wasml

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About wasml

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  1. I notice that while the canopy Z axis appears to be in the correct direction - it's rotated with respect to the global axis - looks like the canopy's up is in the global Y direction. I'd try removing the canopy X rotation. Blender has everything rotated 90 degrees on the X axis when you import to Unity - one of the first things I do is zero that rotation. This will probably involve changing your model in Blender (assuming you're using Blender). I'm at a loss for why the animation is running at reduced speed. I've seen the no drag problem before but don't recall what I did to fix it - when I last made a parachute I gave it custom drag cubes and I have a dim memory of tweaking the ModuleDragModifier parameters - mine are much higher than the stock values (4 and 30). I made and shared some template parts - includes Blender and Unity projects with notes. If you do solve the animation speed and drag problem I'd be interested in the solution - I'll add to the notes in this project (and any feedback on any of the parts would be welcome).
  2. When I import animations the first thing I do is remove the Animator component and replace it with the Animation component. Then at the top of the inspector just under the tag and layer buttons - to the right of the Model label - I hit the select button and then the Rig button and change the animation type to legacy. Then I click the "Animations" button that's beside the "Rig" button and name the animation. At this point I go back to the Animation component that I added and uncheck "Play Automatically" and then set the animation to my animation. At this point I open the Animation window and make sure it works as expected. If I open Window | Animation before this is setup Unity doen't think there's any animation. Edit: It looks like the Animation window only sees the animation if you have the object with the Animator component selected.
  3. You won't see the "Set" button until you add PartTools to your root GameObject. Then when you select that GameObject a "PartTools (Script)" pane will appear in the inspector that will contain a "File URL" label, a empty textbox and a "Set" button among other things. Pressing the set button brings up a dialog where you can set your game directory. Welcome to the often frustrating world of KSP modding!
  4. The documentation does list the parameters available for tweaking but unfortunately has very few descriptions as to what they actually do. A place to go to look for likely looking names when trying to accomplish something or just poking around - provides clues but doesn't answer many questions directly. In my experience creating things for KSP consists of experimenting as you've been doing, looking at other's projects, and asking question here on the forums.
  5. I think the reason you had trouble replacing the rcs model with the terrier model is due to the baked in thrust transform names. The rcs "thrusterTransformName = RCSthruster" vs "thrustVectorTransformName = thrustTransform" in the Terrier confg. The fairing is also part of the model - not sure if renaming the fairing mesh name to something that's not in the model would cause it to disappear, not be jettisonable, or if it would cause the entire part not to load. You might check the doc's page and see if it's possible to set it as jettisoned when created - try searching on "ModuleJettison". Good luck with your mod(s).
  6. Beautiful fins! Thanks for sharing these. I did notice a bug - the CS10 fin doesn't switch textures - in the TU cfg file it's named "FT_Fin_11_Fin11_AT_XX" and in the Map directory the textures are named "FT_Fin_1A_DefaultMaterial_AT_XX". All the other fins work. Again - thanks!
  7. I believe that 4000 is 4,000kPa so parts won't pop on Eve with the default setting. A setting of 400 would cause the part to pop before reaching Eve's surface (double check this before using - it's been awhile since I was messing with this). And no - no display bar for pressure - the first clue you have is when the part pops. Temperature is usually in degrees K.
  8. May be misunderstanding your question but - have you seen this tutorial? Shows how to create a UI in Unity and connect it to plugin code.
  9. I suspect this could be done with a module manager patch - there's a part attribute in the cfg - "maxPressure" - that defaults to 4000 according to the Kerbal Space Program API. You would just need to replace (or add if it wasn't already there) and set to a different value. You might even be able to tie into the part upgrade system. Note: If the "maxPressure =" isn't in the cfg file it defaults to 4000 - that's why you don't see it in some (most?) part cfg's.
  10. I created a number of part projects including the Blender and Unit projects - one is a solar panel - so people could open the project and see how it was put together.
  11. wasml

    Need some basic parts help

    The node_attach = XPos, YPos, Zpos, XDir, YDir, ZDir line in the config controls how surface attach works. Typically the one of XDir, YDir or ZDir is 1.0 and the others 0.0 - depending on which axis you want to attach on.
  12. Just saw the "This thread is quite old...". Just wanted to say that this isn't dead, I have a partial deployable wheel/landing gear in the works (Thanks for the tutorial blackheart612) and want to add a a deployable landing leg then update all to use the current Unity but RL is rather busy and it will be awhile before I get back to this - at least February.
  13. In the config file there's a field "buoyancy" that you can adjust, default is 1.0 It's a pain to adjust - change the cfg, reload, test, change the cfg..... so I created a very simple plugin to help - Add the module to your part's cfg and then in game adjust to the desired buoyancy (then copy that value back into your part's cfg and remove the test module). You're welcome to use it if you'd like (MIT license) code included in the zip. Dropbox link here if you care to use it. Thanks for sharing sharing your creations! Edit: this worked in 1.4.3 and a brief test in 1.4.5 worked.
  14. wasml

    [1.4.5] LFO Balancer Rebirth

    I had forgotten about this one and was just confronting a similar issue that this should take care of very nicely. - Thanks!
  15. Making some dangerous assumptions here based solely on your screen shots – you've likely though of some or all of these. That said I'll toss out some thoughts in hopes of triggering some ideas on your side. Have a balloonet in both end caps to adjust AOA. Pro – adjustable AOA so you can point up or down and the engines can drive you up and down faster that just the lift (or lack of). Con – more complex UI/ UI uses more screen space. Could have one fill slider and one balance slider – balance would just move air from one balloonet to the other without changing lift volume/balloonet volume ratio. Problem – you know people are going to build crazy contraptions that won't have a clear front/back (think an end cap at front/back/left/right/top/bottom) and the poor balance slider code is going to have a melt down. Rigid airships with multiple internal cells (Wikipedia says the LZ 129 Hindenburg had 16). No balloonets unless I misunderstand. Con – potential nightmare UI unless control could be condensed – maybe a full/empty slider and a gradient slider? Open cell (think hot air balloon) – pressure is always ambient and temperature alone drives lift.