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robotguy4

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Everything posted by robotguy4

  1. I found a bug in 1.1.2 that still appears to be in 1.1.3. Should I do anything?
  2. Yeah, it's a bit of a pain. You have to really do some messing around with ballast placement and settings until you get something that doesn't flip immediately. Instead of a shorter sub, try a longer one with at least two inline ballast parts, one at the front and one at the back. That reasoning is how/why I came up with the Seaslug 1. Also, Roverdude, if you're going to expand this pack, I suggest adding a conning tower (could be a crew compartment?) and a ballast nosecone. Also, drone parts would be cool too.
  3. If you can a gun is possible, it's possible to code a basic grenade. At worst, it's a big, slow grenade-shaped bullet that explodes on hitting something. If you want a throwing animation, I'm sure that could be done as well.
  4. I didn't click this thread. I pressed the return key on my keyboard to open it.
  5. What kind of specific behaviours? Is it mouth shaking?
  6. What arm? Oh, do you mean from this? I mean, I didn't make it, but I think that's Infernal Robotics.
  7. Actually, forget diving weights, we need a BCU (Buoyancy Control Device). Maybe I could bash in a script to make one...
  8. Removing the eye mesh was the easiest way to do the eyepatch. I think I did find a way to add a different texture to the eye during an experiment I did, which now I can't seem to replicate. Doing this would probably require changing the UV maps to make it work or making an option for a new texture.
  9. Not saying I know it like the back of my hand or anything, but I guess I could try doing it. No promises, though. EDIT: That was actually easier to do than I thought it would be. How should I share the patch/sourcecode so people can start making space pirates?
  10. From a semi-informed POV (I looked at the source) it looks like something changed in EVA animation that broke something and/or when KSP got ported to Unity 5. I'm not going to lie; I'm just a notch above banging rocks together in terms of modding, but I'll take a whack at fixing something. Probably won't be able to fix it. EDIT: Is the KerbalAnimationManager attribute new? Looks like it's new. I can't seem to find any documentation or mention of it anywhere. If it's new, that's the problem. Looks like the animation system for EVAs may have changed. EDIT2: Turns out the KerbalAnimationManager attribute wasn't too useful in getting it to work. Also something to do with jumping... As far as I can tell, I patched the Animation Suite to use legacy animations. Someone will need to test it out more than the "open the GUI and stretch a bunch of body parts around" test I did. Send me a PM if you want to help test it or want the source or whatever. Mucking around KerbalAnimationManager was basically a waste of time for patching. All it did was loop certain animations. It does suggest that this mod should switch from legacy to the current system. Not sure if the animation "layering" system is new or not.
  11. Is it possible to add a config option to hide either the left or right eye and another to hide the pony tail? Some poking around in the source code tells me "probably".
  12. You know what this needs? At least two things: 1. Underwater "RCS" thrusters. 2. KIS diving weights. I found that if you keep an anchor in the inventory, you'll weigh your Kerbal down enough to sink to the bottom Here's something I built. I call it the Seaslug 1.
  13. I really like these textures. Here's a config file I made for them so they'll assign these as female faces: https://dl.dropboxusercontent.com/u/1324874/NecKrosConfig.zip I'm also going to experiment with the template some. Would anyone like some covered eyes textures?
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