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Razchek

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Everything posted by Razchek

  1. It looks like you've renamed the textures outside of unity after you have exported the model. That's a no-no. Rename the textures in Unity, then export the model. http://i.imgur.com/HAd8d1E.jpg?1 (I renamed your two mbm files respectively: model000.mbm & model001.mbm)
  2. That someone could even add a kinematic rigidbody to the boats and script them to move when within the visibility range of the active vessel. KerbTown handles the visibility range activity part - someone would just need to write the movement code. Good luck on this ambitious project! I will be watching. Oh, you might want to link people to the KerbTown thread - so they can find the plugin.
  3. I'd go with separate colliders. It's very minimal on the cost of performance with static objects that do not move. Greys is correct. This is just how KSP handles putting the ships to the ground. It needs to collide with "terrain" for it to be considered as touching the ground. Almost all static objects are set to the terrain layer automatically, so you should indeed use an invisible mesh or have a underwater shelf like Greys said. That is awesome! I replied to your question also. There are no direct tutorials for going straight from SketchUp to KSP from me. If you can use SketchUp to put a part into the game, then you can use it to put a static object into the game. Just take a read of the manual.
  4. If you guys are still making cities, feel free to use KerbTown to place them in-game!
  5. You don't need to merge them. Just ensure you place all your meshes as descendants of the empty game object with the KSP Part Tools component attached. You also do not need to use the convex option in your mesh collider properties. You can, but you don't have to for these objects. Each mesh can have their own colliders. Good to have followers! You'll need to know how to at least make a part - if you can get that far then take a look at the manual provided in the first post. The creation of a static object is essentially the same a part.
  6. It's hosted by Google. So probably your end - I haven't changed the manual since 0.11.x. What exactly is the "first one" reference you are making in your post. The floating launch ground, the stock launch pad, or something you've made yourself? At this point you cannot reuse KSP Stock "Static" Objects. @rasheed: I cannot replicate the errors you are getting in the log you provided. Try re-downloading and then re-installing the plugin and temporarily remove all your static content.
  7. Okay I'll take a look when I get home. Lol. You shouldn't start your sentences with "errrrr". It feels rude.
  8. Thank you for the report. Update 0.12.2 is now available to resolve the issues you were experiencing. I would love to provide the ability for players to "Put XModel Here" directly from a module. I will see about implementing this.
  9. @TheCardinal: You can manually delete instances by opening the config file and removing all the nodes that are titled "Instances". @germalto The answer is you can. But not the way you were hoping. First you will need to set the root object to be a non kinematic rigidbody and change it's velocity and angular velocity to match that of an existing vessel orbiting the planet with a similar mass. If you define a RIGIDBODY Module with no mass variable it will be set to the default value of 1. Bring on the 7 day later release update. This brings us to version 0.12! No new stock object content has been added in this revision, how-ever there are more still planned for the future. Including one more exclusive beta Easter Egg which will be found on Minmus. The Mun EE will be removed in the next update. The Eve EE will still remain in it's puddle of water through to the stable release. How-ever during the course of the beta, the contents of the Easter Egg may change. Version 0.12 Available! There are several changes that have been made: Update 0.12 - Several Changes - Added the class: StaticObjectModule which can be extended by referencing the KerbTown library in your projects. |-> Provides virtual methods to override for Saving & Loading Settings when KSP invokes the save or load callback. |-> Provides a virtual method to override for cleaning up your references before script destruction. |-> Provides a reference to the instantiated static object's properties. - Added isYielding parameter for config files. You can manually set this to 0 to remove your object from the editor list. - Added object scaling to the GUI and StaticObject parameters. You should use this for testing sizes out, rather than a permanent setting. - Added the ability to rename your Launch Sites when marking them in the KT GUI. - Added a module list which contains all non-native modules added to the static object component for reference. - Added screen message to the vessel editors for when a Launch Site is selected (to better support the user experience of the new design). - Added a new native component: Ladder - which allows a static object to become climb-able should static objects meet the existing KSP ladder configuration. - Added visibility range as an adjustable variable to the KT GUI. - Added support for reading and writing settings to the current save folder. (Extensions.ReadSetting, Extensions.WriteSetting, Extensions.ReadNode, Extensions.WriteNode). - Changed the KT GUI layout and added a few extra GUI objects. - Changed default behaviour for remembering launch sites: If the last launch site was set to "LaunchPad" or "Runway" it will now reset to the default for the active vessel editor. - Changed the behaviour of custom modules to be enabled only when the active vessel distance is inside the visibility range of the object. - Changed the positioning and design of the GUI button present in the vessel editors. - Fixed a bug which sometimes let PQSCity reference destroyed objects. - Fixed a bug which would sometimes cause celestial bodies to "disappear". - Fixed a bug which was trying to read 'name' and 'namespace' from added modules as members of the module. - Several other bug fixes and minor changes were also made. I will be updating the manual over the next few days at my convenience, as well as adding to some of the implementations presented in this update. Resources were skipped for this update (and all future updates*), because it occurred to me that resources should be scripted manually to achieve the effect you were after. Snjo's fuel pump is a perfect example of this, I hope to see more releases from him soon! I do how-ever have plans for "docking" vessels onto static objects. *This may change depending on the demand for a native resources module. Also, sadly - the source code license (only the source code) has changed during the beta of this project. Now if you wish to do anything at all with the KerbTown source code, you must first obtain my permission. This does not affect your ability to distribute the content you create with the KerbTown plugin as you would have previously. The CC BY-ND 3.0 license still applies to the KerbTown.dll Please keep that in mind and thank you for understanding. As always, if there are any bugs, features, suggestions, comments, questions - anything at all you'd like to present me or the community about KerbTown you can post here. I do read every post.
