Jump to content

Space Shuttle Atlantis [WiP]


skeligandrew

Recommended Posts

During the forums downtime I have been converting one of NASA's free to use shuttle models into parts for KSP.

So far I have got all pieces cut into sections, created cargo door animations, created collision boxes and got all pieces functioning in game.

YVMBDOl.jpg

Unfortunately I am having problems.

1. The thing flies very unpredictably, it takes power to get it off the ground but then it is very slow to come back down, I think I havn't done the step to give the wings lift.

2. My cargo door animation screws up once in unity.

I would really appreciate if someone with experience in unity would help me with this project, any takers? :D

Link to comment
Share on other sites

I cant offer any help, sorry.... My only concern is about poly count. The models from NASA, as far as I know, are reeeealllly high in poly count. Have you been able to trim the number down, so machines somewhat less powerful than a supercomputer can run your model on KSP?

On the upside, Im excited to see where this goes! Pic looks good so far

Link to comment
Share on other sites

Yes, I'm aware that NASA's models are usually very high polycount, but this shuttle is 8 thousand, thats equivalent to a few high poly models from nova punch or something. Runs fine!

Netris at the moment it is bigger than bobcats buran which is not right, the shuttle was smaller than the buran so I will scale it down further

Update on development:

I've got the cargo door animation working, but do I need to make another animation of them retracting or is there some way I "rewind" the opening animation

Link to comment
Share on other sites

Update on development:

I've got the cargo door animation working, but do I need to make another animation of them retracting or is there some way I "rewind" the opening animation

Reverse your animation, so instead of it going from close to open, make it open to close.

When you load up a part thats animated in the hangar, it will generally be on the first frame of the animation unless you have it set to loop. So the first frame of your animation should be at its fully open point. This will allow people to place cargo inside easily.

Edited by Devo
Link to comment
Share on other sites

But do I add a seperate animation for retract panels and extend panels, or can I just use the extending one and reverse it by configs? if the latter, how?

Samcar it's just the orbiter for now but NASA has the external tank and SRB models released so I will get around to it

Link to comment
Share on other sites

But do I add a seperate animation for retract panels and extend panels, or can I just use the extending one and reverse it by configs? if the latter, how?

Samcar it's just the orbiter for now but NASA has the external tank and SRB models released so I will get around to it

No, only one animation.

Call it Retract, openbay... whatever you like. There is no naming conventions on animations as long as your module in the part.cfg has the right reference to the animation split name.

When you activate the animation, it plays one way, when you activate it the second time, it plays in reverse, so no need for 2 lots of animation.

Link to comment
Share on other sites

You don't even need to animate the doors in the proper order (Open -> Closed) because the animation module has a flag to flip the animation and let it start in the "end" psotion:

animSwitch = True

Its pretty handy.

Link to comment
Share on other sites

Again, you don't need a second animation clip to close the doors. You make one animation clip, 1 to 100, and it works for both.

For the zero position, you have the doors in the open position, and for the 100 position they would be closed. Then you import them into Unity normally (legacy rig, define the animation 0 to 100 (or 99, Unity can shave a frame off sometimes)) and give it a name like DoorAnimation

Then you need a animation module in your part config like so:

MODULE {

name = ModuleAnimateGeneric

animationName = DoorAnimation

startEventGUIName = Close Door"

endEventGUIName = "Open Door"

}

Of course changing 'DoorAnimation' to whatever you named it upon unity import/setup. You can change GUI names to whatever you like, just notice that the "start event" is named Closed since you animated the doors as starting opened (to let people place cargo in the VAB)

And if you animated the doors the other way where 0 is closed and 100 is open, you don't need to redo the animation; there's a simple flag for your module: animSwitch = True

This will tell the module to swap the 0 and 100 positions for you automatically, so it still starts with the doors open.

MODULE {

name = ModuleAnimateGeneric

animationName = DoorAnimation

startEventGUIName = Close Door"

endEventGUIName = "Open Door"

animSwitch = True

}

That should sort it out for you. There's some example images and more details in this post.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...