joedude69 Posted April 24, 2013 Share Posted April 24, 2013 hoojiwana WOW I love you so much right now Link to comment Share on other sites More sharing options...
EndlessWaves Posted April 24, 2013 Share Posted April 24, 2013 Creating your first moduleI would link the main plugins page instead:http://wiki.kerbalspaceprogram.com/wiki/Plugins Link to comment Share on other sites More sharing options...
Adie123 Posted April 24, 2013 Share Posted April 24, 2013 Excellent thread hooj. Well done One thing i think would be nice, would be for the community to share textures that fit the vanilla texturing. So thoughs that want their parts to fit vanilla can do so with the correct textures. I know some part creators like to be different and use their own but if everyone had access to vanilla looking textures then it would be beneficial. A request or texture section on the OP maybe for encouragment to share textures? Link to comment Share on other sites More sharing options...
ummwut Posted May 2, 2013 Share Posted May 2, 2013 (edited) About plugins: the wiki is incredibly out of date, and many would benefit from being directed towards the Unity documentation directly when dealing with graphics stuff.Learning about how to build a basic GUI basically came from the documentation on Unity's GUI stuff and what little programming knowledge/experience I have on dealing with user input.I'll also be happy to answer any questions about basic GUI windowing stuff. Edited May 2, 2013 by ummwut Link to comment Share on other sites More sharing options...
Tetriswizard Posted May 29, 2013 Share Posted May 29, 2013 Just wondering, but where do the empty gameobject's for the RCS thruster's go? Do I rename them? Should they be children of the RCS model? Link to comment Share on other sites More sharing options...
Devo Posted May 29, 2013 Share Posted May 29, 2013 (edited) Just wondering, but where do the empty gameobject's for the RCS thruster's go? Do I rename them? Should they be children of the RCS model?Put them as a child of the actual thrust port mesh, have the green arrow pointing in the direction of the thrust, try and centre the game object where you want the thrust to start.Also ensure your case is correct, ie 'RCSthruster' .. as below.. Edited May 31, 2013 by Devo Link to comment Share on other sites More sharing options...
EndlessWaves Posted May 29, 2013 Share Posted May 29, 2013 Should they be children of the RCS model?I'd think it's unlikely to matter.As to naming them, they can be anything as long as it's the same as the name in the config file (and it is case sensitive). Link to comment Share on other sites More sharing options...
Devo Posted May 29, 2013 Share Posted May 29, 2013 (edited) I'd think it's unlikely to matter.As to naming them, they can be anything as long as it's the same as the name in the config file (and it is case sensitive).It doesn't actually matter if they are children or not, but if you are making multiple RCS thruster ports, and all your game objects are clones called RCSthruster, it helps to have them as children so you can keep track of which ones are supposed to go where. As you can see in my picture, 12 ports can be harder to track them all so keeping them as children aids in the process. Edited May 29, 2013 by Devo Link to comment Share on other sites More sharing options...
ThePyrateCaptain Posted June 4, 2013 Share Posted June 4, 2013 Concerning animations, is it possible to link multiple animations to a single command or module action? Example, I have a lander leg with moving struts, and I have a second leg on the same model, I need it to work as well, is this possible? Or does each animated object need a separate generic animationmodule? Link to comment Share on other sites More sharing options...
Tripod27 Posted June 7, 2013 Share Posted June 7, 2013 what are the light effects for the indicators in the cockpit (like high g, staging, gear and all that) are they considered animations or something different? Link to comment Share on other sites More sharing options...
vegany Posted June 8, 2013 Share Posted June 8, 2013 my tutorial still works but you need a bit of exp with unity (or follow Tiberion posts to get the animation working) Link to comment Share on other sites More sharing options...
