AccidentalDisassembly Posted August 17, 2015 Share Posted August 17, 2015 Got an updated NK-12 config with reduced heat production (no glowy engines at full power!) and actual in-flight audio of a Tu-95MS for the main engine sound. Startup and shutdown are from KAX until I can find a proper set of audio for those.http://www.dropbox.com/s/7xgnnkkoatli8u9/NK-12M%20upgrade%20package.zip?dl=0I think your config lacks these lines in the MODEL{}:texture = Mk3Fuselage , Squad/Parts/FuelTank/mk3Fuselage/Mk3Fuselage texture = Size3AdvancedEngineDiffuse , Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuseand the result is a completely black part. Link to comment Share on other sites More sharing options...
MaverickSawyer Posted August 17, 2015 Share Posted August 17, 2015 (edited) Huh. I have no issues with it. I'll take a look again.EDIT: Yes, it is missing those lines. Then why is mine just fine? All I changed was the description, the lines referencing sound, and the heat production factor. All the other lies are unchanged. Edited August 17, 2015 by MaverickSawyer Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 17, 2015 Share Posted August 17, 2015 Huh. I have no issues with it. I'll take a look again.EDIT: Yes, it is missing those lines. Then why is mine just fine? All I changed was the description, the lines referencing sound, and the heat production factor. All the other lies are unchanged.Were you fiddling with the part in a directory where you had moved the corresponding textures or something? Dunno. When I put those lines in though, works well! Link to comment Share on other sites More sharing options...
MaverickSawyer Posted August 17, 2015 Share Posted August 17, 2015 No, the only change was altering existing lines. No other changes were made. Link to comment Share on other sites More sharing options...
sideswipe Posted August 22, 2015 Share Posted August 22, 2015 Sorry to just jump in here, but nothing happened to KSC when I downloaded Kerbal Konstructs and KSC ++.Should I just start a new thread or something in support, or talk about it here? Link to comment Share on other sites More sharing options...
Goddess Bhavani Posted August 22, 2015 Share Posted August 22, 2015 Sorry to just jump in here, but nothing happened to KSC when I downloaded Kerbal Konstructs and KSC ++.Should I just start a new thread or something in support, or talk about it here?This is one of the installation sequences which should work without a hitch - first, I'd like to check if you placed the mod files in the gamedata directory correctly. If they are, then KSC++ should magically appear and make things on the space center screen look approximately 250% more pretty.Oh and I'd like to share that I'm finding KSC++ to be absolutely fantastic driving terrain, and featured it as such in this tiny cinematic here. Link to comment Share on other sites More sharing options...
Hans_Licktenstein Posted August 29, 2015 Share Posted August 29, 2015 Can't get spinning centrifuge thing to work any help? Link to comment Share on other sites More sharing options...
Lack Posted August 30, 2015 Author Share Posted August 30, 2015 Some things for next patch (thanks to the wonderful effects of jetlag):New prop blur (actually 3D as well, having spent the last week or so seeing seaplanes pretty much everyday and what props actually look like in motion), tweaks to engines (spin-up, temp generation), new sound for NK-12M (if that's alright by MaverickSawyer, I've edited it to loop properly as well), fixes to cfgs (the whole ')' instead of '}' thing), and making the wings work properly with FAR.Javascript is disabled. View full albumNew WIP 1.25m cockpit.Will answer other responses later. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 30, 2015 Share Posted August 30, 2015 watching the sea planes and helicopters while chilling on a park bench with a book was actually one of my Vancouver highlights... Link to comment Share on other sites More sharing options...
DocMop Posted August 30, 2015 Share Posted August 30, 2015 I'm having some weird stuff going on with some parts and FAR. Mainly the 2.5m cargo bay. I guess, pictures say more than words:http://steamcommunity.com/profiles/7...49045062868065I don't know if it's FAR or something with the mesh of the bay. I'll post it here too, just in case.The texture is off too, but that could be something with ATM.And the attach nodes behave weird. Sometimes I can connect something, sometimes not. Rotating the parts seems to help with this in some occasions. Link to comment Share on other sites More sharing options...
blowfish Posted August 30, 2015 Share Posted August 30, 2015 Usually the result of non-solid collider geometry. Note that even if a collider is marked as convex, FAR is only able to access the raw geometry. Link to comment Share on other sites More sharing options...
