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MrRadicalEd

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  1. I am like others here when I say that I have been really wanting this for a looooong time. I finally got it to work, but the undocumented quirks of the mod have turned me off. Loading music files and THEN(in a separate instance of KSP) specifying their purpose in a cfg file, at it's current state, is clunky as hell and unintuitive. Backing out of an active game to the main menu loses main menu music. More than anything, you can squash a lot of UX issues if music could be played playlist style straight from the HD. I look forward to future versions and I will be donating handsomely for further progress.
  2. I burned up free time before work by just playing with the cfg... I solved the issue that is just another one of those vague things... Inside the CFG, there are TWO PRIMARY axis that dictate what DEFAULT orientation a part must be facing in order to be attached. These axis are Y and Z. The order of Y and Z is important in the CFG. The last read axis determines what default orientation a part must be in to be attached. So if your last node_stack is a Z (front/back) orientation in the CFG, the first child part must be aligned as such. Otherwise.. if you want the regular Up/Down orientation for the first child part, your last node_stack commands must be the X axis. Side orientation last, Side orientation first in VAB node_stack_UP = 3.7549254,1.657563,-3.315132, 0, -1, 0, 0 node_stack_FRONT = 3.7549244,-1.657569,-3.315131, 0, 0, -1, 0 Top orientation last, Top orientation first in VAB node_stack_FRONT = 3.7549244,-1.657569,-3.315131, 0, 0, -1, 0 node_stack_UP = 3.7549254,1.657563,-3.315132, 0, -1, 0, 0 This fact has been undocumented, and is now clarified. I am working on custom connector parts (some)with 20+ attachment points and was having problems with disappearing nodes. You'd think you can write a CFG with X,Y,Z all day and not have to worry about the order, but you do...
  3. I have something like a large mininode with each side having multiple attach nodes. The top and bottom nodes work fine, but when I start adding horizontal attach nodes, it breaks the part. Is the limit 1 X-oriented attach node? node_stack_r1 = 3.7549254,1.657563,-3.315132, 0, 1, 0, 0 node_stack_r2 = 3.7549244,-1.657569,-3.315131, 0, 1, 0, 0 node_stack_r3 = 3.7549234,-1.657568,0, 0, 1, 0, 0 node_stack_r4 = 3.7549234,1.657564,0, -1, 0, 0, 0
  4. So I after many hours of vanilla KSP, I've decided to use a few choice mods and I wanted to learn how to weld parts together. I was thinking of an "easy" and intuitive way to do this.. despite some great efforts, the instructions out there are not friendly to the uninitiated. I wanted to see if I could mock up a part as a model in the VAB first, and then convert it to a welded part. I'd like some help to understand this and develop a technique for us all to do it at our leisure. I can get models loaded in to the VAB as a single PART, but the orientation and attachment points are not correct. If this can be perfected, we would have a rather intuitive way to assemble and then weld these things! First, here is a model I saved that I want to fuse as one piece. Second, here is the mostly converted welded part that has attachment point and orientation issues. The parent attachment point should be this Micronode part or one of those girders next it. all those Girder Segments should be horizontal with the floor connected to each adjacent part. Left: Welded Part, Right: Model of parts So far.. we can build our to-be-welded part in the VAB for the most part, but what is the process to take our saved model and convert it to a welded part?
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