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  1. Is there a mod that adds wet or dry workshop (1) capabilities to the game? I did Google it, but Google searching for mods is pretty unreliable (All I found was a very outdated one). Is there a more up to date one that I missed? (1): Wet: Having astronauts spent fuel tanks to be habitable while they are in orbit Dry: Giving the fuel tanks the capability to do this while they are on the ground still, then launching them and autonomously converting them (no astronauts)
  2. I can't find a way to have my Kerbal seat (custom one, that i made) to have the Tag when it is in use, appear used. It always appear like there is no one seated in there! Is there any flag i must discriminate in unity after i export the .mu file? Like it have in stairs (Tag Ladder, and Part Triggers in layer 21). Can any one help me?
  3. I'm just learning to write part.cfg files. I'm not ready to dive into part modeling yet, so I've been "borrowing" existing parts (Squad and 3rd party). A couple of things I built work really well and I'd like to share them. Is borrowing parts considered rude (or actually illegal)? Thanks!
  4. I'm trying to do this: @volume = #$../RESOURCE[Kerbolene]/maxAmount$ And it says this in the log: [LOG 19:34:41.286] [ModuleManager] Error - Cannot parse variable search when editing key volume = #$../RESOURCE[Kerbolene]/maxAmount$ I don't understand, any help? Edit: Mods, can you move this to the Help and Support subforum please?
  5. Solar Cycle Simulator (SCS) Hello everyone! Whitecat here, creator of the Historic Missions contract pack, Orbital Decay plugin and the Boat Navigation Plugin. Here I present to you a small project which I required as an addon to my Orbital Decay mod. This plugin simply generates and tracks the constantly changing solar cycles of the sun, this can be used in conjunction with RSS or a Stock game. This however is more of a tool for modders than an actual plugin, installed on its own it will simply track and display information on the solar cycle in the Tracking Station, but together with some programming skills a mod maker could create accurate (realistic) solar flare, coronal mass ejection, solar storm or other interesting solar activity based plugins. For Players: Simply download the pack and install the GameData folder into your GameData directory; remember this does not add much appart from a small tracking station UI! (It is also a dependency of Orbital Decay). Download: Dropbox For Mod Makers: Download the pack from the link above and install into your GameData directory, remember that this pack will be a dependency of any mods you create using it, so ensure you provide a link to this page for the latest release. You can include the latest version of this plugin as a reference in your C# development project, from this you will be able to access the following functions: (limited at the moment I know, but bear with me and I will add some more!) The following can be retrievied by using for example: SCSManager.FetchCurrentF107() or SCSManager.FetchCurrentAp() Here are the available functions: Of course there are more Static functions in the code but these will require a little digging into the source but it should be relatively easy for anyone to find anything you are looking for! As I said this is a little bare-bones at the moment, I will include more functions as time progresses and if anyone takes an interest in this small tool! License: This code is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license.
  6. Hi everyone, I'm Allshamnoboom, new to modding KSP and want to create some airplane parts in style of WW2. I finished the moddeling part of my first cockpit model so far and wanted to set it up in unity first before I'm starting with the texture. My problem now is, that KSP didn't find my model for the IVA. One thing I tried was to use/refer to a stock IVA model --> this worked The setup config and unity hierarchy of my parts was created according to the video tutorial by nli2work. here is the log file entry after launch of KSP: [LOG 22:45:23.162] PartLoader: Compiling Internal Space 'WW2/Parts/Spaces/_internal/CockpitIVA' [EXC 22:45:23.167] NullReferenceException: Object reference not set to an instance of an object PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) PartLoader.LoadInternalSpace (.UrlConfig urlConf) PartLoader+.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() This is the log file entry on the runway: [LOG 22:46:06.206] Cannot find InternalPart 'CockpitIVA' [ERR 22:46:06.207] Cannot add an InternalPart: Cannot find internal of name 'CockpitIVA' I don't know what to do anymore. I hope someone of you guys can help me.
  7. I'm looking for instructions on how to use new Part Tools for KSP 1.1 for part creation. Besides Nifty255's intro video and creating KSPedia entries by BahamutoD i haven't found anything resembling a setup guide. With old Part Tools 0.23 it was straightforward as adding ksp script component with KSP > Part Tools to game object, setting up output folders and pressing "write" button. Now there are two entries "KSPAssets.KSPedia" and "KSPAssets.Loaders". I assume " KSPAssets.Loaders" is right way to go, but rest is just "white noise" to me. I don't get it - there are many plugins and part packs updated for KSP 1.1+ but none of the tutorials for new Part Tools ???
