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nli2work

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Everything posted by nli2work

  1. Cool thanks Greenskull! I'm still beating my head against the IVA orientation. I've managed to get the Kerbals looking the right way... but the mesh is still at odd angles. Really frustrating. I hope I don't have to jump through these same hoops for every IVA I tried to build.
  2. As much as I can figure it all out, absolutely. I do want RPM for sure. I have no experience with DRE and Real Chutes, but if I figure it out I will add them. Only tiny bit of experience with KSP modding in general. This is first part I've made.
  3. I'll put it up for download once I finish the IVA. hopefully soon.
  4. LF/OX tank needs to be directly attached to the converter, or be connected with fuel lines. The converter will stop LF/OX conversion when LF/OX tank(s) directly connected to it is full, even if you have other empty tanks on the vessel. One way to simplify all this is use TAC fuel balancer and set it to Balance All... that way any outputs from the converter is automatically distributed over the entire vessel. stock fuel transfer in KSP is pretty tedious.
  5. as it is in your screencap the converter don't do anything except output monopropellant, it has no place to output the LF and OX. I tend to put a small Kethane tank on the bottom, a large converter above it, then a medium to large LF/OX tank on top. Monopropellant tank isn't as picky since it has all vessel flow, and can be placed anywhere. You generally will convert much faster than you can mine, unless you are using Kethane generators to power multiple large drills.
  6. I scaled it up in the config, hence the feet slipping. I'm looking at the crittercrawler source code, looks like it's overriding the steeringmode to ManualSteer on all the wheel modules. wouldn't it make sense to set the steeringmode to TankSteer like the huge rover wheels? That should allow it to turn in-place without having to move forward or backward no? And regarding the screencap of unity setup FrontLegTransform_Left/Right are special? they show the steering direction? LegTransform are oriented like the body? or to their local space, Y-up, Z-forward, X-out? LegBase_002 is root of the entire leg? Armature_002 is the container for Bone 4 and 5? What are Bone 4 and 5? are those just the IK rig setup in animation software? These are the visible mesh of the two leg joints? LegBoneTarget_ is at the tip of the leg, where it touches ground? The wheel colliders remains inside the body at all times? or are they moved to where the LegBoneTargets are while in Deployed state?
  7. Orbital Tug DEV v0.4 https://kerbalstuff.com/mod/408/Space%20Tug Extract to KSP/GameData to install; requires updated Firespitter (fix for thrustReverse) by Snjo (included), and JSIPartUtilities Library by Mihara (included) use included windowsTemplate.png for creating your own window textures and decals. drop a PNG into OrbitalTug/Flags to use ingame. delete from same folder to remove a custom texture/decal. you will be able to use any PNG in any Flags or Agencies folder from within GameData as custom window color/decal and stripe texture. Window Color texture is only visible from outside and will not affect IVA visibility. Window Decal will block visibility in IVA so beware of transparency when make your own textures. 1.25m command pod (no IVA yet) 1.25m stack grabber unit 0.6m nuclear thermal engine on retractable arm. Release Thread w/ download links Retro Future Transparent Pods
  8. seems like you should be able to export all the moving parts as one animation and trigger that animation in the GUI? even if the movements must be sequential, you can key that into your animation before exporting.
  9. hm... after testing a bunch of different set ups, the only way I've been able to get it to work is with the transform Y at 0. The X doesn't seem to matter, the game forces it to 0 once on the launchpad. The actual trigger box can be off center and flat. Kerbal spawns at 0,0, transform.z. Z position also must be negative, behind the CoM. really strange how it works.
  10. Ooooh kay. I see what it was... the Airlock's X and Y must be 0. Z can be any position. Kinda strange way to do it... why require X and Y be 0??? but that's how it works. I'll have to move my crew hatch, but good to know for the future. Thanks!
  11. Shakedown flight to Minmus... was going for light-hearted... but ended up sinister somehow.
  12. So working a command pod part... everything's working, except Airlock and ladder. I read the wiki entry couple of dozen times now and I've tried to place the hatch and ladder triggers like the copula pod. I'm using Unity Box collider for ladder up the middle, and airlock on either side. but wherever I place the Airlock pivots, inside or outside the physics collider, I get the hatch obstruction error. The closes I get to a working airlock is the Kerbal spawns at the COM of the pod, and gets ejected outside. The Pod requires compound colliders, but I made sure the airlock triggers are only intersecting top convex collider. where should the airlock pivot be placed? how big should the airlock trigger be? It looks like the Kerbal is spawned where the trigger's pivot is, but that doesn't seem to work when the pivot is outside of the pod's collider.
  13. please delete this one. I've moved it to the more appropriate forum section. thanks.
  14. So I got a part working in game... everything looks and functions as intended but in debug window this error comes up every update. [Exception]: MissingFieldException: Field '.Part.attachJoint' not found. what is it? can I fix it?
  15. http://issuetracker.unity3d.com/issues/cant-animate-color-value-of-materials so yeah, broken by design... Unity 4.2.x or earlier for emissives animation. looks like material animation is broken in Animator component as well. I don't know if partools 0.23 supports Animator.
  16. is there a place where I can download standarized parts and texture for things like clampotron docking ports and crew hatches? I see them in some mods, but not sure if they are replicated or pulled from squad parts.
  17. Lackluster Labs has some balancing weight parts. I've taken to enabling KAS anchors' surface attach to give myself some weights as well. easy enough to do.
  18. nah... just the lazy people who doesn't want to launch few dozen solar power sats to power the plasma drives. Now I can just build the plasma drives into the same craft as solar panels... a more ritzy ion drive, with worse TWR.
  19. ingenious solution! you wouldn't not need to install any parts from Kethane pack, only the plugin.
  20. I'll search for duplicates. I tested an instance of just SCANsat and RPM and everything works. so it's conflicting with something else I have. This helps narrowing it down the search. Thanks!
  21. I got a rover built, weighed down by KAS anchors, another alternative for under water explorations... a lot of test launches to find the right amount of ballast. runs at a reasonable 10~20m/s under water; powered by 0.625 Interstellar reactor. lots of light, looks quite nice in IVA mode. Now Squad needs to place some easter eggs under the oceans.
  22. Tried to probe the depth of the oceans on Eve. Eve did not take it kindly.
  23. Double checked, it's SCANsatRPM from SCANsat, created 5/18/2014. still same problem.
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