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nli2work

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  1. I am as a newb as you are! I've been thinking over how to take advantage of the wheel system for a while. trying learn up on all I can. between your system a bahamuto's there is a wealth of information. Any reason why the deploy and retract code is in Wheel.cs; Repulsor.cs; and SteeringTest.cs? different versions of the whole system?
  2. 3 weeks! Amazing! Looking forward to this. Will be reading your source codes closely.
  3. http://forum.kerbalspaceprogram.com/threads/77991-Tutorial-Animated-Landing-Leg-w-Suspension
  4. released my first addon part Download here!
  5. Download! http://forum.kerbalspaceprogram.com/threads/84054-v-23-5-NohArk-s-Pick-n-Pull-1st-Release-Kerdoz-The-Great
  6. Transparent Command Pod v1.2.2 for KSP v0.9. JSI RPM 0.18.3 Required; be sure to use v0.9 compatible DLLs provided by MOARdV++ Download @ Mediafire [snip] Parts: 2.5m Panopticon Command Pod 1.25m Cyclops Command Pod 0.625m Mono Pressurized Command Chair ~0.2m Micro Lander Leg; radial and ventral mount configurations ~0.3m Micro Advanced Grabber Unit. Known issues: Having multiple transparent pods in physics range is very resource intensive. Too many will crash the game. Flight HUD will render Black instead of Green in OpenGL mode. Lighting direction from Sun incorrect in IVA at some parts of day, due to Squad's funky IVA orientation setup. One of the stack nodes on Mono Pod will snap to, but not attach to other stack nodes, if the Mono Pod is not the root part. Micro lander legs clip into ground if retract/deployed while landed. same appears to happen with the smallest stock lander leg. Retro Future v1.7.2a for KSP v0.25 [snip] Download @ MediaFire Known issues: split Control Surface can appear erratic in flight. only a visual glitch due to how KSP's constraints work. no negative effect on flight behaviour. thrust vector display doesn't change correctly with RCSBuildAid Requires Firespitter plugin http://snjo.github.io/ Recommended Plugins FAR http://forum.kerbalspaceprogram.com/threads/20451 RasterPropMonitor http://forum.kerbalspaceprogram.com/threads/57603 PreceduralWings http://forum.kerbalspaceprogram.com/threads/29862 BDArmory http://forum.kerbalspaceprogram.com/threads/85209 SmokeScreen http://forum.kerbalspaceprogram.com/threads/71630 TweakScale http://forum.kerbalspaceprogram.com/threads/80234 NavUtilities http://forum.kerbalspaceprogram.com/threads/85353 Infernal Robotics http://forum.kerbalspaceprogram.com/threads/37707 sample craft files require pWings plugin Keep your Module Manager up to date Retro-Future v1.72b Fixed several engines' response speed Retro-Future v1.72a 0.625 radial probe core. works with ProbeControlRoom w/ Universal IVA. fixed syntax errors in several config files, BIG Thanks to Aivoh for tracking them down! removed stray MechJeb part, YF21 should load properly if you don't have MJ installed changed config for 4x 50cal noze cone part, P61-x should load without BDArmory isntalled. Retro-Future v1.72 Configs for Probe Control Room support 0.625 SAS/RCS unit; no Monopropellant 2.1m Command Module optimized for landing 2.1m Rect to 2.5m Cylinder adapter 3m & 1.5m drop cargo bay section optional config for TransparentPod where possible (change extension from TXT to CFG to apply) Tweaked VTOL example craft files Tweaks to VTOL engines maxThrust and ISP under FAR few fuel tank capacity adjustments to match volume Reduced mass for landing gears Retro-Future v1.71f Properly configured for ActiveTextureManagement 3 different configuration options for vtolKento; vtolKodachi; vtolShoto; and vtol Tanto engines. please see included VTOLEngineSetups.txt for details. fixed small probe core removed INTERNAL on small probe core MFT config 0.625m Camera Probe Core, can be used in conjunction with Universal IVA system if RPM is installed. Mini camera boom. external camera port for RPM systems Shoto; Tanto; and Kento - Rotating VTOL Dual mode engines; IR compatible Kodachi - Non-Rotating VTOL Dual mode engine Control Surface with integrated Airbrake New Craft file : Remote Control Science Drone - requires pWings Deadly Reentry Continued Configs Retro-Future v1.71 0.625m Camera Probe Core, can be used in conjunction with Universal IVA system if RPM is installed. Mini camera boom. external camera port for RPM systems Shoto; Tanto; and Kento - Rotating VTOL Dual mode engines; IR compatible Kodachi - Non-Rotating VTOL Dual