Supernovy Posted June 10, 2013 Share Posted June 10, 2013 It seems the "Modding information page from before the forum wipe" download is broken, does anyone have a working link? That page was really useful. Link to comment Share on other sites More sharing options...
hoojiwana Posted June 11, 2013 Author Share Posted June 11, 2013 It seems the "Modding information page from before the forum wipe" download is broken, does anyone have a working link? That page was really useful.I've reuploaded it, along with added a little bit about getting fairings to not show up in VAB thumbnails.Since I've clearly not been maintaining the original post anywhere near as well as I used to, I would very much appreciate people sending me a PM about any snippets or information that is not current on the list that you think should be added. I must apologise that I let the thread get so out of date. Thankyou in advance to anyone who sends me anything to add. Link to comment Share on other sites More sharing options...
joedude69 Posted June 17, 2013 Share Posted June 17, 2013 (edited) Any dirt on how to do a decoupler the right way? (so I can be lazy and not have to find out on my own) Edited June 17, 2013 by joedude69 Link to comment Share on other sites More sharing options...
hoojiwana Posted June 17, 2013 Author Share Posted June 17, 2013 Judging by looking at the configs for the three types of decouplers it should be pretty easy.Radial decoupler:MODULE{ name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 250 explosiveNodeID = srf}Stack decoupler:MODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = top}Stack seperator:MODULE{ name = ModuleDecouple isOmniDecoupler = true ejectionForce = 250}If you're making a stack decoupler or separator, it looks like you just need to define it in the config and you're done. For the radials it seems you need to set up two seperate objects in Unity, the decoupler and the anchor. If you recall some small parts of the radial decouplers get left behind after seperation, I guess that's what the anchor is.Hope you can get them working, seems pretty simple. Link to comment Share on other sites More sharing options...
Supernovy Posted June 17, 2013 Share Posted June 17, 2013 IIRC, the only difference between the stack and radial decouplers is whether the explosiveNodeID is the surface attach node or a stack node.I'm pretty sure that ModuleAnchoredDecoupler could be used for either type of decoupler. Link to comment Share on other sites More sharing options...
Yogui87 Posted June 17, 2013 Share Posted June 17, 2013 IIRC, the only difference between the stack and radial decouplers is whether the explosiveNodeID is the surface attach node or a stack node.I'm pretty sure that ModuleAnchoredDecoupler could be used for either type of decoupler.Your right, I'm using radial decoupler to make nose cone fairing. Just leave anchor name blanck. Link to comment Share on other sites More sharing options...
Starwaster Posted June 17, 2013 Share Posted June 17, 2013 The link on atmosphereCurve and velocityCurve is to a post asking about those two variables and in reply is instructed to check the sticky link. It has no useful information. Link to comment Share on other sites More sharing options...
hoojiwana Posted June 17, 2013 Author Share Posted June 17, 2013 The link on atmosphereCurve and velocityCurve is to a post asking about those two variables and in reply is instructed to check the sticky link. It has no useful information.I've slightly tweaked that link to point to EndlessWaves post that describes what they both are. The intent of that link should be a bit clearer now. Link to comment Share on other sites More sharing options...
joedude69 Posted June 21, 2013 Share Posted June 21, 2013 OK another question, how do you make multiple flame effects of the same kind? Like the escape tower from KSPX. Or like the Griffon GXX (the biggest one) from KW. Link to comment Share on other sites More sharing options...
hoojiwana Posted June 21, 2013 Author Share Posted June 21, 2013 As long as you define the FX for the engine, every thrustTransform you have should inherit the same FX. That's how I found it to be for my multiple-nozzle engines at least. Link to comment Share on other sites More sharing options...
joedude69 Posted June 21, 2013 Share Posted June 21, 2013 As long as you define the FX for the engine, every thrustTransform you have should inherit the same FX. That's how I found it to be for my multiple-nozzle engines at least.Ok so its based on the thrustTransform. Link to comment Share on other sites More sharing options...
joedude69 Posted June 22, 2013 Share Posted June 22, 2013 (edited) Ok one more problem To deal with, This: The breakingForce = 1000000 and breakingTorque = 1000000 are very high on both the engine and the fuel tank, It seems to only happen with the First stage but after that its fine. Halp?-Edit Fixed- Edited June 28, 2013 by joedude69 Link to comment Share on other sites More sharing options...
Redneck Posted June 24, 2013 Share Posted June 24, 2013 Can anyone point me to how to use custom sounds with part tools 0.20. I get the drag and drop in unity but what about the config file? How would that go? Link to comment Share on other sites More sharing options...
Solo Axlion Posted June 27, 2013 Share Posted June 27, 2013 Hm, well I'm having the issue of trying to have a few fx_exhaustFlame defined in a part's cfg, but either only one is showing up or they're all stacked on the center, despite having different co-ordinates in the cfg. What am I doing wrong then? Link to comment Share on other sites More sharing options...
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