Katten

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  1. Maybe using fluid instead of a fixed counter weight? Like, just fill up the tube with water, then it goes all geyser, then it flows back through multiple channels with generators which are closed when ready to fire again.
  2. v2.1.4: * Added support for launch clamps https://github.com/KSPKatten/AnimatedAttachment/releases/tag/v2.1.4 Was very nice with the foldable lights, as they automatically folded back when staging, for some reason =)
  3. Considering the nice hinges and similar now available in Breaking Grounds, I might as well remove the robotic parts from this mod. Or does anyone see a reason not to? =)
  4. With Breaking Ground, KSP now has built in support for robotics, including surface attachments! VERY NICE! However, this mod still functions the same as earlier, adding support for surface attachments and simple robotics based on generic animations (cargo bays etc), as well as control surfaces, nozzles, and any third party mod that somehow animates meshes.
  5. Only one way to find out =) This mod is very experimental and untested...
  6. Of course! I didn't have time to test it yet, but at least compiled and updated version info. v1.0.2 * Compiled for 1.7.0 Here is an example of what this can do:
  7. Happy to oblige! =) Add the following to the stock file OrbitalScanner.cfg: MODULE { name = AnimatedAttachment } Also, in the same file, change attachRules = 1,1,0,0,0 to attachRules = 1,1,0,1,0
  8. Hi! There are no parts in this mod, but it should be easy to create a part like this for another mod =)
  9. Thanks! Sure, that could be an optional part variant! =)
  10. Thanks Raccoon and linuxgurugamer for the bug reports! Hopefully I will get a chance to look at this soon! (very busy work period at the moment) For the cargo bays I would suspect that the model structure contains something that isn't handled well by AA, maybe some negative scaling or anything else that I wouldn't have foreseen when writing the code.
  11. Hi there! Surface attachment works on cargo bays (and anything using generic animations), and should work on any third party mod that moves the collision meshes of a model - but you'll need to edit AnimatedAttachment.cfg so that AnimatedAttachment is added to that specific part (or, to ALL parts). This was tested successfully earlier with one of the tank/weapon mods! =) I don't know if there can be situations during animation that could disturb wheels. Not impossible... Yes, any connected stock or mod part! Both physics based (tanks etc) and physics-less (antennas, small struts)
  12. v0.4.2 Both models and textures still update in 1.6.1! Things like animations and other part modules can get issues, but at least it's easy to check changes in the modelling =) I will continue to check a bit regarding loading config files.
  13. It probably can. In other news, I'm gonna run some testing with 1.6.1 to see if it is still compatible and freshen up my memory on the source.