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allista

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    Sr. Spacecraft Engineer

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  1. I didn't use it myself for a long time, but it adds the controls to Blender that allow to set various properties to objects, making them, for example, into colliders. I know that many part modders use it solely, without Unity, for complete workflow. So I suggest you to read their forum thread for instructions: Why does your model for hangar adaptation has animations? If the original has, it should animate the doors and their colliders as is; the adaptation usually only adds the inner space mesh and the trigger collider, which are not animated (at least not in any hangar I know of). Then again, I never had any difficulty with exporting animations through FBX 6.1, you just need to export with the "default take" option.
  2. The reason is the doors animation: If you scale a model anisotropically with respect to rotation axis of a door, it would change its size while rotating. This... looks awkward, to say the least Like this: [____ ____] -> [ ] -> ____[ ]____ | | <-the doors here are much shorter Quite right. Add to this that you can use the great https://github.com/taniwha/io_object_mu importer/exporter, which allows you to first import the part itself and use its meshes as the basis for the new ones (that's what I did with Mk2/3), and then to export the new meshes directly into .mu file without ever needing to launch Unity Editor.
  3. Not modified, but the additional models that are added to the part via MODEL nodes of its config. The original model stays as is, but to the tree transform several invisible meshes and colliders are added for the Hangar module to work.
  4. Only the hatch is fixed to the asteroid, providing the docking port for the Factory. So the factory can travel from one asteroid with a hatch to another. For the Factory to work, though, it has to be docked to a fixed hatch, optionally through a corresponding docking adapter. Don't know about the crash; this requires an investigation of the Player.log and may be unrelated.
  5. Oh thanks for the report! Indeed, the .version file has 1.12.3 KSP version instead of 1.12.2 This should be the reason why CKAN prevents you from installing; but you may configure accepted KSP versions in CKAN client itself. As for the assembly line door (I presume you're talking about the ground variant), I need to check that; and it would also help to see the contents of your Player.log.
  6. Great, thanks a lot, that's just what I need. I'll take it from here; it does look like some sort of a bug in the landing logic.
  7. I'll investigate as soon as I can the issue with 1.12.3, but I need a .craft file with a stock-parts-based ship that reproduces this behaviour. As for RO, I never got to install it, so have no idea what could be wrong there. I reckon, many things may. But again, a .craft or .sfs file with minimum of other mods to reproduce the issue on my side would help greatly. Thanks for the report!
  8. That's a common library for all my plugins. The parts listed in the log, @SkyFall2489 , are all stock, as far as I remember; and the only meaning of that list is to show which parts have to be treated differently when the library calculates their volumes and convex hulls. The term "bad parts" is poorly chosen.
  9. Thanks, glad to hear Adding MM patches for Hangars to use them as Assembly Spaces seems doable. I'll consider it. The "eating" of docking ports is optional and configurable from the construction window of a Construction Workshop. Click on the kit being constructed and switch the "After construction: Launch/Dock" to Dock, then, below, in the "Dock via:" part toggle the switch "Wield" so that it is not active (not green if you use the default color scheme).
  10. On surface you don't need to build inside the workshop space. You can create an empty container, place near the assembly line, then build a kit of any size in this container, then transport the container to the construction workshop, deploy it and build the final construct. You just need the ground assembly line for that to work. Orbital one only works with containers docked to its ship.
  11. Fixed. For TCA as well as several other mods.
  12. Oh, thanks a lot! I see I messed up my release automation script, and it uploaded the ".log" instead of the ".zip"
  13. Nope. It's just that I haven't recompiled and tested it under 1.12 yet. It's quite possible there isn't any conflicts with the 1.12 API and in this case, with the way C# dlls are loaded, all should work.
  14. Ah, so the module is installed, but it's disabled. Maybe it's a career game and you just haven't purchased it yet? I need more context. Maybe the Player.log would tell (just don't post the whole thing here, use GDrive/Dropbox/whatever)
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