  8. So I have this problem where my custom-made star is shining too bright on my spaceship for my view. Is there a way to change the color/opacity a star gives on your spaceships? Like the ambient color that reflects on your spaceship when you create an atmosphere? The light of the star is not just TOO bright on my spaceship, but also on the planets orbiting around my custom star. My star file: http://pastebin.com/2bWZTkxC
  9. Hello, I am new to modding KSP and I am having some difficulty that maybe the community could help me with. I am trying to get the surface area of the vehicle but to do that, I either need the activevessel radius (in cases of simple rockets) or a List<Part> parts that contains the current parts attached to the vehicle that I could then use to make an educated guess as to the vessels radius (for more complex ships as 3 Rockomax Jumbo-64 Fuel Tanks are likely to be side by side, etc.). Right now, I am assuming rockets can be approximated by cylinders as getting the true shape of the vessel would be a nightmare. The problem is that when looking through the API calls, I don't see anything references to vessel radius and when I call; public List<Part> parts_ = new List<Part>(); parts_ = FlightGlobals.ActiveVessel.GetActiveParts(); Debug.Log("\n\nVessel parts are: " + craft.parts + "\n\n"); Visual Studio errors on: Error 11 The type 'UnityEngine.EventSystems.IPointerClickHandler' is defined in an assembly that is not referenced. You must add a reference to assembly 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. c:\users\joshua\documents\visual studio 2013\Projects\KSP_Wind\KSP_Wind\Class1.cs 92 27 KSP_Wind I am not using any GUI options and my includes are: using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using KSP; I know that the error is coming from <Part> because when I change it to public List<String> parts_ = new List<String>(); I no longer get that error. (I know I'll get another because String is incompatible with FlightGlobals.ActiveVessel.GetActiveParts();). I am unsure how to correct this issue nor am I even sure that I am on the correct track on how to either get the vessel radius or the list of currently attached parts. I greatly appreciate any help you can give. Thanks.
  10. Please can some one tell me what is wrong with this Stations please? And yes l did put them into RemoteTech Settings.cfg. Please tell me what is wrong with this.
  11. So, I'm planning to start making mods and have some ideas. I'm good with .cfg files, but horrible at texturing and average at .dll's. Does anyone want to help me with this? If so, thanks a bunch!
  12. I am trying to use the texture from the linear RCS module and the Mk1 Pod science code to make a part for my mod, myStuff Random Utilities Inc. It is visible in VAB, but when I launch the vehicle the part does not exist! I am just an amateur modder so I can't debug it. Can anyone tell me what went wrong and how to fix it? I have the mods Asteroid Day, Flag Decals, FMRS, KAX, Kerbal Krash System, KerBallons, Kerbal Inventory System, kOS, MechJeb, Muffler, Mun Pocket Edition, NovaPunch, PlanetShine, scatterer, and StageRecovery and am using 1.0.5 on OSX 10.11.4. PART { name = ScienceCam module = Part author = HabLab mesh = model.mu scale = 1 node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0 TechRequired = start entryCost = 0 cost = 200 category = Science subcategory = 0 title = Modified KoPro Camera manufacturer = MyStuff Random Utilities Inc. description = The KoPro Camera can be attached to the side of any probe and take pictures of the wondrous black frontier to send back to the R&D. attachRules = 0,1,0,1,1 mass = 0.03 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 1 breakingForce = 10 breakingTorque = 500 maxTemp = 100 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = srf MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Image Report resetActionName = Discard Image Report reviewActionName = Review Image useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } }
  13. So I'm making modding videos as I go and i hope they help. They are long for one purpose: Completion First one: Mig-15 Intake (Sketchup exporting, blender ajusting and uv mapping (Texturing in GIMP), blender exporing, unity to ksp and light ANIMATION) Enjoy! PS:This one is long because of one reason: details and completion in my next videos i'l skip the modelling and texturing part(i'l make a separate one for that). Video Nº1 Second one: Jet engine with nozzling(Better in video nº3) and fan/turbine spinning animation. Video Nº2 Third one: THE ONE THAT HAS BEEN BUGGING ME FOR A WEEK. Stockalike "Whiplash" and (partially) panther-like animations! I figured them out. Enjoy! (Panther one still needs further development) Video Nº3 Fourth one: KSP IVA's and Firespitter Engines Video Nº4 Fifth one: BDArmory Guns tutorial. Video Nº5
  14. I noticed that when you use the forum's feature to insert a code block, the dialog box gives you the following choices for languages to pick for syntax highlighting: No Syntax Highlighting C CSS HTML Javascript PHP SQL XML Note C# is prominently missing from that list, and I'd suspect it's the most likely one people are using. In these fora a lot of talk between KSP modders is going on, especially in the KSP mod help forum where modders help new modders out. I know you're using a third-party forums tool here, but maybe they have a package that adds more options there to that list?
  15. I have an idea for a mod that adds modular cubes to build rockets with. I have everything planned out and I know how to write the code. I ran into the problem of the .mu files being really hard to create. I spent half the day trying to figure it out and was unable to. I was wondering if anyone could do the exporting for me (I have the .dae files). The models are here Feel free to tell me any ideas you have for this mod. Please send me the files through drop box.
