in every pack so it should be possible to put it in packs with different licenses, so? should i put each mod's models in different zip file and distribute them in different licenses? honestly i don't like the idea, isn't there a solution for this to keep all of them in one zip file?
-
@Kottabos would you mind making a review for my mod? no one can do it better than you sir i hope you like the mod, just don't tell it's not "so stock looking like" and the only animations are the windows of station that come from right menu, what do you expect my dear youtube master? i am not the best mod developer out there you know
-
Current Mod Version : 1.6.1.0 There were many mods or parts that were modeled in years, models or mods that were left alone and never got updated after their original publishing, thankfully, their licensing were open and let others take their job and continue their awesome works but, no one ever took it upon themselves to do it. Here are few of those mods : Concave Construction Kit Wayland Station Rings ZZZ Models (some of the parts are being used in other packs but not those that are included in this mod) I'm honored @Kottabos thanks for the review. Now, Concave construction kit give you some parts that look concave, they are awesome if you want to add parts to your vessel in ways that are not normal but very useful. Stational Rings, give you three different rings to be used on your space stations. Two of them are solid but one is profile rig and it gives over 80 attach nodes in every direction (top, bottom, out, in,...) Finally, from ZZZ's awesome work i took three radially mountable models, and,... made two variants of each, one being a radially attachable tank, the other? RAPIER engines !!!! For installation, simply put the content of the pack into your game data folder. If you don't add B9Animation, the animation of the fins on rapier engines won't work but the engine will be ok, without B9PartSwitch, you may hate the profile ring but with that plugin, you will sure have fun time putting your ring together as a puzzle All the parts have tweak scale module added to them so have fun with it Because of License conflict between B9 and wayland I decided to take B9 plugins out of the pack and you need to download them manually (link at the end of the post) and because of the wayland models, the license for this pack is Creative Commons Attribution-ShareAlike 3.0 Unported License Have fun with screen shots DOWNLOADS : B9AnimationModules B9PartSwitch Finally, DOWNLOAD FROM SPACEDOCK
- 39 replies
-
- 11
-
-
yup, for example if i would set the top module for OutRing and bottom one for _90, then i would want to see Out_0, Out_90, Out_180, Out_270 alone, something like an and operator between modules i think.
-
got it, thanks sir
-
if you looked maybe few pages back in DMagic forum, i had said that i would add a patch for remote tech on that part and made that patch go for 1.1 Tm (1100 Gm) using the root mode on remote tech, you could park a geostationary station with one of those big dishes and another around opm and they should be able to communicate?
-
@blowfish Hi sir I have a question, in one of my parts i will have tons of attach nodes for a circular space station, well like 80 for out ring, 80 for inner ring. 80 for top etc. etc. now here is the question, if i bind two modules like this on the part how would they behave ? MODULE { name = ModuleB9PartSwitch moduleID = NodeSideToggle SUBTYPE { name = NodeRingOutToggle title = Out node = Outer } SUBTYPE { name = NodeRingInToggle title = In node = Inner } } MODULE { name = ModuleB9PartSwitch moduleID = NodeDegreeToggle SUBTYPE { name = Node90Toggle title = 90 node = _0 node = _90 node = _180 node = _270 } SUBTYPE { name = Node45Toggle title = 45 node = _0 node = _45 node = _90 node = _135 node = _180 node = _225 node = _270 node = _315 } } What i am after is for the top module to toggle the nodes that are on the out ring for example, then on those nodes i use the lower module to only toggle the nodes that are 90 degree angles or 45 etc etc will these two modules work hand in hand or will they compete with each other? by the way, my node geometry and node names would look like : Outer_90, Inner_45 etc these pics may give you better idea why i need this
-
[1.2?] Alchemy Technologies products... v1.2 beta
Jiraiyah replied to kyklop's topic in KSP1 Mod Releases
ok, is it intentional or is there any MM patch that we can use to reduce the amount of coolers we need? Also, if i was the original developer of this mod, instead of having tons of tanks for different sizes and resources, i would simply add tweak scale and interstellar fuel switch patches and get done with many many tanks :/ -
[1.2.0] Newbier Newb's Revamp of Civilian Population
Jiraiyah replied to Tralfagar's topic in KSP1 Mod Development
that is why i suggested to look for habitation ability of planets instead of home planet, although i'm not sure if it would be possible or not or how complex it would be- 99 replies
