

S3416130
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Everything posted by S3416130
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Okay, see this box on the right. Your Unity should have more than one for your mesh, one for each solid colour. In this box, you have a Main Colour selected but no Texture. Clicking Select will allow you to pick a material from a list, and the solid colour will be applied on to it. You'll need to import a texture into Unity Assets through the Assets tab, it doesn't need to be fancy, it can be a plain white box made on MS Paint. The texture provides a sort of surface for the colour. This might fix your invisibility problem.
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It also seems like your textures are bound by the polys themselves. Have you tried mapping a texture made in a photo editing program onto the capsule surface in Blender. This gives the illusion of a capsule of detail more like your original capsule, without sacrificing performance, by having textured curves rather than modelled ones. Apart from that, you've managed to optimise the mesh massively. Nice work.
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I hadn't thought of this.
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2500 is still fairly high. Is it possible to combine parallel panels in blender?
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Wow, that is a pretty high tris count. The wiki recommends that you keep it in and around 1000. The good news though, judging from your screenshots, is that there are many unnecessary triangles. If those sides are straight until the ends where they curve inwards, then many of those smaller panels could be combined into single panels of two triangles each. Also the circular base around the capsule seems to have a large number of sides, further increasing tris count. You don't really need to model a lot of detail for parts, the textures can give a powerful illusion of detail.
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For starters, your mesh collider for PodMK2-2 should have convex ticked, otherwise no collider will be generated. Even if the capsule wasn't invisible, you wouldn't be able to move it or interact with it. Secondly, see in the second image the box called Mesh Renderer on the right. Click on the drop-down labelled materials. What is listed there?
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[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
Thanks, I'm usually very poor at explaining something. I'm glad it could help. However, posting those instructions should probably wait until I'm sure it wasn't mistakes in my instructions that caused DeathSoul097's part issues. -
Perhaps screenshots of the model in unity would help. Also, please include the Hierarchy bar on the left and have it clicked on GameObject so all parts are highlighted. This might give me an idea of where to troubleshoot.
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[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
It doesn't bother me at all if you continue to use this thread for help. -
Okay, easy problem first, the excessively large flames. You've typed the following line, fx_exhaustFlame_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running You've left off _small on the end of the name. fx_exhaustFlame_blue_small = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running This should reduce the flame sizes somewhat.
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[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
A minor things you should change. You only need to set the FX for one ThrustTransform location. KSP will automatically copy it in game for the other locations, seeing as they were all named exactly the same. In fact, how it is now, you might possibly end up with 16 flame effects in four locations, if each FX part is copied for every other location. This would unnecessarily use more computer resources. Apart from this, the rest of the config is great. If any problems do arise, I'll re-look over it, and see if there's anything I missed. Also, thanks for showing this. Your config included DrawGauge = True, which I'd never realised was missing from my own config. (If you read the part of my reply that talked about the "brackets" being misplaced, apologies but I mis-read your config and realised afterwards that they were in fact correct.) -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
Okay, the thrust, compared to the ladders and hatches, is relatively easy. 1) Inside the hierarchy of the GameObject from the last tutorial (where the model is located within), create more empty game objects, one for every thrust nozzle on your model 2) Rename each one to ThrustTransform. The name is not actually important, but has to be typed in exactly into the config file later 3) Move each ThrustTransform to each nozzle, and rotate them so that the blue arrow points in the direction that the exhaust leaves the nozzle. Make sure the x,y,z location of each ThrustTransform is composed of numbers than can be typed in exactly (ie, 1.5 instead of 1.4999999.....) and write down one location. 