Open MoonTiger14 opened 7 months ago
Try double checking the directory that the addon is set to. Addons, (name of whatever the addon mu thingy is), click the arrow on the left and scroll down and you should see a directory. if it is empty, put in the directory for the gamedata file, kerbalspaceprogram/gamedata or something.
worked for me
TYSM, this enabled me to do a lot more things with these kinds of crafts. However, I do get error messages that say things like the structure, collider, or something has been removed.
StructRNA of type collection has been removed, stuff like that.
StructRNA of type collection has been removed, stuff like that.
uhhh hmm, try watching this video; https://www.youtube.com/watch?v=qhhmhkVmwS8
It is how i learned the directory thing, it shows a bit more, follow it step by step like i did and you should have better results.
My bad, I think that it’s just a problem with my mods. I seriously doubt that this is compatible with TweakScale/Simple Repaint, but every stock craft that I’ve done has worked beautifully.
Error message when importing the Kerbal X, or any craft (even one part crafts), for that matter.
.mu files work great, but the snapping is the main reason why this mod would have been so great if importing .craft files worked.
Also would be great if it would be possible to export as .craft, but with modifications, I can see how adding the shifts in KSP’s UI might be a nuisance, but at least fix the import.
I am on a Mac running the intended version of Blender.
P.S. Just a question: Does exporting as a .mu keep the traits of the engines/moving parts (fuel capacity, general code, ability to be staged) even when moved? How could I do that if not?