mode engine Control Surface with integrated Airbrake New Craft file : Remote Control Science Drone - requires pWings Deadly Reentry Continued Configs Retro-Future v1.7 New props for all existing IVAs, RPM and Standard New IVAs for med2m Cockpit and mkX31 Cockpit (Requires RPM) Retro-Future v1.6.6 Changes: med 2m parts set to 2.1m width as default size fixed attach node for ED051, for real this time fixed texture link on landing gear Retro-Future v1.6.5 New Parts: Radial Pulse Detonation Ejection Thrust Augment pod Radial Linear Aerospike Structural section with integrated PDETA system. Configurable as cargo bay or fuel section Half-length Utility section SAS Module with crew passage. Changes: med 2m parts scaled up to 2.5m width as default size improved functionality for retractable Docking port jr initial pass TweakScale integration fixed attach node for ED051 Retro-Future v1.6.3 New Parts: Rectangular Nose Intake (will adjust according to velocity if you have B9, for cosmetics) Ramjet (WWII Era) PulseJet (V1 type) surface attach retractable docking port jr, with docking port light togglable by default light hotkey 2.1m wide Cockpit, seats 2. direct Airlock access to Cargo hold. 2.1m wide Field Science Lab. (cleans experiments, provides 1.25x transmission bonus, no duplicate reports) 2.1m wide Utility section. configurable as enclosed cargo section; side open structural section; or side/bottom open structural section. 2.1m wide Crew Compartment. direct Airlock access to Cargo hold. holds 4 Kerbals Changes: pWings small collision box fixes. med 2m parts scaled up slightly. was ~1.8m Wide; now ~2.1m Wide. PWR210 velocity curve reduced Texture update, both standard and alternate schemes Lateral 1.25m docking port fixed; added docking port light togglable by default light hotkey Retro-Future v1.6.2 New Parts: Antique Turbojet (Junkers Jumo copy) Antique Ramjet (Eugene Sanger copy) Mk. X31 Advanced Single Seat Cockpit 1.8m wide tail section with dual 0.625m attachment points Changes: fixed pWing config files improved pWing collision boxes breakingTorque and breakingForce increased for all parts FSwheelAlignment guide added on all landing gears Retro-Future v1.6 New Parts: standard RF inline docking port standard RF cargo bay; opens both top and/or bottom PWR185 TurboProp Jet Engine PWR210 Afterburbing Turbofan 1.25m Annular Aerospike 1.25m Linear Aerospike 1.8m wide Cargo Bay; two types Side Open and Top Open 1.8m wide tail section with bay door and raised 0.625 attach point 1.8m wide Fuel/Structural sections Long/Short 1.8m wide adapter to 1.25m "Sharpie" 1.25m nose cone Changes: All fuel sections can switch between Structural; LF; LFO; and Mono tanks Main landing gears suspension increased ED Engines now part of RetroFuture FX updated for ED engines PNG Textures Retro-Future v1.5 Inline 2 Seater Cockpit Surface Attach Standard Cockpit Surface Attach Bubble Canopy Standard and RPM IVAs for cockpits Lateral deploy open bay landing gear 4x .50cal Nose cone [REQUIRES BDArmory] 30mm Autocannon gondola [REQUIRES BDArmory] Changes fixed nose gear all engines adjusted with help of MuMech Curve editor fixed engine ISP settings Example Craft Files [REQUIRES Procedural Dynamics] P61-X Fighter/Bomber Ark Propulsions Wasp Fighter X-13 Fighter Retro-Future v1.4.1b pWing support, if you have Procedural Dynamics installed you will have access to the following: standard pWing All move pWing surface round wing tip standard pControl Surface Changes fixed inLine Main Landing Gear small mesh and texture updates Example Craft Files [REQUIRES Procedural Dynamics] Sanka Mk.b Skyly J2 Vampire Night Fighter Heavy Bomber P-51 Mustang set of propeller blades; rigged up with FSmeshSwitch. for those that want something cleaner and more versatile. Requires FireSpitter Zip file includes Part/Config; FBX; and PSD files as starting point for your own customizations; contents of bladeSet.zip released under CC-0 license. @MediaFire "Eddie" series LF/OX Low Profile engines. ED engines will be become part of RetroFuture with v1.6; along with 1 annular and 1 linear Aerospike Engines. Kerdoz The Great Retired; now part of a Transparent Pod internal prop. Imgur Album RPM Strongly recommended for everything Keep your Module Manager up to date of course comments suggestions welcome CC BY-NC-SA 4.0Keep your Module Manager up to date
  7. Any ideas how that's done? is it possible to access the option through stock modules and apply it to other parts? or does it need a custom plugin?