4) Insert the following paragraphs into the capsule config file. (if you want a blue flame, insert this after the standard part parameters. This is the parameters I used for my capsule) fx_exhaustFlame_blue_small = x, y, z, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = x, y, z, 0.0, 1.0, 0.0, running fx_smokeTrail_light = x, y, z, 0.0, 1.0, 0.0, running (if you want a yellow particulate flame instead, insert this after the standard part parameters. This will look more like a solid fuel engine though) fx_exhaustFlame_yellow = x, y, z, 0.0, 1.0, 0.0, running fx_exhaustSparks_yellow = x, y, z, 0.0, 1.0, 0.0, running fx_exhaustLight_yellow = x, y, z, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = x, y, z, 0.0, 1.0, 0.0, running (where the x, y, and z letters are, replace them with the coordinates of the ThrustTransform location you wrote down) (you'll also need to insert this after the FX) sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout (at the end, insert this module, but make sure there is only one } so the config isn't closed yet) MODULE { name = ModuleEngines thrustVectorTransformName = ThrustTransform exhaustDamage = True ignitionThreshold = 0.01 minThrust = 0 maxThrust = 50 heatProduction = 40 PROPELLANT { name = MonoPropellant ratio = 1.0 } atmosphereCurve { key = 0 260 key = 1 100 } (you can change the min/max thrust here, as well as the ISP [260 in this case] and heat production) (then insert this) RESOURCE { name = MonoPropellant amount = 60 maxAmount = 60 } (you can change these as well) Make sure that the last module/resource section if followed by another } so that the whole config is closed at this point. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
That's an excellent looking capsule, fits in perfectly with the stock capsules. Imagining it landing on Duna makes me think of the artist conceptions of the SpaceX Red Dragon landing on Mars. Is it also going to include internal deployable landing legs? Also makes me realise that I need to chamfer some of the sharper edges on my own capsule. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
1) When you click on Airlock, you'll see this box at the top-right of unity 2) Click on the drop-down box that say Untagged, and click Add Tag 3) Next to Element 0, type Airlock 4) Next to Element 1, type Ladder 5) Next to User Layer 21, type Part Triggers It should now look like this. 6) Click on Airlock in the hierarchy, and in the drop-down box labelled Untagged, click Airlock 7) For Ladder, do the same but for the Ladder tag 8) Use the drop-down box next to this to change the Layer from Default to Part Triggers for both the Airlock and Ladder 9) Now remove the Box Collider from both Airlock and Ladder parts, by clicking the gear shown in the following picture and then clicking Remove Component 10) For both Airlock and Ladder, click Add Component, then Physics, and then Mesh Collider. Tick the boxes Is Trigger and Convex 11) For both Airlock and Ladder, remove Mesh Renderer the same way Unity should now look like this. However, the boxes need a specific orientation. The blue arrow must point directly inwards (towards the hatch), and the green arrow upwards (the orientation the kerbal will be in when he climbs the ladder). Use the rotational numbers to rotate them if you have to. For me, both boxes had to be rotated 180 degrees around the y-axis. If the Airlock box is almost perfectly parallel to the hatch, and covering it evenly, then its now complete. 12) You'll now need to scale the Ladder box in the y-axis until it is the length of the proposed ladder plus the hatch. You can now move the resized box, until its in a good position, but you can only move it in the y-axis of the box. For me, it now looks like this. Notice that the Airlock box is still perfectly inside the Ladder box. This is important. Your Kerbals will climb through the Ladder box. The in-game ladder ends where the box ends. 13) Click on GameObject, then Add Component, KSP, and finally Part Tools 14) In the Part Tools (Script) box, give your model a name, set a file url and pick a file format for the texture. I usually pick TGA_Smallest since its compressed and takes less space than the MBM files Squad uses. Clicking Write will export a model (*name*.mu) and texture file to the url location. You'll still need a configuration file, though, I can assist with that if you need some tips. Also, if the kerbals appear to be climbing with a gap between them and the capsule, you may need to move both boxes closer to the pod, even if they move slightly within the collision mesh. I hope I haven't forgotten anything. If it doesn't work, I'll read over my instructions again to see if I conveyed anything wrong or forgot a step. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
If you've already done some of these steps, you can skip them, since I'm not sure how your hierarchy is structured 1) Start by creating an empty game object by clicking on Create Empty in the GameObject tab. Make sure that its positioned at 0,0,0 (x, y, z) with a scale of 1,1,1 (from the toolbar on the right) 2) Also, make sure your textured model is positioned also at 0,0,0 and scaled 1,1,1 3) Drag the model in the Heirarchy tab into the GameObject 4) You can now scale the GameObject to 100,100,100 if 1,1,1 is too small to see the model. This will scale the whole model. It should now look something like this. Now this is the important part, the above instructions are just a prelude to the following ones. 1) Create a cube by clicking on Create Other > Cube in the GameObject tab 2) Centre the cube at 0,0,0 and drag this into the GameObject. Also scale the cube to 0.5, 0.5, 0.5. 