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nli2work

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Everything posted by nli2work

  1. SmokeScreen v2.4.5 works procedural dynamics v 8.1 works partially. G key does not move wing tip. Firespitter v6.3.5 works, but generates version impatibility popup; so not compatible JSI RasterPropMonitor v18.2 partially works; internal props using modules that rely on SpriteText will cause TypeLoadException error and prevent subsequent internal props from loading properly. work around by removing JSIVariableLabel and JSISwitchableVariableLabel modules from props. not compatible
  2. looks like stock ModuleAnimateGeneric got little updated; it can be triggered in Editor mode now. Also allows for multiple animations on a single part.
  3. The point is you are really getting off track. The modding forum is for things specifically related to KSP modding, not general 3D modeling techniques or programming. A tutorial on setting up a scene and rendering a video out of 3DSMax has nothing to do with KSP modding. KSP modding, parts or plugin, requires fair amount of prior knowledge; how you acquire the prior knowledge is really not in the scope of these forums.
  4. another mod tutorial to add to the list making parts with Infernal Robotics by sirkut http://forum.kerbalspaceprogram.com/threads/81568
  5. Initialization error in VAB/SPH with any transparent command pods is normal. ASET's new rover parts and my transparent pods. As long as instruments are functional after launch it's nothing to worry about.
  6. still waiting for 0.25 to drop... external dimensions roughly 3m H x 3.75m W x 3m L; 1.25m and 2.5m cylinders for internal space size ref. pretty generous cargo space I think. I figure AnimateGeneric and FSanmateGeneric for separate hatch toggles. and extending ramp in the side doors (Infernal Robotics would be handy). an adaptor to standard 2.5m parts. and 1m L pancake sections w/ fuelSwitch. maybe some kind of radial adaptor for the 1.25m rectangular sections...
  7. the disappearing wings has to do with the way Unity culls geometry when it is out of the camera view. Checking the "Update When Offscreen" setting in mesh renderer component will prevent the wing from disappearing when it is close to edge of screen in some situations. Larger wings are more prone to this than smaller wings. maybe the setting can be forced on by pWing.
  8. follow the steps in How to Get support thread; generate a log and link that.
  9. the more I look at the stock modules the more I notice features that are not obvious in the stock part config files. for example with the stock ModuleGimbal, there's setting to make the response speed slower than instantaneous, but you can't tell by looking at any of the squad's parts. Chase cam could be one of those. I've noticed in the settings config file there are entries that appear to deal with chase camera's smoothing, haven't tested them yet.
  10. check out HotRockets thread OP, all the FX node usage are pretty much covered in there. I don't know of any list of channels, or if multiple audio clips are possible. Multiple particle emitter per node works. EFFECTS{} can be for audio and/or particles. Firespitter uses this to call FX in FSanimateGeneric and FSLandingGear. B9 uses Firespitter modules for the landing gears' tire screech; deploy/retract sound; and smoke when the wheel touches the tarmac.
  11. Very cool! I can see this in a Kerbal version of The Cube. As far as IVA goes. anything larger than the exterior will work . IVA is rendered on top so you'd only notice the outside mesh if the IVA is about the same size but mis-aligned; or smaller than the external. I have a few videos on setting up IVAs and Internal props in the model/texture section
  12. depends on the part and author setup. B9's tanks can be switched in Editor; but you can edit their configs and extend that ability to EVA as well. However the tank will lose whatever is left inside when you switch the fuel type.
  13. I'd say about 0.5m diameter; sumghai did some measurements for his fustek expansion parts, have to do some digging to find those though. Aaand... here it be http://forum.kerbalspaceprogram.com/threads/30803-WIP-FusTek-Station-Parts-Dev-Thread-%28continuation-of-fusty-s-original-work%29?p=384497&viewfull=1#post384497
  14. IVA can vary with MODEL{}; EVA is variable based on MODEL{scale} and/or rescaleFactor. For the sake of your sanity, do everything at 1:1. Scale in Unity before export if you have to. if you are adding IVA to a preexisting EVA mesh without having the mesh as a size reference then I expect there will alot of trial and error. It's only problematic if IVA is noticeably smaller than the EVA. IVA being larger isn't as much of a problem since everything in IVA is rendered on top of anything in EVA. Strictly speaking the smallest IVA can be as small as half a kerbal, enough so it holds the head. If the kerbal's is outside of the IVA mesh, then you see the insides of the EVA mesh, like the mistake I made at the end of the 1st video, explained at the beginning of the 2nd.
  15. SmokeScreen adds many more input controls to the Particle FX module. SmokeScreen handles exhaust expansion based on atm pressure and a host of other parameters. My impression is that the mesh based exhaust plume plugin was an attempt to simulate such behaviours of the exhaust plume based on ambient pressure. As far as visuals I don't think the mesh route is an improvement. I think I see some mesh based particles in the new 0.25 explosions, one can only hope a new parttools will be out with more a capable particle editor.
  16. basic control surface for FAr and stock Aero. http://www./download/1ptsytr7ol3lgf1/ctrlSrf.zip
  17. is the Part type Part and not Winglet? I don't think they mix well. I'll upload the unity and part files for the ctrlSrf in a few min
  18. http://i.imgur.com/6Qn42T5.jpg shows particle growth based on atmospheric density. lower altitude = higher atm pressure = less exhaust expansion in the left image at 700m altitude higher altitude = lower atm pressure = more exhaust expansion in the right most image at 50km altitude another example http://i.imgur.com/lIwIgSr.jpg expansion @ 35km http://youtu.be/0JOGugux2PU?t=50s expansion @ sea level. more exhaust plume expansion
  19. gotcha. It would be a good start for larger fuselage parts. larger 2.5 rectangular section but wide instead of tall like the current 1.25 sections. Should be soon.
  20. is there a line like this in the config? mirrorRefAxis = 0, 0, -1 if so, try removing it.
  21. can you link a pic? not sure what you have in mind. I keep seeing a larger version of a mini-van side door.
  22. transform with childed mesh; the left image shows the heirarchy setup. obj_ctrlSrf is just a transform; aileron mesh and the red rod is childed to it. the red rod just indicates the X-Axis of obj_ctrlSrf in game, axis of rotation
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