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Everything posted by nli2work
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trying to figure out what size to make the end caps for this Spindle/Trailer Hitch kind of part... basically it's two big SAS/RCS discs with a fuel tank through the middle. Currently long enough to accommodate largest stock 3m tank and mid-length KW 5m tank. You'd radial attach whatever you need to make it into a big fuel part, or crew part, or parts part (if you use KIS or Extraplanetary Launch pad I think), or raw resource processing part. I dunno... trying pack as much versatility into as few parts as I can think of. damn, just saw SpaceY has some 7.5m parts.... crazy
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Are these widely used? 5m rocket parts from KW or similar?
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doesn't matter where you rotate the object, as long as the local space green arrow is pointed in the same direction as the drill in Unity. Maya has same coordinate system as Unity (Y+ Up), I don't think there's any changes you have make after export/import.
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no no not the config. it's where you place the ImpactTransform. it has to be above whatever you'r drilling, pointed at what you're drilling, but within the distance set by ImpactRange. When you attach it to the drill head and deploy the drill the ImpactTransform ends up under the ground, and there's nothing for the ray cast to hit.
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Import the radial drill to blender and you'll see what's going on... ImpactTransform doesn't move with the drill head, it's just a ray castor to check if ground/asteroid is in range that is set by ImpactRange. If you push it under the ground, there's nothing for the ray to hit, at least not within a reasonable distance. maybe if you set impact range to 7000000... hm that gives me an idea, don't know if it'll work though.
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Whats the word on PartTools?
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it's whatever direction the drill bit extends. Generally the ground/asteroid. As far as blender, it's useful in so far as the MU plugin if you use something else. I keep a copy just for the plugin.
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I was wrong. You need a gameObject with Y+ pointed at the same direction as your drillbit. It doesn't need to animate with the drill extending. assign that to ImpactTransform. ImpactRange parameter determines the actual range of your drill. I assume you're using Blender? if so grab this plugin so you can import MU files, that lets you see all the things that were added through Unity, what direction things are pointing, etc.
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you probably have to specify an ImpactTransform; assigning the drillbit object name to the ImpactTransform = parameter in ModuleResourceHarvestor[]
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So I needed a new heavy tug
nli2work replied to Somtaaw's topic in KSP1 Gameplay Questions and Tutorials
A RemoTech widget is great idea! wing "deflection" as in Control Surface? I think control surfaces are disabled in space? I'll have to test gimbal on the engine, not sure how it'll work with reverse thrust transform. I could integrate some RCS into a larger version of the radial NVs... someone else suggested a end cap/service bay shaped similar to the command pod, I think it would work as well as endcap/servicebay/dronecore -
So I needed a new heavy tug
nli2work replied to Somtaaw's topic in KSP1 Gameplay Questions and Tutorials
Give this a shot if you run part mods. Your builds actually give me idea for another part or two.:D -
that's a pretty good idea... it could be some kind of joint thing like in one of the rover mod I used before Wild Buffalo or something. All aboard the space train!
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There was some discussion on that a while back when CaptainKipard was working on his Skylon. you'll have to dig a bit though... I think it's all from 2014.
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if you don't specify a clip for deactivateAnimName; it appears KSP reverses the deploy animation automatically similar to AnimateGeneric. You could try specifying the clip for deactivateAnimName and see what happens. At worst the part won't load, you can remove the line from the config if that's the case. At best, you can use 3 distinct animations for a single drill/scanner part.
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they are slightly different than AnimateGeneric. You need two anim clips (1 for AniamteGeneric); One for deploy (KSP will reverse it for retract); and second, a looping animation, for while the drill is running. assign those clips to respective parameters in the part module same way you would with AnimateGeneric and you should be good to go. There is a deactivateAnimName parameter, maybe it's for when you have a different retract animation. Don't see it used in any stock parts. ActionName parameters are the names of the GUI buttons in Editor or Flight. As for ModuleType, I don't know. I only see Drill or Scanner; but there maybe others.
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I'll look into it. I did plan a few integrations with KAS and SCANsat and ART (though that's at least in part stock now).
