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Showing results for tags 'IVA modelling'.
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o7 everyone, I'd like to make IVA mods, for custom build cockpits, especially I'd like to implement a F4 Phantom II cockpit (and fuselage parts, using a custom fuselage section profile, like MK0,MK1,MK2 and so on) in KSP, MAS IVA + BDAC implemented. (something like this) I have close to 0 expirience in Unity/coding in general(I can read error logs relatively well,have some bash/fish knowledge, and can write a calculator in python but form coding persepective thats practically it) However i have some expirience in modeling and texturing, UV wraps and some other stuff, I can confidently make the infamous donut in blender and texture it without any help, for example but im an amatuer in that field as well. I'm more or less a total noob in modding, from mod dev side of things, I can def make a simple value change or update the .dll plugin with some assistance, but thats practically it. So introduction is over, and I would like to ask expirienced modders those questions: Which skill sets 'd be required for achieving something like this? How complicated it'd be to implements BDAC functionality, such as a custom RWR, radar and IRST instruments? How complicated is it to make custom MAS flip switches (both with a safety cap and without) and add warning audio? Which guides should I deeply research? I have yet to find a BDAC implementation guides, but I've seen it done more than once, tho I am aware of MAS/RPM guide for moders and reading it. Obviously im not going for 100% recreation , I'd like to make a rather, simplistic, version of the cockpit but with enough detail to make it feel full and functional at the same time. P.S. If there are free to use texture/model resources for KSP mods (non commerical obviously) where could I find them? Thank you very much for your assistance!
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- IVA modelling
- iva cockpit
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Hi, I'm new to unity and modelling in general, my wish is to modify an existing modded IVA for personnal use. I was adviced I needed KSPparttools for that (aalthough, I'm not sure ? since I'm not creating an actual part ?) So anayway, I followed JPLRepo post and instructions : Download Unity 2019.4.18f1 and run it. Then open your Mod project, upgrade it to Unity 2019.4.18f1. Uninstall the built-in Unity TMPro package from Unity 2019.4.18f1 - Go to Window - Package Manager in Unity and Select TMPro and uninstall it. Download this exact file "TextMesh Pro Release 1.0.56 - Unity 2017.3 " from https://forum.unity.com/threads/useful-information-download-links.458634/#post-3304434 and import it into your Mod project in Unity using Assets - Import Package, Custom Package menu option. Import the custom bundle in the zip file above into your Unity project. Disable "Validate References" for the KSPAssedCompiler.dll and KSPAssets.dll in the "Assets/Plugins/KSPAssets" folder. Restart Unity and reopen your mod project. That's ALL you have to do. Currently I'm stuck at "Disable "Validate References" for the KSPAssedCompiler.dll and " etc. As I don't know where this folder is, and how to access it and disable the said thing. Also, if you do have general tips to get started with IVA modelling/modifications, I'd be happy to take them ! Thanks a lot Cheers
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- IVA modelling
- KSPparttools
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