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Katten

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Everything posted by Katten

  1. I'm working on tuning the strength of them now! Don't know of any other problem, except they can flicker sometimes when extending. For the offset shrouds bug, I traced it down to a change in ModuleJettison in KSP v1.4.5. Unfortunately I haven't been able to find a work around yet... There is some hope as the 2 stock parts that have the same situation (ModuleJettison + ModuleAnimateGeneric) are not affected by it. However, despite loading those models into blender I haven't been able to figure out what I am doing differently then those ones.
  2. Small update, continuing to search for the cause of this issue. Seems to be an interaction between the ModuleAnimateGeneric and ModuleJettison. Likely a bug that I have exposed... no clear way to work around it at the moment, but will continue trying.
  3. Thanks! I will check out the log.. EDIT: do you mean the log in the thread start? Looks okey to me..
  4. Thanks! I haven't been working anything with IVAs so I don't know much about it. It works with all animations using the stock generic animation part module, as well as gimbaling engines and control surfaces. However, it should work with anything else too that causes a connection node or mesh collider to move - but you'll have to change AnimatedAttachment.cfg so that the AA part module is added to your part.
  5. Just a notice that I can confirm this behavior in 1.6 too, and working to resolve it. Some stock parts use the same concept, without issues, so it should certainly be possible.
  6. v1.8.3 * Added an integrated fairing to the thermal fairing top side. It works like an interstage, allowing you to hide something inside, a parachute for example. This can also be done using the Rocket Emporium interstage decouplers if you prefer that look! =) Here's a run-through on how to build an Insight style lander!
  7. Hmm, that's interesting, I'll see if I can reproduce it.
  8. Thanks for the report! I take it this behavior regarding offsets isn't visible in other parts than from RE? The Jettison shroud thing isn't expected to work as I only use the ModuleJettison part module to get the effect of sub part of the model disconnecting with the decoupler, based on some stock parts. But I'll see if there is another way of doing it that doesn't cause the Jettison Shroud button to be visible.
  9. I'm glad you asked! The reason why there is 2 attachment points is that you can choose a small or a big parachute, and it will automatically fill up the missing area with more beautiful green cone =) The heat shield should go on the big bottom node, a standard 3.75 m shield should fit good without adjustments! The green cover has a built in decoupler for the bottom node, so no need to add an extra one! It could be the legs should be strengthened, yes!
  10. I have no craft file for it - it is not meant as a full replica, just Insight inspired parts that can fit into the game in general. After that, you'll have to complete it with whatever science instrument you want etc =) I do really enjoy building probe landers with this green heat shield, complemented with a stock parachute on top and a heat shield on the bottom. I can also recommend the Rocket Emporium interstage decouplers in order to connect the parachute more easily.
  11. Just a reminder for the upcoming Insight landing on Monday, there are some parts in this mod that are relevant =)
  12. Today I'm happy to be going to Jool for the first time! Despite having spent 100s of hours playing KSP, and creating a couple of mods myself, I have only been to Duna and Eve so far, hehe. This is in real scale solar system (think it is called Rescale) and Historical Progression. You can see the extenders from my Rocket Emporium mod and Animated Attachment mod working in the video too.
  13. Cool! I will also test it, I hadn't noticed there was a new patch out =)
  14. Unfortunately I'm swamped at work for the time being, so I have been unable to progress. Hope for better times and more KSP in the not too distant future =)
  15. Hi! Yes, in stock settings, choose Advanced Tweakables, and you can select the joint strengths in the VAB Indeed, no parts in this mod. There are parts in my other mod, Rocket Emporium, that uses AA. =)
  16. 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 =)
  17. 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.
  18. 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
  19. 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
  20. A UI to control generic animations would be cool note sure it is feasible.. can take a look
  21. 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.
  22. 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.
  23. 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.
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