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Do not use any grappler parts as vessel Root. Command Pod, roughly same size as Mk1; will work on IVA when I get my hands on the new PartTools. Now has data transmitter built-in. Two variants depending on other active mods. KAS: adds front mounted winch unit w 30 meter cable. Size slightly reduced, Increased ejection force. No more harpoon bouncing off of asteroids. SCANSat: adds small SCANSat network uplink unit w/ BTDT scanner. FStextureSwitch2 for some visual customization options Advanced Drone Unit, derived from the Command Pod. Crew space converted to service bay. More EC and Mono capacity. Integrated RCS thrusters. One variant available RemoteTech: Service bay removed. Adds 500km passive Omni antenna and 9Mm directional antenna, should allow comfortable operation within Kerbin SOI. Increased EC and Mono capacity. Integral RTG Grappler unit, very handy for moving things around when you don't have a docking port. Strong SAS and RCS thrusters. Moderate EC capacity and LF/OX, LF, or Mono fuel options. Reduced SAS power to 20; Max RCS power increased to 15 with default RCS thrust set to 5%. Radial NV engine; burns LF/OX or Mono. Reversible thrust. Full extension to around 2m, a tad shorter than the FT400 fuel tank. can give you that extra clearance you need when hauling large objects. Keep Kerbals away from moving parts. Fixed reverse thrust. added thrust Gimbal. now with KSPI-E config. wide range of characteristics depending on fuel type. Added Indicator for reverse thrust mode. Helper Drone, small remote controlled RCS block with integrated light and RTG. Max RCS thrust of 8 w/ default thrust at 10% max. Minimal SAS. Use grabber to dock after initial separation. 3km omni antenna if using RemoteTech. Adaptor Carrier; same dimensions as Push Adaptor but fitted with higher capacity Mono tank and compartments for up to 4 Helper Drones. Grabber unit only. Will replace Push Adaptor part in future. Fixed collider boxes so you don't get stuck grabbing on to Size 1 Docking port when you get perfect alignment. Added orientation indicators and switcher. Red-Left, Green-Right, Yellow-Up. Push Adaptor/Service Bay; Grabber/DockingPort/Service Bay. Service Bay replaced by KIS container if you run KIS. Grappler Jr. Grappler arm w/ Service Bay, integrated external command seat. Service Bay replaced with KIS container if KIS is installed. I don't know what it's good for... Jeb made me do it. CC-BY-NC-SA 4.0 SpaceDock: http://spacedock.info/mod/313/Orbital%20Utility%20Vehicle Dropbox: https://www.dropbox.com/s/60rlcpsqu0wwuql/OrbitalTug-1.2.4.zip?dl=0 ModuleManager: http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/ Enceo's IVA! Retrofitted from the copula, fits real nice! Pics below https://www.dropbox.com/s/tav1a9v65w3lfkc/OrbitalTugIVA.rar?dl=0 Blank IVA, more or less, for those what want to roll their own. https://www.dropbox.com/s/vup6efztxhebf9k/OrbitalTugIVA.zip?dl=0
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DAE is a long dead format, has not seen a new versions since 2008; it still works okay for static geometry. whatever exports FBX is good. Unity will accept OBJ and maybe 3DS as well. Get the free edu license if you plan to use Max or Maya. Blender is defacto recommendation here because there are many more Blender users here than other tools (Max, Maya, LW, etc) combined, and it's much easier for someone to get help if they use Blender too.
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setting up IVA is no trivial task, especially if you want to incorporate RPM for all the extra functionality it provides. It would be a monumental task to incorporate all of RPM into some kind of in-game editor. easier way is for people to distribute custom IVAs for various command pods as INTERNAL[] part; installed and used same as any other mod. There are quite a few out there already.
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How do I set up vectoring jet nozzles?
nli2work replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
that positions a mover object at the same location of target object; or make mover object match orientation of target object; or both. useful mostly for landing gear struts or wheel suspension stuff. purely for visual purposes. -
How do I set up vectoring jet nozzles?
nli2work replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
you have to use something like KMGimbal for that. stock module doesn't have axis limits. -
How do I set up vectoring jet nozzles?
nli2work replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
thrust vectoring is part of ModuleEngine... thrustVectorTransformName = point it to a visible mesh that's parent of thrustTransform and it should be good. -
Hey MOARdV, thanks for keeping RPM going strong! Are you maintaining JSIUtilities as well?
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no importer for Max. you have to run Blender to use the MU importer. You can try changing the config from PART[] to INTERNAL[] or PROP[]. you can then spawn the part in Unity via PartTools, and maybe possible to find the mesh object you need in Unity. You won't be able to see a list of objects in the Project Assets panel; but you should be able to select individual mesh objects in the viewport, active selection's name should be displayed in the Inspector panel.
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DDS textures? Parttools 0.23 won't export those.