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Posts posted by CardBoardBoxProcessor
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slight break through.
when the RCS attach_node is 0.0, -1.67, 0.0, 1.0, 0.0, 0.0 it Q and E effects work but whne it is 0.0, -1.67, 0.0, 0.0, 0.0, 0.0 or anythign else it does not. however this tilts the model at a weird angle.... and does not align up any more. wtf?
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added a video to explain visually. into the main post.
I will work no fut her untill this is figured out. there is nothign i can do :/
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modelliing is cake. the effect code is the problem
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looks like a high-yield MIRV warhead... =P
only because it is not textured or detailed yet. i was merely maiking the models basic to test they will look different with alittle paint and extra detail to them.
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K I got the Alpha of the capsule done to see if what i want is even possible. and it is. a capsule with engines, rcs, and emergency parachute and such with nose cones and enough fuel for powered landing.
Anyone care to take care of the RCS effect angles and such for me? i hate those. i cannot figure out the numbers at all this one mvoes it up one time the next time it is sideways.. then Q and E effects stop working. I have no idea.
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also, in my unmodified RCS block the E and Q effects disappared @_@
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go0sh why the hell does it not just use freaking degrees for the angles......
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hmm i found a way to solve it for testing. it was sort of annoying for that but for release it will be perfect pods should not beable to fly to space themselves
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no worries i jasut switched them to radial instead of node.
but [perhaps you cna help me with this problem. i made the dragon pod. it blows up upon launch and crushes anything under it to hold it off the ground.
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so how would I make them work on stack points? (the blue balls) so they all rotate as they go around the object?
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this doens\'t help at all. symmetric doesn\'t work with this :/
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Is it just me or does that capybara have its front feet on backwards? Did you whip it up in 5 seconds just for this thread?!
obviously you never studied Capybara feet. that is how they are in the front. weird i agree but true.
But no that took a few hours.
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it was for Supreme commander. the animal is a capybara.
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Yes. i made the dragon capsule in like... 2 minutes. it is not that hard in all honesty. i am used to modeling stuff like below so mechanical is easy.
but as for peer pressure that is hardly the reason. i didn\'t want to just make a capsule. that is boring. i wanted to do something cooler.
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basically i need those four parts to rotate along the vertical axis but it never turns nommatter what i do.
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So lets say i have this core object and want to attach 4 of the same objects to four different nodes. is there a way i can get each point to turn the object seperat;y for each node? like on 0, one 90, one 180 etc etc.
as you cnasee here they are all turned the same way.
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oh look I have a capsule not to do what i want to do with the basic shape.
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Huh, 1.5m - interesting - I hope you make Dragon a 1.5m capsule too, a larger crew module would be cool.
Yes. The heavy can be difficult to fly :/ but so are most booster kSP stuff. try flying it with out the SAS nose cones
and yes. i plan on doing the Dragon Capsule full justice. including the powered decent landing Space wants them to have
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oh look isn\'t it cute?
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it would be nice to see a planet with it\'s own moons and perhaps one or two planets that orbited each other whole orbiting the sun. like the earth and moon only both have the same mass.
also a planet that switches possitons like pluto.
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-shrugs- no o0ne is posting feed back/
anyway i have decided i will make a 1.5 meter version and perhaps its own dragon capsule like thing.
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k should be back up? :/
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TIBERON. DAMN YOU SICK PERSON.
huh? :-\
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Sky Penetrator sounds a little... uh..
eh? I know nothing of this.
RCS help?
in KSP1 Mod Development
Posted
Rotation of the model was off for some reason when importing the .dae so i corrected and reexported. this fixed the rotation problems. so now with fixed code and mdel the Q and E rs keys effects work.
however now the effects arn;t aligned so need to figure those otu again :/ luckyl slew gave me the right numbers hop they work still.
Hmm default ASAS also seems to work fine. Wonder what the problem is :/