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FireStormOOO

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  1. I'm not sure if the vessel class works inside of the VAB/SPH, but that has a property called rootPart which might be what you need?
  2. *Everything* related to the function of the part is in the part.cfg to my knowledge. Some of the effects have to be set up in unity, but not the resource system. What you described should work. I'd go test it myself, but I FUBARed my KSP install. Post up the full cfg inside a code tag? EDIT: You know, on second thought, I give 90% odds that you didn't change the 'name' field of your new part, which makes it so the game can't tell the two apart when loading a saved ship. In your case, you MP engine would revert to a LFO engine on the launchpad. I've had it happen to me before with part rescales. That name field always has to be unique across the entire install.
  3. There's breakingForce and breakingTorque that everyone seems to know about. There may also be a way to set the dampening and spring constants from the cfgs or definitely via plugin(I'm working on one such now).
  4. Maybe you could modify the resource transfer type for that part only to isolate it from the rest of the ship fuel wise and then drain the fuel out however you please. As long as it's empty and fuel can't get back in, all is well. I looked and it seems really easy to add a resource to a part, but nye impossible to get rid of them. It seems clear that you aren't supposed to be able to remove them at flight-time, though if there's a will there's a way. EDIT: Part.SetResource(ConfigNode node) looks promising; if I understand how that system works, you should be able to change at flight-time anything that can be set via a cfg file?
  5. Looking awesome and definitely worth waiting for. IRL takes precedence, and besides, there's *always* something when you're coding Anyways, if you're having trouble cramming all the functionality onto the part at one time, you could make it so that there is one partModule that makes the tank "Convertable" and have that be the only thing added in the part.cfg. You could then make any other changes to the part at convert time, such as removing the ability to carry fuel and oxidizer, changing crew capacity, etc. For example, maybe the "Convertable" part module could add a "MidConversion" partModule then remove itself, so you no longer had the option to start the conversion, but now had the conversion underway text.
  6. Very nice, this should take care of everything plus some. Also makes me wonder about adding emissive textures to parts programmaticly in conjunction with deadly reentry... but one thing at a time. TY.
  7. Oh I'm going to love this. Don't get me wrong, that existing throttle steering plugin has been a godsend, but this... *drools slightly*
  8. You have to make the DM resource have non-zero density, otherwise any amount of the resource still has no mass, and can't work in a reaction engine.
  9. I got some additonal work done last night and this morning. I now have the crudely textured parts in unity. As a first project, my philosophy is something along the lines of "make something useful; it doesn't have to be perfect". With that in mind, the textures are very basic, the models just on par with the stock pieces, and I haven't done the animation for the cargo bay, but I want to get these parts in game sooner rather than later. Once I make the part configs, I'll do a alpha release, including the original models and textures as well as the KSP usable parts. Take a gander at the parts in unity with the KSP shaders applied: I should have stuff out later today, pending no further problems, workflow or IRL(#BlackForestFire is getting mighty close). Looking to release under one of the more permissive Creative Commons licenses.
  10. Save for a distinct lack of a deceleration burn kinda ruining that video for me, it was cool. I'm definitely interested in this, and would love to see an XCom style drop-ship or Halo's Pelican in game. I'm not entirely clear what you're stuck on from your post, but I think I can help; it's a fairly straightforward problem before you add in pivoting engines and thrust vectoring. I think it just boils down to solving a system of (linear?) equations with a throttle value for each engine, multiplied along its thrust transform. I believe you describe a subset of this problem here, just for bigger engines: http://forum.kerbalspaceprogram.com/showthread.php/28044-WIP-Analytical-RCS-thrust-balancing
  11. I think if you wanted an engine with "no propellants" though, you'd have to write your own non-reactive engine class.
  12. Think about it this way: the engine class models reactive engines. Period. It takes an specific impulse value, and a thrust value, and asks "how much mass do I need to move to produce this thrust". Yours is not a reactive engine in the sense that it doesn't need reaction mass. It is an easy fix/workaround though. Just add a resource called dark matter that has a non-zero density, make your engine run purely on that, and add an alternator or generator that produces it. That provides your reaction mass, still without requiring fuel tanks.
  13. I haven't given up on this, but it's tedious beyond words to reload KSP every time I make a tweak. I need to figure out how to add a debug GUI so I can tweak the joints without a reload. I also need to make it so this works on the whole ship rather than as a part module. Nothing new or complicated there. I'll update on progress sometime later; I'm modeling some simple parts at the same time, so it's slow going.
  14. Hi, I'm trying to figure out how I'd animate the cargo doors on a part I'm making. I have 5 separate segments, the main part, and 2 door sections on mirrored on either side. The first section needs to slide into the second, and simultaneously the second section needs to slide into the main hull. I have sketchup, blender, and unity at my disposal. Can someone either link me a tutorial, or give a quick and dirty KSP tailored walk-through?
  15. I'll make whatever people need/want for their space-planes. This stuff is really easy to mock up in Sketchup, then I can just export as Collada into blender to finish them up(or should be able to once I make heads or tails of blender). I'm planning on reusing the MK3 textures for these sections, so it'll just me a matter of figuring out the UV mappings part I think. I'll start keeping track of section requests in the OP. I'm currently planning for Mk5 to Mk3 compatibility, but I'll add stuff that people request. If I did a MK5 cockpit, what would you want the other end to be? Would you rather the tail section end in Mk2 or Mk1? Is there an interest in other types of cargo bays, such as a bomb bay style one, or front/rear cargo doors?
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