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amankd

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Everything posted by amankd

  1. i have a similar issue but without animation, i am attempting to produce the forward unto dawn, and to collission it i have made 30 odd empty game objects, each with a collission box in it, i then coe to write ip and nothing happense, i look in the destination folder and only the model.mbm has been made?
  2. ive got a bit of a commission... ihave a model, and i have just got into moding, using game model rips, and i would like to turn my model of the warthog machinegun into a functional weapon, 360 decrees with increasing rof, i would do this my self but i have only just got into modding and dont need any more dificuly, and for thouse interedsted here is the mod it is for https://kerbalstuff.com/mod/793/kduffers%20Korp%20halo%20WIP
  3. i love your work lo-fi but is there any way i could get ahold of a unity scene with a whee in it? i am trying to make a wheel that behaves like the halo warthog to go with my mod, and so far these have been the colsest, but i cannot eddit traction and such which is what needs to be balanced, i tried wathhing your vid but i appered to be in unity 5 to your unity 4 and it was a little differenct and in the end did not work i have a texture and could remodel the wheel part of it to match but the suspesion travel on these is perfect and it would be a real help if you could share a unity scene with all the hireachy i it that i could muck about in!
  4. i can not find my blender addos folder and adding them through user preferenceds has no visable effect hw do i add it?
  5. thanks for this great tutorial, i am making a halo ghost, and i was wondering i there was a way i could intergrate your repulsors into the model, is there some game object i need to add to get a slightly compressible frictionless game object, and is the re a way you coud add a bit of friction?
  6. i have been asked if i could make my haloring into a sudo plaet, how would i go about making it on rails with rotation like a planit?
  7. i have a halo ring i am trying to get into the game but every time an accelleration is appled to it, however small it flings its sself accross the solarsystem faster than the speed of light... any ideas?
  8. @ferram4 can you not use the lift generated by the part as an indication? if the part has a lift form in the config then treat it as a wing? as a simplistic ideai was thinking that maby a pllugin to eddit the debug menue, where you can multiply up lift and drag and then multiply down drag could be a possible place to start? (depending on altitude i mean ) if the debug has enough effect
  9. yeah from what he said before you have to treat wings differently and then mirror the vortecis againsgt the ground, but he cannot figure out how to teat the wings differently, i was sorta looking for a stand alonw mods that ust increased linft and lowered drag near the ground,so this was possible
  10. yeah it does, it was first noticed by airline pilots who noticed their craft being floaty and hard to slow when landings, i would use stock aero but i would prefer a sharper change, one not based on speed, i cannot unfortunatly code as yet but i was thinking maby a plugin that increased the lift/drag multiplyer in the debug and reduced the drag multiplyer, i didnt know of anywhere else to look for an aero dynamic plugin, i tried starting my own thread but nothing came of it... i was not thinking of necessarily adding it into FAR as that has a stearling reputation for excelent accuracy, but maby a seperate mod, to augment the stock aero to makee a noticable difference when close to the ground at any speed
  11. the benifit in this gase is the possibilityof WIG craft, for which i have a certain passion, from what he said before accurate calculation is very difficult, but i am looking for approximate simulation, somthing that will make wig craft work, similarly to how the old aero model was made so that aircraft would work, somthing that will increase lift and decrease drag as you near the ground
  12. i read the responce about how getting accurate ground effect wouod be very hard unless you could figure out how to treat the wings differently but would it not be possible to create a basic mod that is a rough simulation based on altitude to terrain? it would be far from perfect but it would allow for the creation of WIG craft, with maby a slider for control depending on the size and wing area of the craft? i dont know how it would work but it is just a possibility on how to get the possibility, if not total accuracy of wig craft, just an idea but i would love if it could work, P.S is there any way to take the dimentions displayed in the editor and provide them a rough approximation of scraft size? or maby taking into account wing area if it could be calculated?
  13. i have been wanting a plugin that adds basic ground effect flight charicteristis, AKA increased lift, reduced drag .ect, but without the other baggage far brings, would this be possible? and if so how?
  14. a question came up in my ksp fb group for modding https://www.facebook.com/groups/1578621479074689/ about wheather ground effct could be in some way simulated, his query was regarding engins but i am more interested in the lift effects, how a wing within its wingspan in altitude will gain xtra lift and reduced drag, i have a pation for ground effect and wing in ground-effect craft, but would there be a way of setting this up, possibly by modding the lift drag ratio from the debug when close to the ground or maby having a seperate aero model like far within a certain altitude, it does not need to be perfect but i would like to know if somone can help, i have minimal cod ability but it would be somthing i would be able to learn, thakns for any help
  15. when will this be 1.0.2?!? they wont attach atm and it is one of my must have mods
  16. they do work, aero and all, but the props wont work pre firespitter (it ias now updated) and all changable uletanks have no fule in them and cant be changed
  17. i can make a pod and i have amodel to go for the iva but what else do i do
  18. could do with pointing out what a thrustTransform is made fom
  19. i can put parts into ksp but coppying the config accros did not ork for me
  20. i have successfully made my first modded part, but my main aim is to produce a halo pelican, but i ant seem to fiure engines, and there are literally NO tutorials ANYWHERE! i have a part exported through the normal meens like a fuel tank or pod, i gave it an engins config and it uses fule, but it does not thrust and has no emmissive, how do i go about creating this emmissive, and making my engine thrust, i know that for a gimble you need two partsa but right now i just weant some thrust from my engine! HOW!
  21. i have literally no idea hopw to make an IVA (not least of all an engine) there dont seem to be anyh tutorials out there and i far prefer vds to descriptive, could anyone help out? as soon as i can do it i will make a tutorial for it so it dosnt happen again
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