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Alewx

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Everything posted by Alewx

  1. VAB or SPH? There is a bug with some structural parts that cause the position data to be NaN and so the complete weldment gets screwed. The launched craft will get deleted from the game as it can not locate all the parts that are contained.
  2. Drills are animated, so nope, the fuel cells will be no problem.
  3. Sounds soulid as an attempt, but I do not know if all the required parameters are available.
  4. Yep, got it, but have no idea about CKAN
  5. Yeah editing the msh file should work but is it so safe? it sompiled stuff. Well ideally it would be only one action for multiple meshes at once. so the container in basic sounds not bad, but a single action for each mesh, wow, that is not good. Welding only combines the meshes and tries to reduce the number of modules. Do you know the internal work of the module, because I still believe that the module is simple not able to handle multiple transforms for the same Animation. It just looks for the first it can find by name and that is it then. So for welded parts the ultimate answer would be an module with same functionallity that replaced the animated module but handles the same mechanic but for all transforms with the same name.
  6. Editing the cfg alone is not enough you will need to rename the transforms there at runtime in the game, most likly even before the module is loaded and initialized. Editing the mesh file is nah I don't know if it is sooo nice. MODULE { name = ModuleDeployableSolarPanel animationName = rotary raycastTransformName = sunCatcherRight pivotName = Main_Rotary_Pivot resourceName = ElectricCharge chargeRate = 200 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleDeployableSolarPanel animationName = open_panel raycastTransformName = sunCatcherLeft pivotName = ArmLeft01_main resourceName = ElectricCharge chargeRate = 200 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } This is the equivalent from the balka solar panels of Kosmos, they do work with their native cfg.
  7. That is only partial correct, the animationName is the same at both parts, and that is confusing the game.
  8. Update to the FSHangarExtender 3.4.5 added stock toolbar button slightly improved Hangar hiding (far from perfect) Download at Github @NathanKell, is there anything else required to make it work with CKAN?
  9. Updated Release: 2015-10-11 - Version 2.2.1 - Continued Added new config field for file simplification that caused trouble for some players Slight improvements for the setting changes at runtime
  10. Guessing is not good, please enable the advanced debugging and weld the part again, and then post a link to the log file.
  11. Next week we will see how it performs^^
  12. I can make the option that is currently causing problems optional in the settings, as a temporary fix.
  13. Sure, sorry, was a default setting.
  14. This is amazing, they look awesome. Sadly, I'm in the office and not at home.
  15. Hi, I think your posted icon is broken. The appearance of the welded part is depending on its assigned tech. AllowCarreerMode<true> puh man that is really old stuff, will need to look that up after the RSS stuff.
  16. You mean the one that crashed into the runway?
  17. That is uncool, because it is part of a single branch.
  18. Tested it with the said adapter and tanks as reference and works flawless, do you really use the latest version?
  19. Sorry for the wrong description, sometimes I don't find tze right words. But with scalingFactor = 10 you will bei able to zoom in to almost the tinyest part possible.
  20. Update to the FSHangarExtender 3.4.4 added option to hide hangars in the editor added option to enable advanced debugging (minature performance improvement / log clearance) minimum zoom distance is increased by the scalingFactor Download at Github
  21. Please post a link to a ksp log after a welding. Then I can investigate it further. Sadly that won't work, the solarpanels will only use the last part that was added as they use the same internal structures. And the Antennas are animated, with the same modules, it will also not work.
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