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fusty

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Everything posted by fusty

  1. Heh, nice russian doll setup! Small teaser of the CBM overhaul EDIT: If you can't tell, Bac9 gave me some tips on making my textures pop. And by tips I mean a gorgeous mockup I have been mimicking.
  2. It's not a very big cargo bay, but it should allow for some fun!
  3. Released some new Munox bits and pieces. Album of the new parts here.
  4. That's pretty weird, any stangeness upon docking like higher speed than normal collision upon docking? I'm delving into a redo of the CBM's today, and releasing a small Munox update. Oh, and there is no functional difference between the active and passive. It's just cosmetic in case you wanted to mix things up, or make it seem like there were mating pairs. IRL the active and passive sides of the CBM's (like on the ISS) do behave differently, but I don't even know how to replicate such behavior in KSP, and frankly I wouldn't want to.
  5. Very strange report Banana, which size ports did this issue arise on? Madact, I've been notified, since there is that typo they all revert to the default breakingtorque, which isn't too bad. When I'm finally done with all these classes (in a week) I'll be giving everything I've made a once-over for re-release including a munox cargo-hold expansion.
  6. Sorry to disappoint, if I ever get around to overhauling them (which they sorely need, there are other visual issues with them) I'll work to include this feature. I'm only kind of sure how to "key" the things so they'll work this way, but once I start testing that idea out I'm sure things will fall into place.
  7. I'll have to check what is different from my config to the stock clamps config. I thought that behavior was normal for some reason! and annoying!
  8. Thanks for the chuckle Rusk, hope you enjoy the parts as your move forward!
  9. A .rar file is just like a .zip file. It is a compressed folder containing the mod parts. Go download something like winRar to decompress it.
  10. Personally, I like the active sides. They are slightly slimmer, and have more doodads on them. The passives are more plain.
  11. It is not just parts. It also has an IVA which requires a folder named UniKarmony to be present within KSP/Internals/Spaces/ and another couple of props in KSP/Internals/Props. So if you're throwing the parts/ folders in the right place, be sure to do the rest.
  12. Indeed Karriz, though a Munox update is only a few days away! Cargo bays and separate cockpit, passenger compartment sections incoming!
  13. FusTek Parts NO LONGER MAINTAINED: CONTINUED BY Sumghai HERE Welcome to FusTek, a world of infinite possibilities and sudden unplanned death! MUNOX 2.0 is HERE! The Munox can carry 18 kerbals to orbit in luxury, and terror. Complete with IVA and Utility ring that holds RCS and has lights (found in the Utilities section). NOW WITH MORE! In Addition to the Original Munox, you now receive a separate cockpit-only 2 man pod. TWO 16-passenger compartments with CARGO HOLDS. Command Pod Tab: Munox Original Munox Cockpit Munox Aft Passenger Compartment + Cargo Hold Munox Aft Passenger Compartment + Jumbo Cargo Hold (fits more 1.25m things) Structural Tab: Munox Aft End Cap (For the ends of your cargo holds) Munox Aft Jumbo End Cap (For the ends of your cargo holds) Utility Tab: Munox Utility Ring Click for an album of new goodies! Download on Kerbal Space Port Karmony Module The Karmony Modules (one with 1.25m ends and another with 2.5m ends) hold 6 kerbals and make great station modules. They vaguely resemble some ISS components. You can grab these along with my gigantic static solar panels and gigantic K1 Truss section in my station parts pack on Kerbal Space Port. Download the FusTek Station Parts Pack on Kerbal Space Port Common Berthing Mechanisms (Docking Nodes of varying size) 4 sizes of docking ports in two visual styles (all docking ports of the same size will dock with each other, 1.25m docking ports will dock with vanilla 1.25m docking ports, same with the tiny ports and the probe-sized ports). Download the Common Berthing Mechanisms on Kerbal Space Port Kappa Pod A one-man escape pod complete with parachute and onboard RCS capable of forward/reverse translation. Download the Kappa Pod on Kerbal Space Port Publicly available and re-usable props for IVA builders/modders! These props should help you clutter up IVA's a little bit. More will be posted in the future. Download the FusTek IVA Prop pack on Kerbal Space Port To Install Any Of My Mods just place the FusTek folder into your GameData folder and make sure the folders Merge and don't Replace.
  14. I agree with Mekan1k, they all look like winners you can't go wrong with choosing. It'd be neat to have more options than less though, so perhaps you can figure out some tradeoffs of the various designs to make for more varied craft design.
  15. Hey, check out how ORDA makes it's stuff move. It 'invents' forces. I'll go look it up and report back. EDIT: Ok, so all the ORDA pods and ORDA ASAS use the ORDA_control_pm module and that sets up a torqeFactor of at least 10 if no other torqe device exists (such as that on vanilla pods). He sets this in the OnStart() method, and then references it in the OnFixedUpdate() method with the following to apply the torque // apply torque float pitch = FlightInputHandler.state.pitch; float roll = FlightInputHandler.state.roll; float yaw = FlightInputHandler.state.yaw; Vector3 torque = new Vector3 (-pitch, -roll, -yaw) * torqueFactor; vessel.rigidbody.AddRelativeTorque (torque); So grab the input and make a vector and multiply it by your torqueFactor, then apply it to the vessel as a rigid body (from the center of mass I'm guessing). DISCLAIMER: I've never modded KSP or used Unity. I'm just guessing based on how code usually works.
  16. You could look at how ORDA does part-highlighting when you pick target docking couplers. Actually, I'll look it up and report back. EDIT: I bet it leverages lots of bits of the unity engine, so I'll trace it back until it defines what color to highlight it and I bet that's what you'll want to use! EDIT 2: Found it . . . from orda "vesselDockingPort.highlight(Color.green);" That's what turns the parts green. To define your own color make a Color var like so var color : Color = Color(0.1, 0.2, 0.3, 0.4) In the above the arguments are Color(red,green,blue,alpha) So what I'd do is however often you're updating the color, define a new one and then apply it to the part with MyHotPart.highlight(Color.color); DISCLAIMER: I have never written a plugin for Unity or KSP.
  17. Nice, reminds me of doing !!Science!! for Dwarf Fortress. Put these in google docs form for easier reference maybe?
  18. How are plugins made? Is there an api that is leveraged? Or any documentation to work from? I found the information on the wiki for starting plugin module development, so I think I'm good there. Anyone have any good code examples/open source material I can learn from? I think I've got navigating Unity's documentation down as well, though using it for the first time will probably be shaky.
  19. THANK YOU SO MUCH! That tip would have saved me reloading my quicksave 30 times just trying to find about what altitude the ground was actually at while attempting a dark-side landing without any sunlight yesterday. That ground just looked like it was never changing.
  20. Very Exciting, guys! Keep up the great work. What language is all this developed in btw?
  21. Wow, I thought I was the only person who ever bothered to play that game. MEMORIES!
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