DocMop Posted August 30, 2015 Share Posted August 30, 2015 Yeah, that seems the case. An answer from the dev of FAR:That likely needs to be fixed on their end; probably what's happening is that the bay doesn't actually include colliders that close, completely / at all, and that screws up the voxelization. In that case, nothing I can do unless we're gonna bite the bullet and make voxelizing that a lot more expensive to use the mesh itself. I would much rather have the colliders fixed to keep it efficient, but I can't fix someone else's assets. Link to comment Share on other sites More sharing options...
Lack Posted August 30, 2015 Author Share Posted August 30, 2015 (edited) Yep, checked in Unity, that's the problem. Closing the collider meshes wasn't really a consideration for me prior to voxel-FAR. Though in fairness, I didn't actually know about this until now. It was just a lazy way to generate a collider for a complex model, select a few faces, duplicate and separate, click convex in Unity. A poor show on my behalf.There's probably a lot of models that need fixing then, can't find the blender file for that one either. Tbf, when 1.1 rolls around I'm probably going to do a large tidy-up; there's a lot of legacy parts that need removing and parts that won't be required with Porkjet's new work (looking at you Mk3 Cargo bay and .625m jet parts), plus models that need re-doing properly.@Gaiiden,Yeah, it's a nice way to pass the time. Almost got a sea-plane back from Victoria, but they'd just sold out of the cheap fares when I got down to the terminal. Edited August 30, 2015 by Lack Link to comment Share on other sites More sharing options...
Zapjohnny Posted August 30, 2015 Share Posted August 30, 2015 Has anybody made a patch to add descriptions to the parts? Link to comment Share on other sites More sharing options...
Lack Posted August 30, 2015 Author Share Posted August 30, 2015 Fixed the cargo-bay (say if you spot any others)Javascript is disabled. View full albumPatch here:https://dl.dropboxusercontent.com/u/39086055/SXTCargoBayFARfix.zip Link to comment Share on other sites More sharing options...
MaverickSawyer Posted August 31, 2015 Share Posted August 31, 2015 new sound for NK-12M (if that's alright by MaverickSawyer, I've edited it to loop properly as well)By all means. I just wanted it to have that scary growl in my install and decided to share. Link to comment Share on other sites More sharing options...
DocMop Posted August 31, 2015 Share Posted August 31, 2015 Woha, that was really fast, awesome! I'll notice you for sure if I find anything else. Link to comment Share on other sites More sharing options...
ElektronikCZ Posted August 31, 2015 Share Posted August 31, 2015 Lack, here's my first spaceplane with your Mk3 cargo ramp:http://i1356.photobucket.com/albums/q737/raptor_9000/Placeholder%20Photos/X-21atnight_zps7dc5e8ac.pngDoesn't quite have enough rocket fuel to get beyond suborbital around Kerbin, but it works nicely around Laythe which is what I designed it for...it takes off and lands vertically so it can support surface ops on any Laythe island that has a spot level enough to land on.Thanks again Lack Could you please submit craft file ? Nicely please . Link to comment Share on other sites More sharing options...
ElektronikCZ Posted August 31, 2015 Share Posted August 31, 2015 Could you make that Mk.3 ramp less stuby ? Perhaps by using Mk.3 to Mk.2 converter with ramp in it ? Link to comment Share on other sites More sharing options...