  8. what's the triangle count on that? you probably need to make a lower triangle count mesh that approximate it's shape as closely as possible. Shoot for something around 7k triangles for start. and bake out the textures onto the lower res model.
  9. +1 for Cateye. exploding sensor non-withstanding.
  10. looks like it's taking advantage of the wheel collider suspension system pressing against the structural plate. You can edit the leg's impact tolerance, suspensionSpring and Damper, that could possibly make it more durable and more controllable.
  11. well there you go. I know STL printers require closed mesh for printing. Same with mesh colliders.
  12. Final shakedown test flight. Going to up-res the pilot station textures. then it should be all ready to go.
  13. seems to work better in combination. two overlapping box colliders tends to block each other so you only get "Grab" or "Board" options, not both. but your guess is as good as mine. I'm new to the modding game.
  14. yes, you create an empty game object, place it where you want the thruster, point the +Y toward the direction out the nozzle. make sure they are named the same so in your config file the RCS module will pick them up. so a linear thrust would have one game object. a standard thruster block would have 4 game objects pointed at the 4 cardinal directions.
  15. 4.2.2 is most viable. some older animation features are broken on 4.3+ and KSP Part Tools doesn't support the newer Animator component as far as I know.
  16. I'm pretty certain your issues originate in Sketchup. You can try is exporting out to FBX or OBJ instead of DAE. Unity will accept those formats. I don't know if it will really solve anything since the problem really stems from how Sketchup exports. Use the following settings. Never export double-sided faces or edges. I've dealt with sketchup models from 3dwarehouse before and they almost all have the same mesh problems you got... over lapping faces pointing in opposite directions, broken up triangles, and the like. Sketchup is good for simply displaying 3d models and sharing visuals, where the artist don't want to be bothered with things like face normal directions, and UV mapping and channels, but for a game engine it's usually a mess. if FBX or OBJ are still problematic with mesh colliders you'll have to stick with primitive colliders.
  17. 1st mun landing? crash and burn. I was watching the stock altimeter which shows ASL, not realizing my true altitude was off by 2km. to add insult to injury, I had surface info window from mechjeb open at the time.
  18. I tried importing your dae and only one of the "strips" came through. ID18... The problem is probably in your original 3d model. You have 2 sub-meshes in ID28 object and it's got overlapping faces or vertices in the model... might have been "double-sided" materials, or something else. hard to say what exactly without knowing what 3d app you are using. I hope you are not using google sketchup. If you are, drop it and pick up Blender, free 3d app. Wings3D is a viable option as well, but last I checked it's UV/Texturing tools were a bit skimpy. overlapping faces, edges, and/or vertices is big no no for real time assets, Unity or not. That's something you have to fix in your mesh before exporting. I suspect this is what's messing up the collision with mesh colliders, I'd be almost certain if your vehicle flips like mad just before exploding.
  19. I really enjoy working on this part... brings a big smile to my face every time I see it. Coming along nicely... RPM strongly recommended, as you can see in the comparison. and from a recent test flight... Things left to do: model and texture tweaks in IVA space
  20. you can duplicate the RCS cfg files to get smaller stack mono tanks. set the rescale factor to half of the original one you are copying from, adjust the weight and mono amount accordingly.
  21. this is how I'd do it you don't want collider mesh edges to line up exactly with other colliders. always have some overlap.
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