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Jovzin

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Everything posted by Jovzin

  1. OK so now we will be two of us who are doing new shuttle ?
  2. http://forum.kerbalspaceprogram.com/threads/99242-Need-help-with-Unity%28-meshes-tags-etc%29-so-I-can-import-parts-to-KSP/page2 And for IVA I think we need to contact the creator to correct those holes.
  3. Hmm Here is testing ( sorry for video quality I was using fraps and handbrake for the first time to creata a video ) https://www.youtube.com/watch?v=LTPomLXtfZo So as you can see the suspensionm, well I think we can say is working as the part has some moving up and down. Just the steering is problem but I think this I can correct in config file to change the axis. But what I still do not get is why some parts are missing. And even during the gear raising and lowering the wheel was a little bit more forward than it should be. It should not be visible through the mesh during the raising and lowering. So I am thinking about : Creating only wheel collider in Unity and try to export the part without groups like : steering and suspensionparent and nosegearsteering etc etc. And if again some parts will be missing from the part, I will know that I messed it in Maya. But if will happen again that some parts will be missing, I am messing something in Unity
  4. Hello Nli2work Thank you for the info. Trying to figure it out whole day why I have this. Want to ask you, I was following the Cpt Kippard tutorial wheel in Unity. Created/renamed everything exactly like he has. But somehow in game I see this: I meesed the config or Unity messed my animation after I created some new groups and put there some objects ? As animation is from Maya so I think maybe Unity messed my animation after I created a new groups and put there some parts which are part of animation sequence
  5. Hmm yeah but somehow it is not there. No new part.cfg file in the directory or some text file
  6. Hello nice mod. I have a question. When I click write node data. Where this mod stores the config ? Thank you btw for nice mod which can help me wit CSS shuttle to create nodes for the parts
  7. Thank you very cery much nli2work. If I may one more question. How should I name colliders in Unity ? for example if I have 2 colliders in one big part. Like here I am trying to put the landing gear into RCS block like Buran has something simmilar. Do I need to name them like coolider1 and collider2 ? But I think the game will not recognize them or ?
  8. OK update: I got it I think. Both for whell and for ailerons and rudder. I was just a little bit afraid. Last week I was looking for some tutorials for Unity on youtube and I saw this video : As you can see here is somebody setting his robot with a feature called Animator in Unity. Assigning him how to behave when somebody press some key on keyboard. And I was afraid that I have to use something simmilar for the rudder and ailerons.
  9. Thanks a lot willl look at it. And what about that rudder and aileron things ? I might be dumb maybe but really how the game knows that it needs to turn the rudder or ailereon after I pres the key ?
  10. Hello OK thanks I will try to find some examples from unity here on the forum. And some tutorials too. I think I saw something a wekk ago with some recording of landing gear creation from twich. And one more thing which I somehow do not get. Example : OK so I have a landing gear , I created an animation in Maya for it, put in KSP through Unity and I know that in KSP when I click with right nouse button directly on that part I will have buttons for my animation called raise gear , lower gear. But what I do not get is how the game engine or game knows that when I press on my keyboard "G"or click with mouse on one of those three buttons ( gear, brake , lights ), how it knows that it should start playing my animation with the gear ( lowering or rising ) ? Do I set this in part.cfg or ? And the same with aileron and rudders. How the game knows that when I press A or D or W or S on my keyboard, it should start move with the aileron up or down or in case rudder it should start moving with it left or right? Somehow I do not get this. Thanks for explanation
  11. Hello guys. First I must say I read all 20 pages in this thread but still I have troubles with UNITY and setting the parts in UNITY. So I want to ask you if we can pretend or play that I will be a good student and you will be patient teachers okee-day ? So first here pic : Now the NOSE part is quite OK I am following this tutorial from Tiberion : But the questions starts with RCS and Landing gear : 1/ I read somewhere here that for RCS I just need to create an empty object and name it "RCS_node" ? But do I have to do this for all holes ( 14 holes ) ? 2/ Landing gear should be rigged right ? And where do you advice to do the rigging in Maya or Unity ? 3/ I saw somehere around here that somebody has suspension too. Hmm I would love to have this too. Can you post your tips ? 4/ Coliders. So as far as I know I have to have wheel colliders, mesh colliders and what ? For example what type of colliders I should put on the whole landing gear and where ? 5/ Animation of landing gear. I think I need to put those colliders in a group with landing gear right ? So they will move together with landing gear during animation cycle right ? Thanks this are first question of my long long paper. Thank you really for your help and patience.
  12. A few pages back somebody posted some config for OMS. Try it. Btw first testing in Unity and KSP : But I will create within next few hours a long thread in Modeling and Texturing thread with my questions for Unity.
  13. Thanks Dragoon you are great. Btw about those engines. I do not know if I coloured the endings correctly. I painted the endings in red as I read somewhere that after some upgrade, NASA was using some new engines or just painting the endings in red right ?
  14. OK to answer all you stuff @Sippyfrog: OK that would be cool @sp1989 : Well I have not tested it yet. This is all from Maya. As I wrote, it still needs a little bit of tweaking. But only a little bit. Hmm well I do not know about engines. Dragon will decide if we are going to use Dtobi's or maybe my engine models. And for that change of names on the shuttle, well I will try to do something in Photoshop first I need to figure out which font NASA is using for those names on the shuttles. Yeah external tank looks great to me and I think we do not need a new model . I think SRBs are not bad or ? I like them. But I can try to model something. But first I really want to release this shuttle and airlock model. @montyben101: As I wrote above I need to figure out the font which NASA is using or used.
  15. Yep. It looks like that UV tutorial from nonespecial helped me a lot Here are some pics how it is looking now in Maya. Still some work to do and some corrections to do. I am talking about it with Dragon through PMs every second day The textures are not so good as I want them. I found them on the internet somewhere but for the start I think they are quite OK. EDIT: those solar panels will be together with cargo bay doors like on Buran. And engines I think we will be using from Dtobi or the current one we have in CSS maybe. I am not sure.
  16. Somebody has the Buran craft file ? I can not put that last part called Buran Tail control surf to attach properly to Tail wing crap. I want to test a few things and see how they are doing this and that so I can do something simmilar with CSS. Btw @BobCat are you still active and read PMs ? I am thinking that I will send you a PM with some questions
  17. Wau it is great. I am using BetterAtmosphere V5 right now but this looks even better. Downloading now.
  18. If I may ask too. I just found out that I installed 4.5.2 version of Unity. Will I have problems importing stuff to unity and to KSP ? Should I go to version 4.2.2 ? Thanks
  19. I know I should work on Airlock But somehow I wanted to have it finished a little bit more :
  20. Wau you know the creator of this MOD? Wau I must say I am thinking to ask you for the files to see how he did this and that. Maybe they can help me as I am planning to release a new model of the shuttle which I was working on during summer. But right now I really want to release that airlock. Hmm I think I really can use the model files from original author. Do you think he will come back to KSP? I have so much questions for him about modeling the shuttle.
  21. If you can give me time till end of october I will send you the airlock. I got small help from noonespecial. A tutorial about UV mapping. So I will send you the airlock before end of october. I downloaded some Maya bonus tools which includes some nice new tool for UVs so it starting to be better. And btw during summer when I had a few times like fock it this UVs, I did some modeling of a shuttle. Completely new model. Will post you pic later.
  22. Hello guys, First sorry it will be a stupid question but I have a mess with those two mods. So for those launch pad smoke effects do I need to have hot rockets mod too ? As far as I know that Zenith rocket is using only smokescreen mod. Thanks for answer.
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