  10. Here you go. KT Update is still being fine tuned, hopefully not too far off.
  11. I will restart my old project if Krag doesn't hand hers over to someone who knows what they're doing.
  12. I'm guessing your resolution has a screen width less than 1600. Unfortunately unless you can increase your screen resolution there is nothing you can do just yet. In the next update the Launch Site selector button will be smaller and moved out of the way of MechJeb and SubAssembly Loader.
  13. Take care Krag. -- Edit My order: One pint of "Krag's Best" please? How much do I owe ya?
  14. Seems I missed a critical point in the manual lol. The _spawn object currently needs to be a direct child of the root game object (the object with the part tools component).
  15. Add a non kinematic rigidbody to the object and apply force as necessary. I haven't tried this, but in theory it should work. HoY suggested that you could try using KAS to grab one of these objects with a non-kinematic rigidbody and drag it with your ship into orbit. See if that works for you? Read the manual for information on the rigidbodies component, set the mass for the object inside that node as well. And yeah, as Greys said: launching from it is not advisable - KSP will not be able to ground it properly, although I may have a work around for that (kinematics only).. we'll see. @nothke: Does your object have any moving parts; animated or scripted? @Greys: I'm thinking of implementing the stock targetting system to the statics with a parameter to enable it. Also I use that runway of yours everywhere now, including my quick tests for launch site naming (which is ready for the next update).
  16. Will you be using KerbTown to place your Pub, Krag?
  17. Poor choice of words on my part haha I didn't mean to say you're trying to bait Krag. I just can't think of the right word to impose the situation at the moment. Too many late nights recently.
  18. Lmao whether it be b*tch Krag or RP Krag. You're welcome in these forums by the majority community. I'd like to see the dealership plugin with the "Krag's Secondhand SpaceCraft Emporium!!!!" title for sure! It's very feasible and not as daunting to implement as the celestial bodies mod is. *shrug* I encourage you to keep up with the story line you had in mind. As long as the majority of the community isn't upset - you won't have a problem. There we go, awesome haha.
  19. @Cooly568: You misspelled my name. BUT! Awesome cave stalagmites haha. You can convert parts to static models, and crafts are in the works. But that may not be for some time. At the moment I have a part module in testing that will convert a single part into a static object. Someone could script a portal, for both part spawning and teleportation. I don't know if I'd add that to the core of KerbTown though. @Snjo: Persistance for a lot of things will need to be added by the developers. I will add generic persistance as a part of the resources module, animation positions and object local positions; possibly more in the future. But for some things the persistance will just have to be made by the sub-mod developer. Of course I will expose the necessary members to do so. @nothke: I really hope you share those when you're done. Epic. <3 Of coures it's incredible! The project inhabits some of my spare time. Rename "Model.mu" to something else. E.g. "MyModel.mu" and don't forget to update the config (case sensitive). http://i.imgur.com/Zz1t5LN.jpg Also, although not necessary - come up with a more unique name then "LaunchPad" lol. Never know what issues it might cause down the track if someone puts something in the same folder with the same name. I look forward to seeing some of your work!
  20. If you are ditching the project Krag, I am more than capable of finishing it for you. I ditched mine originally because I seen AstronutKhillips take it up. Edit: In all reality though, I would prefer if you completed your project. Your personality is top-notch and you shouldn't be discouraged by discouraging posts. The mods are just trolling you (they have their reasons), people do that lol. Either way, I support your decision and hope you'll continue giving your awesomeness to the community whether it be through mods or simply good conversational role play.
  21. Hah! I like it. Holla if you need assistance. I have servers as well, should you need hosting, fellow creator.
  22. Okay, well message me if you need a hand with something re: KerbTown. Even if it's only to implement your own little button (that sits next to the start of the mass driver). I'm glad you made this your own rather than copying straight from the example I provided! Good work!!
  23. Why not use an ingame button for your launch? In code check to see if the object is in a trigger collider (starting position?), if it is then enable the "Launch" button - when you click the button you enable the fixedupdate code to apply acceleration. I like this btw. Very cool haha E.g. OnTriggerEnter(Collider otherCollider) { // add to list of launchables, if list length > 0 enable button } OnTriggerExit(Collider otherCollider) { // remove from list of launchables, if list == 0 disable button }
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