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Everything posted by nli2work
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I stand corrected. I know using rescaleFactor to change a landing gear's size will make it work incorrectly. tweakScale obviously works in different fashion and is compatible with landing gears.
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Help Please
nli2work replied to Kerbin- We have a problem's topic in KSP1 Modelling and Texturing Discussion
yes, easiest to build it all in one go before exporting. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
nli2work replied to BahamutoD's topic in KSP1 Mod Development
Ah yeah, that's pretty different in the guts. I was thinking RocketLauncher with tracking warheads would make neat looking swarmer missile system. a pod that would fire in salvos of ~6 missiles in quick succession. -
biggest thing is wheelcollider doesn't scale with the mesh. if tweakscale works the way I think it works, you'll have gear wheels that float or sink into the ground when you make the landing gear bigger and smaller.
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I exported from the blender file and the FBX still contains key frames in scale, even though in the blender scene it looks like there are only position and rotation key frames. I don't know why it is this way, but it's something that needs to be fixed in Blender before export. I don't know enough blender to help on that side. there's a "Dimensions" in Blenders, that sounds like a local scale or something. You need to get all the pieces such that when imported to Unity, their scales are all 1,1,1 when childed to the world. I would break all the pieces out of the heirarchy and reset their scales and dimensions to 1; edit the polygons to the shapes you need. then reconstruct the heirarchy, key the animation and export.
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ok I see what's the issue; you have scale keys in there. from a different angle, you can see the moving part is not bending down, but becoming super stretched in one direction. it's because you didn't reset your scales on the pieces. Scrubb through the animation and you will see the scales changing drastically. You have to reset the scales on the pieces in Blender to 1 or 100%, then key the animation and export.
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I stick to primitives whenever possible. breaking it up depends, for what you have, a single piece of cargo bay that's not changeble in length it makes sense as one part. but if you have bays in sections, tubes essentially, you can eliminate the colliders on the front and back and let the builder close those up with other sections of the vessel. as for corners, and nooks and cranies, anything smaller than a kerbal doesn't need to have concavities with compound colliders, since they can't get in there anyway. so for example the armatures can be a simple box collider that encloses the entire volume containing its full range of motion as opposed to capsule collider on each arm piece.
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colliders per part is not the same as colliders per vessel. I start to notice frame rate drops in VAB/SPH with my command pods that have 6 or 7+ colliders, specifically convex mesh colliders in the upper half of the 255 triangle limit. It's slight, but noticeble; I haven't tested to see how many convex mesh colliders a single part can have before it's unusable. Once launched the frame rate improves. Vessels can have very high part count and still be reasonably flyable. as another anecdote, someone was asking about extremely poor frame rates in VAB with a solar panel part; turned out it was set to automatically generate colliders, and the design generated something around 30 mesh colliders. Once that was adjusted, the frame rates went back to normal. but like I said, it's worth a try, like all things magical.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
nli2work replied to BahamutoD's topic in KSP1 Mod Development
would it be difficult to combine RocketLauncher and MissileLauncher modules? They seem very close in terms of game behavior, except one has tracking the other doesn't. -
I think you need MechJeb installed along with RPM then you'll have access to some MechJeb functions from the MFD.
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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
Looks cool! is that F100 engine? -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
hm Osprey does look pretty cool. would be good way to expand into larger parts after I round out smaller parts into space plane field... tandem 2 seater larger cockpit like Osprey would make nice IVA too. -
Help Please
nli2work replied to Kerbin- We have a problem's topic in KSP1 Modelling and Texturing Discussion
http://forum.kerbalspaceprogram.com/threads/94253 -
[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 1.5! IVA! Advanced Instrumentations! Guns! download in OP! -
[Solved] Airlock collider strangeness.
nli2work replied to StarVision's topic in KSP1 Mod Development
I'd try a capsule collider; after the first pod where I used a box collider, I only used capsule colliders for Airlock and never looked back. as last resort you can try moving everything lower so the hatch collider is closer to 0 on the Y; then use CoMOffset in config to move the COM back to where you need it. -
Help me Texture this Model
nli2work replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
are those strictly emissives or do you have lights embedded? I would go with strictly emissive as there is a maximum # of light sources KSP can display simultaneously. it is a fair amount, but most people have it set much lower. Aside from that, great progress!