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Katten

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Everything posted by Katten

  1. v2.0.0: * Now supports animated surface attachments! * Now makes it possible to surface attach stuff on cargo doors and engine bells * Now adds support to all moving stock parts (generic animations, engines and control surfaces)
  2. You will need AnimatedAttachment! If you use ckan it should be automatic Aha! I will see if i can do a revamp of it
  3. Wow, that's incredible stuff! Someone should defo take it up, I have enough tho so not me =D
  4. Oh thanks! What's a mod pack tho?
  5. That'd be nice! Should be pretty easy, tho there might be other mods that have them.with better quality than i can do
  6. Thanks, that's very helpful! Hmm, so that's the rover parts themselves. The 1.6m S/O still only seems to have a 2.6m round fairing, which encloses the triangle cage. So I don't really know how they manage to squeese that in, but I think in real life they can pack stuff a bit easier than in KSP. I'm gonna have to continue thinking about how to do this and if I should try to support two sizes or just make one, some kind of middle ground between them. Although two different sizes would be fun for progression too..? Oh, and I totally wanna do the skycrane =) Maybe like this: make the Sojourner rover body small enough to fit in a 1.875m lander simplified version, possibly with new smaller wheels as well, and keep the current one pretty large for bigger missions?
  7. I'm hestitating if I should make the rover lander 2.5m instead of 3.75? It might be a bit too big for stock? I think as an approximation, 2.5m would be a Sojourner lander (or even 1.875m?), and 3.75m would be Spirit/Opportunity. Curiosity was landed using a skycrane due to its size. In any case, TweakScale is working okey to change tune the sizes, so it might be a moot point.
  8. Aha! Hmm... probably! But I haven't made any panels before. At the same, I prefer not to make parts that just fit exactly together, its better to have some challenges building a vessel. It'd be cooler if I could get surface attachments to work so we can build the panels from multiple pieces of standard panels or similar, maybe?
  9. Good question! Some parts are dependent on the plugin AnimatedAttachment. It didn't exists pre 1.4. In best case it works, or at least it might loose functionality without causing any critical errors. In worst case, it throws some exceptions that stops you from using the save function or similar. Well, there's only one way to find out
  10. Is it the color or what bugs you? =) Yes, there is a way of creating them, although not entirely trivial as it seems...
  11. Thanks for the feedback! Any idead what i can improve on it? It was loosly based on this little fella. A ksppedia would be great!
  12. Ever felt like uncontrollably tumble down the Duna hills inside a pyramid shaped cage with nothing but flimsy inflatable balloons to protect you? Well, that's pretty specific, i must say. But we are here to oblige. v.1.7.0 - Ukemi * Added a rover lander inspired by Mars missions * Added a simple ballon with high crash tolerance * Added a small rover body * Added TweakScale configs (On the pic, the rover body is scaled 150%) Tips: * The balloons can survive pretty high speeds, so you can slow down the lander with a parachute - no rocket engines required. * You can attach a parachute to the top attach node of the lander, but put an upside-down decoupler to remove it before opening the lander. Otherwise it will look silly... * For the ballons, attach a structural mounting plate to the side attach nodes of the lander, and the attach the balloons to the mounting plate - since surface attachments are still not animated. * Bug! I think there is a bug that causes saving the game to fail if you are controlling a separate vessel (like a rover) close to the lander, or other parts with AnimatedAttachment. Will investigate soon, but if you encounter this issue, try to switch control to the lander for now. EDIT: was not able to reproduce it. The hunt goes on. * Tell me what you think of the sizes and balancing of these parts. I didn't have much time for testing and looking at proper tech levels etc yet.
  13. Ding ding ding! We got a winner =)
  14. Hmm... what hides behind these blobs? A little teaser for what I'm working on now =)
  15. v1.2.2: In stock KSP, wheels create auto-struts that inhibits robotic mods to move them. All auto-struts are now removed by AnimatedAttachment while any animation is running. They are recreated after the animation has stopped. Please tell me if this is causing issues in any situation!
  16. That's a combination of hinges, rotators, the structural cylinder and the mounting plate =) Edit: ah, did you mean the pic with the muna sphere? Yes, that's the "extender" below. Here with their different part variants:
  17. v1.2.1: Solved #1: Now applies scaling from models to attach nodes
  18. A bit more info on the parts affected by the update: Hinge: * Has 180 degrees range of motion. * Changed from the earlier small flap thing into a more stable model * Doesn't have soft start. This is to make it possible to combine multiple hinges with consistent angular speeds, despite any deploy limits Rotator: * 360 degrees range of motion. * Comes in 3 different variants - Small (0.3125), Large (0.625), Small to Large. Extender: * Comes in 2 different variants - Small (0.3125) and Tiny (~0.15625), with the same range of motion General: * Use Deploy Limit to select the needed range of motion. For example, 50 works well for creating a 90 degree hinge. * If you want to surface attach something on the inside of the spheres or robotic parts, make sure to use the structural Mounting Plate as an attachment poin
  19. v1.6.0 - Robotastic * Updated robotic models to have a consistent size * Put an attachment node under the lid of the reentry sphere * Added a cylindrical structural part for robot arms * Fixed the download path in the version file Muna Sphere: * Put attachment nodes under the flaps * Hollowed out the bottom compartment * The compartment can still be selected as closed for backward compatibilty or reduced node collider count * Removed the battery resource
  20. v1.2.0 * Can now disable the updating of the positions temporarily in order to move attached parts in the editor for tuning by clicking "Animated attachments = disable" (remember to enable it again afterwards!) * Now survives time warp * Now survives launch revert * Now survives saving and loading * Increased default springs and dampers * Fixed the download path in the version file Known issues: * Forgetting to re-enable animations after fine-tuning the position of a part before launch will cause problems * Still doesn't handle scaling of transforms in the model Overall, this mod is now quite stable and useful! Modders, please give it a spin =)
  21. Thanks for the bug reports! Will solve
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