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
Jiraiyah replied to Tralfagar's topic in KSP1 Mod Development
have a question, what if i park my station around another planet that is not the home planet but is habitable?- 99 replies
-
Hi take a look at this picture : as you see, i want two internal rapier engines on the part, problem is, one of the smoke and exhust particle systems show up and the other one is not, here is my config for the part, is there ANYTHING wrong with this config? thanks PART { name = JRadialMountedRapierTII module = Part author = Jiraiyah MODEL { model = StationalCunstructs/Parts/RadialMount/RapierEngineTypeII position = 0.0,0.0,0.0 rotation = 0,0,0 scale = 1.0, 1.0, 1.0 } scale = 1 rescaleFactor = 0.01 node_attach = -8.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0 TechRequired = aerospaceTech entryCost = 50000 cost = 15500 category = Engine subcategory = 0 title = 2.5 Radial Mounted Rapier Engine Type - 2 manufacturer = JSpaceCo description = Jeb always wanted a raially attachable more powerful rapier engine. After nagging people and bothering many engineers and eating tons of snaks, here we have it! attachRules = 1,1,1,1,0 mass = 5.126 dragModelType = default maximum_drag = 0.033 minimum_drag = 0.05 angularDrag = 0.333 crashTolerance = 6 maxTemp = 2000 // = 3000 bulkheadProfiles = size1, srf tags = fuel fueltank ?lfo propellant rocket aircraft ascent closed cycle dual hybrid jet liquid main mode plane propuls rapier ssto MODULE { name = ModuleAnimateGeneric animationName = CloseAirIntake startEventGUIName = Close Air Intakes endEventGUIName = Open Air Intakes actionGUIName = Toggle Air Intakes } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.02 intakeSpeed = 20 intakeTransformName = Intake machCurve { key = 0 0.85 0 0 key = 1 1 0 0 key = 2 0.95 -0.08751557 -0.08751557 key = 4 0.5 -0.4034287 -0.4034287 key = 8 0.01 0 0 } } RESOURCE { name = IntakeAir amount = 10 maxAmount = 10 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint1 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = thrustTransform1 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.05 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform1 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.0 pitch = 0.0 0.7 pitch = 1.0 1.4 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint1 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint1 oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint2 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = thrustTransform2 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.05 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform2 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.0 pitch = 0.0 0.7 pitch = 1.0 1.4 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint2 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint2 oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MultiModeEngine primaryEngineID = AirBreathingI secondaryEngineID = ClosedCycleI } MODULE { name = ModuleEnginesFX engineID = AirBreathingI powerEffectName = power_open //runningEffectName = running_open thrustVectorTransformName = thrustTransform1 exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 105 heatProduction = 60 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = False spoolEffectName = running_open engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 50 exhaustDamageDistanceOffset = 0.19 clampPropReceived = True PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 3200 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 3.0 // no mach (heat) limit velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 } } MODULE { name = ModuleEnginesFX engineID = ClosedCycleI runningEffectName = running_closed thrustVectorTransformName = thrustTransform1 exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 180 heatProduction = 133 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.19 PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 275 key = 9 0.001 } } //******************************************* MODULE { name = MultiModeEngine primaryEngineID = AirBreathingII secondaryEngineID = ClosedCycleII } MODULE { name = ModuleEnginesFX engineID = AirBreathingII powerEffectName = power_open //runningEffectName = running_open thrustVectorTransformName = thrustTransform2 exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 105 heatProduction = 60 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = False spoolEffectName = running_open engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 50 exhaustDamageDistanceOffset = 0.19 clampPropReceived = True PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 3200 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 3.0 // no mach (heat) limit velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 } } MODULE { name = ModuleEnginesFX engineID = ClosedCycleII runningEffectName = running_closed thrustVectorTransformName = thrustTransform2 exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 180 heatProduction = 133 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.19 PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 275 key = 9 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationEmissiveRapier responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True preferMultiMode = True // bind to the parent multimode module, not the actual engines. } MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 3 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = thrustTransform2 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.6 maxDistance = 30 falloff = 1.6 thrustTransformName = thrustTransform2 } RESOURCE { name = LiquidFuel amount = 810 maxAmount = 810 } RESOURCE { name = Oxidizer amount = 990 maxAmount = 990 } }
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
Jiraiyah replied to Tralfagar's topic in KSP1 Mod Development
I plus this because right now i am playing with galileo's planet pack and it completely replaces kerbin with his own planet, also, I can suggest a little tweak to this, instead of looking for home planet, can you look for the habitat ability of the planet? for example, galileo has two planets that kerbals can live on it, one is the home planet and another is a new planet in the galaxy. @Kerbas_ad_astra sir these days my planet system is : Galileo's planet pack + kerbal Galaxy + extra sollar !!!! you can't even imagine how good these three work with eachother and how much awesome things you would have give it a try but if you are going to use scatterer, use the version that sits inside galileo's pack specially if you are gonna add kerbal galaxy, the original scatterer with kerbal galaxy had a nasty memory leak last time i checked ! sir, that link has no releases? only source files, also would this work with 1.2.1 or do you need a recompile because of version limiting by code?- 99 replies
-
Well. These days I started to get my hands dirty on modding ksp myself, most likely, adding parts to game as many amateur modders do. I had seen many greate models come into forums long time ago, but, few of them got used in other mods and most of them were lost during time, i thought, it's time to get them up and running again, I'll start a thread one of these days as soon as i get something worthy to show up
-
lmao, ok ok, i suggest to watch 3dbuzz.com first, they have tons of good tutorials for c# and Unity, also, burgzergarcade on you tube is not bad for unity and c# for starters follow his older videos of hack and slash and watch 3d buzz videos and before you know, you are pro it won't take more than few weeks to get you up and running in both of them, just remember, the MMO stuff on 3dbuzz is way more advanced than what you may need for now
-
wait wait, don't emissive property need a texture? edit : o~k i think you are using the standard shader and not the shader from part tools? would that work? because in part tools i see emissive/bumped specular for example and it does not have a property callsed emission, if you want to change the shader of the material you need to do it via code first
-
oO dude it's 100% simpler than the process of making procedural stuff !!!! take a look at that picture for example, to make a canvas by code here is somewhat pseudo code : var go = new GameObject(); var rectTransform = go.AddComponent<RectTransform>(); var raycaster = go.AddComponent<GraphicRaycaster>(); var canvas = go.AddComponent<Canvas>(); var scaler = go.AddComponent<CanvasScaler>(); canvas.RenderMode = whatever.WorldSpace ... blah blah then go.transform.parent = theKerbal.transform go.Position = .... is that too complicated?
-
there is no api, they are game objects with some components and children, in this image i have a canvas with a text child, that text child has a text component on it, they behave like any game object in the scene but still will render like any other gui ! if you can instantiate any game object prefab in ksp (im'n not sure of this but it should be possible) you make the canvas with the children elements (GUI stuff) then make a prefab and export it (not sure how to get a prefab out to be used in ksp) and in code you instantiate the prefab, then parent it to the kerbal, and you can eaily move and rotate and change the text as you desire, that is if you want a flat looking stuff, as i said, i am not sure if you can export prefabs and use them in ksp or not, but if possible that is a faster way to approach this. alternatively, you should be able to create the canvas by code, just make a canvas in unity and take a look at it's components and how they are set up, mimic that in code, then make another empty game object and do the same process for text ui element, this should work 100% even in ksp, after having the canvas and text set, you can follow the previous steps of parenting and positioning it