3) Using the position x,y,z numbers that were set to 0,0,0, increase/decrease the x and/or z values (this depends on what side the hatch is modelled on), until the cube lies just outside the collision mesh of your model. Alternatively, you could drag the arrows on the box when using the move tool (next to the hand in the top-left). For me, the hatch is in the positive z direction. 4) Next, move the cube in the y-axis until it covers the hatch pretty well 5) You're also going to need to rotate the cube until it lies pretty much parallel to the surface of the hatch. Use the rotation settings on the right. When clicking on the move tool, the arrows should be visible. The rotation settings will rotate the cube around the corresponding axis (axis of the cube, not the GameObject) 6) Copy the cube from the Heirarchy and paste it also into the GameObject. It will be in the exact same orientation and position as the first cube. 7) Rename the first cube to Airlock and the second to Ladder. Capitalisation is important. There's more to do, but before I continue, tell me if I didn't explain anything well. I tend to be not very good at giving clear instructions. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
A screenshot of unity that includes the open hierarchy would be helpful so I can direct you from there, or do you want a more complete tutorial? -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
If you're still looking for tips on adding the hatch and ladder, I might now be able to help. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
Okay, after focusing solely on the capsule, the hatches and ladders are now fully functional. I'd imagined these would give me much more trouble in implementing than they actually did. However, graphically, the hatch is too small and the ladder too narrow, so I'll need to tweak the model and texture (which still needs a redesign) to fix this. The capsule is getting closer, though, to a release. Perhaps some custom parachutes will complement the capsule. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
This is why feedback is so invaluable, it prevents me from losing focus from the key areas of this project. I don't even remember why I decided to include the heatshield as a permanent feature. I'll push priority for the shroud and LES back, and pull forward fixing and tweaking the capsule, minus heatshield and engines. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
Right now, the config file for the LES is set for 60L of fuel, but this is open to tweaking. As for the engines, it was never my intention to create a 1 part orbiter, I might need tweak its specifications also. It was more for returning from to Kerbin from a low orbitting station. What if I made another version of the capsule, minus heatshield and engines? Would that be fine? -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
Okay, the LES is now fully functional as an escape system, though I intend to add a set of four animated stabiliser fins that deploy after activation for some extra control. I also still need to texture it, along with the shroud. The design is a unconventional but unique, since it's integrated inside the shroud rather than above it. However, I would imagine this would perhaps improve the rocket's aerodynamics. In addition to this, the capsule now has 4 small monopropellant engines integrated into it's base. Totalled, they do not have enough TWR to exceed gravity at Kerbin's surface. However, they are more than enough to return to Kerbin from LKO, perhaps as a station escape capsule. Opinions? -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
Those are fairly old screenshots (as in yesterday's work) and at the time I was testing the model and config file. They're smoother today but are still yet to be fully textured. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
Okay, the shroud is now made up of two identical parts, by fusing the fairing A and fairing B. I could reduce that to one, but the LES I've modelled requires the shroud to be jettisoned sideways. However, I am thinking of making some alternate parts so people can choose between different designs, for example those of the LES and shroud. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
Okay, so I got a little distracted and modelled the shroud components, though they haven't been textured yet. What are your opinions on this design of shroud? I've also read your recommendations on the textures of the capsule, so I'll see what other designs I can come up with. The shroud is made of 4 parts, 2 of fairing A and 2 of fairing B. The only difference between fairing A and fairing B is the type of base that locks into the capsule, a wider one for fairing B and two narrower ones for fairing A. The bases lock into the gaps I had modelled in the capsule. The missing nosecone is to allow room for the LES which I have partially modelled. The LES will be attached directly to the capsule in the VAB (with a docking port in between). Are there any changes you would recommend? Your feedback is invaluable. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
S3416130 replied to S3416130's topic in KSP1 Mod Development
I haven't played KSP 0.23 much, so I hadn't even noticed that the science lab had two hatches. Also, the screenshots are perhaps unfortunately misleading, since I haven't started to add ladder and hatch functionality yet. Since this is my first add-on, this could involve a lot of trial and error following forum tutorials. Sorry I can't help at the moment.