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About Katten

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  • Website URL https://github.com/KSPKatten

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  1. Thanks for the report! I have an intensive period at work now, but in a week or two I should be able to get around trying to replicate it =)
  2. That is (should be) totally fine! I do it all the time. Please check: * Do you have the latest version? * Remember that you need to make sure you are adding them so that the animated node is not connected to the parent. With that being said, I have seen some odd situation like that popping up too, but I haven't been able to really replicate it. If possible, add a screenshot of your setup =) Sounds pretty reasonable to me! This mod already removes the NoAttach tags from individual colliders, but doesn't change the attach rules at the moment.
  3. Do you mean the same type of deploy limit that is visible for most animated parts? In that case, yes, that should be a simple matter of applying an MM patch. If it works without adverse effects, it seems like a reasonable thing to include in this mod =) Edit: tested, and it is possible to show the deploy limit. But, when clicking Open, the animation goes directly to the fully open position instead of doing the animation. It seems the stock animation logic has some issue =S
  4. Sure you can! Unfortunately, they will rotate in opposite directions if you add the rotatrons in symmetry mode =S If you add them separately, with their own rotations and home positions, you can probably make it work. Edit: actually a hinge, just like you were asking for, worked perfectly =D I used the Rocket Emporium hinges for testing
  5. A UI to control generic animations would be cool note sure it is feasible.. can take a look
  6. Pangolin Mechanic's Toolkit! Ever wish you could stop your cargo from going through a cargo bay during high g forces? Ever been annoyed robotics arms can go through parts of your vessel? Would you like cargo bay doors stopping when hitting something instead of going through it? Are you creating odd contraptions where you want more control of the physics of the vessel, like engines, gears, etc? In that case, PMK might be for you! It adds 3 functions to parts, available from the right click menu. They all start in inactive mode. All settings in this mod are visible only when you have activated the stock setting "Advanced tweakable" in the settings menu! Intra vessel collisions You can now activate collisions for parts against other parts in the same vessels! There are 3 different settings: None - as stock Only active - collide against other parts that have mode "Only active" or "All parts" All parts - collide against all other parts of the vessel Issues: Notice that no parts will collide with the directly connected parts, in other words direct parent or children. This seems to be enforced in a deeper layer of Unity or KSP and I haven't found a way to solve it. It is good for performance and makes sense in most situations, so not a huge problem. Animation stopper This small function will stop a generic animation if any of the doors hit another collider. This applies both to other vessels, and other parts inside the same vessel - if you have enabled intra vessel collisions =) Issues: I haven't figured out a perfect way to stop the animation without messing with the deploy limit. So currently, when it stops, it will set the deploy limit to that specific angle. Without doing this, the open/close buttons don't work as expected. Some stock parts still behave wonky in regards to the open/close buttons. I think it has to do with reversed animations. Should be fixable. Joint unlocker Now you can unlock stock joints! For example, create a hinge from stock parts! Create a rotator for a helicopter style craft. Or why not a piston for some kind of complicated gear? Issues: Currently, there seems to be some gimbal lock issue when rotating around the angular x axis (roll, like a rotatron). It kinda goes 90 degrees, then starts vibrating, risking a kraken situation. The Y and Z axis are sharing some settings in Unity, so it is currently not possible to unlock them separately. This should be fixable tho. Compatibility This mod has been tested for compatibility with * Animated Attachment License Released under CCA-NC-SA 4.0. Change log Download Download from CKAN or from github.
  7. Alright! I tested the following situations: 1. Without AA, surface attach a panel, then Tweakscale the size - works ok. 2. With AA, surface attach a panel, then Tweakscale the size - does not work as expected! Position gets offset somehow 3. With AA, Tweakscale the size, then surface attach a panel - looks okey, also during animation RCS works okey even after animation =) Regarding wheels, I think you'll have to tune this yourself. KSP stock handles this pretty badly without animations already (from a player perspective) so I don't count on it being better with animations. I'll see if I can test B9 later.
  8. There is no window when you click Active, just a small, small view finder on the actual model =) On the SOAP-2, there is a larger display. Science point can currently only be collected landed. Mostly, due to limited time for testing in orbit at the moment. Well, actually I'm working on another mod at the moment, but I will try to circle back to these cameras soon.
  9. Aha! These two parts are pretty much in beta stage still and probably requires more work. I'm hesitant if maybe I should put them in a separate mod in order to not create too much confusion for the rest of RE. I thought it was working decently in the latest release, 1.8.2... but I see I am also experiencing problems right now in my install. Anyway, basic idea is: * Click Display: Active (to see where you are aiming) * Click Take photo * Click View photo/panorama - this should show the photo. For me it is just black at the moment In the SOAP-2 you need to rotate around to create a panorama composite * Click Prepare transmission - this will create the science popup window and actually give you the option to send it. At this point, collecting science should work (and does for me)!
  10. Thanks! I dont think that would be an issue, but i dont use them my self. Is there any moving parts in these mods?
  11. Katten

    [WIP] Infernal Robotics - Next

    Hehe, thanks, but it doesn't allow any control of sequences etc so I guess they have a bit of different niches
  12. Yes, it is the version file that links to the download page.
  13. Gosh, not again. I need to redo my scripts, lol. Will fix that and the description. Edit: @HebaruSan, it is fixed!