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Everything posted by nli2work
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Cool. Just realized KSPI won't play with FS Thrust switch since FS doesn't register FNNozzleController module as engine. anyway. with your plugin can you set it up with a check to see the animation state is at the last frame first? so the tweak sliders are only available when the arms are extended. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
yes, I originally envisioned it that way. The part will have to be fairly large however, something around the size of the radial bubble canopy. otherwise the cameras will be very close to the parent part and you'd be able to see through it, and it'd look rather bad. -
Hey Fractal, KSPI nuclear engines require Nozzle be directly attached to Reactor part... i.e. FNNozzleControllerFX attached to InterstellarFissionMSRGC. would a engine part work with both modules in a single part? or does the mechanics require a stack node attachment? same question goes for Radiator module. ThermalPower and WasteHeat both have same flowMode, but work differently. Also... how is the radiator panel glow animations triggered? I see animName for deploy animation. thanks!
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
I was thinking of adding multimode engine for either LF/OX or Mono fuel option. is that gonna interfere with your plugin? I'm also thinking of MM patch for KSPI mechanics... not sure how it's gonna go with Radiator, Reactor, and nozzle modules all in one part... guess we'll find out. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
from RF? I dunno. should work okay. that reminds me... I should add end cap colliders for surface attachment options, would be good for eventual TweakScale option for a 2.5m grabber. I envisioned this as a small standalone pack with MM patches for adapting to other game mechanic mods. KER, KSPI, FS for many things, MFT, and some USI integration where applicable. any other mods I should look at? -
get your Tall boys before Squad does What the h*** is PBR??? http://www.marmoset.co/toolbag/learn/pbr-theory What can I do with PBR??? http://www.marmoset.co/toolbag/learn/pbr-practice How to switch from C**rs/B*d to PBR??? http://www.marmoset.co/toolbag/learn/pbr-conversion
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
which life support mod are you referring to? -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
http://www./download/zb09kxa578bh1f4/OrbitalTugDEV0.1.zip flipping the engine body wouldn't work mechanically; but that does remind me I can use FS thrust switch to flip the thrust. I can place another set of nozzles in front, it'd work well to get rid of the ugly radioactive symbol too! pretty simple setups really, I'm sure everything will be clear when you look at the configs and see how things move in VAB. let me know if you have any questions. -
Texturing isn't just about hardsurface/softsurface. it's more about observing light's behaviour across different surfaces and paying attention to details. What to look for and how to replicate what you see is what those texture tutorials have in spades. With Unity 5 and PBR materials, that stuff is more relevant than ever. As far as texturing goes, KSP is still in the 90s.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
the vessel is 3 parts; the pod (nothing special). grappler device, same as stock, except it has stack nodes top and bottom and the attach node pops into position at the end of the animation, all the arms are baked in. It's on/off. no use for inbetween states. engine is one arm/one engine, mount as many as you like with Editor symmetry. Surface attachment rigidity is a little lousy, might switch to stack nodes for little better strength, or wrangle the collider boxes for some strut attachment space... Animation is all baked (easiest to deal with and better hides some mechanical issues), I'd guess it's easier for your plugin to deal with as well, hard part is triggering the same process across multiple parts no? -
Another thing to keep in mind is that the asset pipeline is largely unchanged. Just because the game is updated doesn't mean the tutorials are out of date. 85% of the old tutorials are still applicable today. TT's IVA tutorial is where I learned building IVAs, in 0.23.5, and that tutorial from 0.17? I was waiting for a new Open Parts thread, then got impatient and made Kerdoz instead. There as been what, 3, updates to PartTools? over a 15, 16 game updates? Here's something that might be worth trying... KSPTV stream sessions dedicated to modding? I know Lo-Fi has done a couple before. but maybe something semi-regular covering different types of parts?
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let me play the foil here. All the information necessary to make parts for KSP are covered in good detail by the video tutorials. It takes a few hours to sit through all of them, and yes they can be kinda boring, but everything you need to start is there, emphasis on "start". There is not really a lack of information, but knowing where to look and what questions to ask; and beyond that, experience that can only be gained after making many many different parts. Tutorials for texture, modeling, Unity, are strictly speaking outside of the scope of KSP modding.
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I've been collecting some error messages and solutions for a trouble shooting thread. only have 3 so far, fairly rare ones. basic format is Error message (either during export or during asset loading) Explanation w/ Unity screen cap where possible Fix will try to generate some more common ones as I go and additions for OP Texturing tutorials to rule all texturing tutorials http://wiki.polycount.com/wiki/TexturingTutorials Unity tutorials from the horse's mouth http://unity3d.com/learn
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
It's canned animation. Same as the grappler device. I can switch it to using ConstraintFX for the pistons since it's just one arm instead of 4 (6 FX blocks instead of 24 ) -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Sure thing! it's already animated to retract/extend. defaults to trigger with animateGeneric. I can do an MM config to take advantage of your plugin -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
textures, the most time consuming part is done. now to configure everything. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
@guims make sure you have RPM v18.3 installed in GameData @BeetleCat very strange... I can't figure out why that is. TweakScale settings didn't change for the last few RF updates. I checked the craft files with NotePad++ and all the defaltTransformScale settings are at 1,1,1. no reason they would show up at 400%. the Parts themselves are all exported at 1,1,1 -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
can you tell me which one? I know the transport ship used to have that issue, I removed the tiny gears and updated the craft file I believe. I don't think anything else has tweakScale settings saved in the craft file. -
http://youtu.be/ux_9tO6PShA?t=20m00s Airlock and Ladder tags go under "Tags"; click on the blank entry and enter the tag name, a new blank entry will be added automatically. Airlocks and Ladders also need to be added to "Part Triggers" layer #21
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
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 last update for 2014 most likely. more in 2015 -
nice! will it write to all transforms with the same name? or just the first one it finds?