Lack Posted August 31, 2015 Author Share Posted August 31, 2015 (edited) By all means. I just wanted it to have that scary growl in my install and decided to share.Thanks.@DocMop,No problem@ ElektronikCZ,I wouldn't get too attached to the Mk3 ramp as it is, I'm probably going to scrap it once 1.1 comes out (Porkjet's is so much better, I'll might replace it with a nose-loader style design). In the mean time, you could scale the model in the config and stretch it out.Go to GameData/SXT/Parts/Mk3/Ramp/loadingramp.cfg, open it in notepad (or notepad++ if you've got it).Add the 'scale =' line into the MODEL{} so it looks like this and multiply the second values in the node_attach bit by 1.5 so it looks like thisMODEL{ model = SXT/Parts/Mk3/Ramp/model[B] scale = 1 , 1.5 , 1[/B]}scale = 1rescaleFactor = 1node_stack_top2 = 0.0, [B]4.593285[/B], -0.625, 0.0, -1.0, 0.0, 1node_stack_bottom2 = 0.0, [B]-2.25[/B], 0.0, 0, 1, 0, 3node_stack_top = 0.0, [B]4.593285[/B], -0.625, 0.0, 1.0, 0.0, 1node_stack_bottom = 0.0, [B]-2.25[/B], 0.0, 0, -1, 0, 3--In the mean time, I'm a terrible person and made a flying version of the Chernobyl incident.Javascript is disabled. View full albumWhether or not this will actually be released is another matter, I've changed something and it now summons the kraken on loading (even when reverting to an older version). Too hot to handle, I guess.Edit: Kraken banished. Anyone have any idea's about the atmCurve for nuclear ram-jets? My velCurve (while incredibly simple) should be a reasonable approximation. Edited August 31, 2015 by Lack Link to comment Share on other sites More sharing options...
Hellbrand Posted August 31, 2015 Share Posted August 31, 2015 any Ingame shots of the New 1.25 cockpit you posted ? Link to comment Share on other sites More sharing options...
Lack Posted August 31, 2015 Author Share Posted August 31, 2015 (edited) any Ingame shots of the New 1.25 cockpit you posted ?Heh, I only made it the other day, I haven't even put materials on it in Unity. I still need to sketch out an IVA to make sure the proportions are at least reasonable (though an IVA would be for much later, I haven't even got one for the new Bonny cockpit). Having too much fun messing around with this, plus I'm back at work this week (working on a bank holiday Monday, not so fun, though I only had a few odd jobs to do today so it didn't take too long).Edit: Well, I've done it again. The whole .dds's being flipped keeps tricking me, now I have to flip all of the UV maps.Edit 2: And in-gameJavascript is disabled. View full album(I'm absolutely terrible at designing pullers in FAR, other than a cargo one with 4 NK-12Ms the Turbo Otter is the only one I've gotten to fly. Unless there's something wrong with the meshes for the aero-calculations).Closer look at the Pt-6: http://i.imgur.com/6fAE7wq.png The centre one is just offset into the adaptor. Edited August 31, 2015 by Lack Link to comment Share on other sites More sharing options...
NathanKell Posted August 31, 2015 Share Posted August 31, 2015 Very nice! Part of the issue may be mass? KSP fuselage parts are far heavier than real life, and FAR defaults wing mass to "strong but heavy" too. Try lightening the parts, and right-click on all aero surfaces and turn the slider down to 0.2 or below.Oh, another for the list of things that need updated colliders, the AJ10 appears to have a very large cylinder as its collider (far larger than the engine itself)...- - - Updated - - -And another collider that needs to be made solid: the Bonanza cockpit. Link to comment Share on other sites More sharing options...
Lack Posted August 31, 2015 Author Share Posted August 31, 2015 Very nice! Part of the issue may be mass? KSP fuselage parts are far heavier than real life, and FAR defaults wing mass to "strong but heavy" too. Try lightening the parts, and right-click on all aero surfaces and turn the slider down to 0.2 or below.Oh, another for the list of things that need updated colliders, the AJ10 appears to have a very large cylinder as its collider (far larger than the engine itself)...- - - Updated - - -And another collider that needs to be made solid: the Bonanza cockpit.Ah, I haven't really tried below 0.4 for strength.Thanks. The Bonanza one should be fixed with the new model for the cockpit. I should probably put an experimental branch up on github. Link to comment Share on other sites More sharing options...
StevieC Posted September 1, 2015 Share Posted September 1, 2015 how's the hollow 3.75m-Mk3 adapter cargo-hold segment coming along? Another thing that might be useful is a version of that radial fuselage segment of the type used for 3.75m segments attached behind your current nose ramp segment, but with a science-lab inside Link to comment Share on other sites More sharing options...
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