  16. Okay , your first thought might be, Hey this isnt a tutorial!, well your right, it isnt,but since im creating a mod, and im having difficulty, i figured it would be logical to put it somewhere where experienced modders browse. Okay my mod is a simple engine mod, ive made the model ive textured it, but for some strange reason when i add it to my vessel in the editor, its pointing downwards, but when i let open the throttle, the thrust is going the right way while the model is pointing down, im going t share two code sets, one is working with the warp plugin, and the other uses stock code PART { name = Warp nacell //This MUST be unique!!! module = Part author = mesh = Model.mu //This is case sensitive, and assumed the config is in the same folder as your .mu rescaleFactor = 1.0 // default is 1.25 Use at your discretion. node_stack_top = 0.0, 0, 0, 0.0, 0, 0.0, 0 //this defines a stack node. See Note below. node_stack_bottom = 0.0, -1.0, 0.0, 0.0, 0, 0.0, 0 node_attach = 0, -1.37, -0.44, 1.0, 0.0, 0.0 //this is the surface attachment node. TechRequired = basicRocketry //defined the tech node entryCost = 120000 cost = 150000 category = Engine //Only certain categories are pre-defined. Be careful to choose one of them. subcategory = 0 title = The mk1 warp 2 naccel //This is what appears in the editor tool tip box manufacturer = Eadge rotary's laboratory description = This fine peice of machinery will do one of three things, 1 work, 2 destroy your ship , 3destroy the solarsystem, use at your own risk. attachRules = 1,1,1,1,0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision mass = 9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 200000 breakingForce = 500000 //how much force before the joint breaks breakingTorque = 500000 //how much twisting before the joint breaks bulkheadProfiles = size3, srf //part size for sorting in the editor. Does not affect part physics. //PART MODULES AND RESOURCE DEFINITIONS GO HERE MODULE { name = USI_ModuleWarpEngine WarpFactor = 5 deployAnimationName = Engage warpAnimationName = WarpField MinThrottle = 0.05 DisruptRange = 2000 BubbleSize = 200 MinAltitude = 1 MaxAccelleration = 6 unfoldAnimationName = } MODULE { name = FXModuleAnimateThrottle animationName = EngineThrottle dependOnEngineState = True responseSpeed = 0.05 } MODULE { name = ModuleResourceConverter StartActionName = Start ExoticMatter StopActionName = Stop ExoticMatter INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10000 } OUTPUT_RESOURCE { ResourceName = ExoticMatter Ratio = 1 } } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1 heatProduction = 10 fxOffset = 0, 0, 0 PROPELLANT { name = ElectricCharge ratio = 2.9 DrawGauge = True } PROPELLANT { name = ExoticMatter ratio = 1 DrawGauge = True } PROPELLANT { name = XenonGas ratio = .1 DrawGauge = True } atmosphereCurve { key = 0 15000 key = 1 7500 } } RESOURCE { name = ExoticMatter amount = 15000 maxAmount = 15000 } RESOURCE { name = XenonGas amount = 3000 maxAmount = 3000 } } PART { name = Warp nacell //This MUST be unique!!! module = Part author = mesh = Model.mu //This is case sensitive, and assumed the config is in the same folder as your .mu rescaleFactor = 1.0 // default is 1.25 Use at your discretion. node_stack_top = 0.0, 0, 0, 0.0, 0, 0.0, 0 //this defines a stack node. See Note below. node_stack_bottom = 0.0, -1.0, 0.0, 0.0, 0, 0.0, 0 node_attach = 0, -1.37, -0.44, 1.0, 0.0, 0.0 //this is the surface attachment node. TechRequired = basicRocketry //defined the tech node entryCost = 120000 cost = 150000 category = Engine //Only certain categories are pre-defined. Be careful to choose one of them. subcategory = 0 title = The mk1 warp 2 naccel //This is what appears in the editor tool tip box manufacturer = Eadge rotary's laboratory description = This fine peice of machinery will do one of three things, 1 work, 2 destroy your ship , 3destroy the solarsystem, use at your own risk. attachRules = 1,1,1,1,0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision mass = 9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 200000 breakingForce = 500000 //how much force before the joint breaks breakingTorque = 500000 //how much twisting before the joint breaks bulkheadProfiles = size3, srf //part size for sorting in the editor. Does not affect part physics. //PART MODULES AND RESOURCE DEFINITIONS GO HERE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 65000 heatProduction = 350 fxOffset = 0, 0, 1.2 EngineType = LiquidFuel PROPELLANT { name = ElectricCharge ratio = 0.9 DrawGauge = True } PROPELLANT { name = XenonGas ratio = 1.1 DrawGauge = True } } MODULE { name = FXModuleAnimateThrottle animationName = ksp_l_midrangeEngine_anim responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } } Theres the code, the warp version provides thrust, while the stock coded one doesnt, and i cannot figure out why. Advice and constructive critisism are welcomed. thanks for reading
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