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martinezfg11

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Everything posted by martinezfg11

  1. I think the "stock" screens you are referring you are modeled/textured into the asset. You could always just put RPM MFD's over the top of them..
  2. If you're adding in props you don't need to add in any textures. look to the right you'll see an "export Config" button. It will write the pertinent information to your internal .cfg file. Just make sure that in Unity all your props are children of the IVA in your hierarchy.
  3. Show a screenshot of your setup tab. Did you assign your GameData directory? Keep in mind the directory needs to actually contain the .mu files.
  4. Setting up everything in Unity is annoying and then putting those stupid props on and having to reload the stupid database every time then spending a good 30 minutes making sure your Kerbal is set up correctly on it's seat just to realize that female and male Kerbals are offset from each other. It's one of those things that you spend twice the time making but everyone who plays uses it about 5% of the time. Oh and not to mention that Squad decided to rotate internals and cockpits in every confusing way. IVA's are cool and all, if the props could somehow be added in-game, or an in-game environment of sorts, that might make life a little easier.. Oh and Kerbals have giant heads, and their eyes are halfway down their heads making things like eye offsets necessary in order just to be able to look out a window.
  5. IVA's are the most bone grinding activity in all of KSP modding.
  6. OK. Thanks. I know that with FAR you can make a wing with a control surface as a part of the wing. Much like the stock delta-delux winglet. I was wanting to make a wing with 2 control surfaces built into the wing, yet able to be controlled independently with the tweakable features you mentioned.
  7. No, I'm referring to having a flap and aileron on a wing that can act independently of eachother. But still attached to the same part.
  8. First of all, awesome LES. Second, maybe you have some funkiness going on with your attach nodes?
  9. I do most of my texturing in Painter 2. I just use the Unity4 Diffuse option when exporting, which creates a spec map from the roughness/metallic values and puts it in the Alpha channel; then convert to DDS once texturing has been finalized. Other maps such as normal and emissive can be used without issues.
  10. It's a cockpit with an engine integrated into it. I'll post more pictures later. Reference for the cockpit was the Embraer Super Tucano Hatches are out of whack due to the colliders. I've been slowly but surely attempting to optimize them, often times the colliders are stretched over the hatch thus not allowing entrance. The old KU cockpit is the two-seat variant (blue tinted canopy glass) and the new on has a gold tinted glass and will only seat one. This is due to the canopy design and the kerbal's enormous heads, they stick out of the glass when the IVA overlay is activated.. The old KU has a full IVA, the new one has a semi-finished IVA. Both are available on GitHub.
  11. I don't know? The configs are mostly derived from stock, and I never actually combed though all of them. If you want the parts to do a certain function, modify the .cfg and PM me the config file. I'll gladly add it and give credit
  12. Alright, I'm back in a semi groove with this mod. Need something dead fast? Here's a new solution from AOA Tech. Textures still WIP.
  13. Yes Sir. I promise I'll get off my butt and finally get this mod formally updated to the latest KSP version. Meanwhile you can grab the dev build on GitHub (look in the OP). Been busy with work lately, Uncle Sam demands work.
  14. So is there a better way of deciphering page definition files? I'm currently using notepad++ to edit and view them, but studying the page definitions of monitors such as the ASET MFD's makes my eyeballs melt and also makes me wonder how the creator didn't get utterly confused while working on it...
  15. Man, I've been in the same boat you are in many times, often times I've had to sit there for hours getting fragmented information together to finally achieve what I wanted. So keep on going on, PM me if you have issues I'll try to help as best as i can. Now for your heat emissive issue, have you tried to make your heat emissive animation just a generic animation to see if you can actually see it in-game? If you can see it in-game, then you may not see the heat emissive simply because your configs are not set correctly. What module are you using? FXModuleAnimateThrottle or the heat animation one (ModuleAnimateHeat IRC)?
  16. I'm not sure if gimbaling would produce accurate rotor behaviour, I would think that the thrust vector should move along the rotor disk depending on "cyclic" input. Then again this may not be possible without a custom plugin. I'm not sure how firespitter makes rotors behave, because I know that cyclic position is shown in rotors.
  17. You beat me to it. This is exactly the type of project I've been wanting to tackle.
  18. I have an engine that used to use KM_GIMBAL which I transitioned over to the 1.1 stock gimbal module. If you need assistance with it let me know, it isn't too terribly tedious bth.
  19. Autosmooth/Mark Sharp is your friend. Also, @RoverDude has some animated pistons that he sets up on one of his twitch modding streams.
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