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nli2work

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Everything posted by nli2work

  1. no prob. Do let me know if there're any errors that occur continuously while in Editor or in Flight. The TransparentPod module is still very experimental, any bug reports will help improve it for future versions if Mihara gets back to RPM.
  2. 1. lower left corner is 0,0 UV; + values will shift up and to the right. but it's additive; so if your UV patch started at 0.2, 0.2; shifting 0.25Y will put it at 0.2,0.45; which will make the texture to appear shifted downward. 2. that's considerably more involved. not sure if there's a way to do it with RPM at the moment. need to chat with Mihara and see what's possible. 4. RPM does have Mechjeb interface built-in so you can trigger Mechjeb functions through the MFD. I don't know how extensive it is. Might be enough to handle the parachute thing. 5. It may be possible; even though it's a string there is probably some index[#] associated with each BIOMEID that you could use to trigger VariableAnimations... but from what I can tell, you can't use BIOMEID or BIOMENAME for any VariableAnimation stuff directly.
  3. can't have 2 materials on one object. break the windows into a different object, assign the window shader to it. the frame/tub another object, with metal rough shader. like this 109CockpitIVA //no spaces in names is safest bet for compatibility, stock and mods. frame //metal shader window //translucent window shader; can be childed however you want, as long as window is it's own object. rest of the stuff //seats; window switches; lights. the seat transform is very high. Kerbal's ref position is at the very bottom of their feet while standing. When seated, they hover a bit above the ref position. You want to position the seat transform below the seat for kerbals to sit at the correct height.
  4. 1. Is your UV flipped in the U direction? that would cause the sympton you have. textureShift reference point is lower left corner of UV space and is additive. shifting Y by 0.25 will move your UV patch up, not down. the additive bit can get very confusing. I ended up just doing a texture for labels and used absolute UV coordinates to make it easier. 2. not sure what you mean by firespitter animations... Action Group would be one way to do it. perPodPersistenceName could work as it triggers animation directly, not through any modules, so should work for any animation in the MU file. 3. should be able to undock via Target Selection Menu in the MFD 4. Action Groups? You might wanna check out JSIPartUtilities, there are some modules there that deal more with Part Modules. 5. not sure what you are attempting to do... BIOMEID only displays a string, there's not much you can do with it.
  5. check existing Internal configs for the basics. You need to place a transform, Z-forward; Y-Up, for the kerbal that will spawn. Player view Camera will be spawned on the kerbal when switching to IVA.
  6. solved. mods feel free to delete this.
  7. make sure you are using PartTools 0.23; drag/drop the PartTools folder into the Unity project Assets folder. When that's done correctly, you get an extra menu item up top called KSP Part Tools that is essential for doing IVAs. Spaces tab lets you see IVAs that are available and spawn them in Unity scene; Props tab does the same for props, so you can populate the IVAs. Setup tab lets you configure Part Tools to a file directory that has your IVAs and Props. All PROP{} and INTERNAL{} configs in the file directory you chose, and it's sub directories, will be read and listed in Spaces and Props (same way KSP loads everything in Gamedata). either duplicate KSP/Gamedata somewhere; or link to it directly. Otherwise Spaces and Props may or may not spawn correctly due to dependencies.
  8. I don't know what is going on. hopefully someone else ran into this before and can offer insight. RPM props that work perfectly fine in cockpit A (Mk1); but not cockpit B (mine). Specifically RPM props that update with variables. On/Off switches like Gear, Lights, Brakes, all work fine. But RPM Indicator panel doesn't update, speed panel doesn't update, it will switch modes just fine. for example RCS key will function inside or outside; but RPM Indicator panel will not update to indicate RCS is on/off. This is the same for JSI props and my own RPM driven props. All props load just fine, no errors in debug or output_log. all config files have correct paths and brackets. all parts have required RasterPropMonitorComputer module.
  9. make sure you set your PartTools data directory to the same parent folder as the internals. I just noticed for the internals you won't see the heirarchy unfortunately. you can select the pieces, but they don't show up in heirarchy window.
  10. roll back to 4.2.2 or earlier is easiest way. Shouldn't break anything projects from later versions of 4.x.x, despite the warning. there're hacks to get around it for later unity versions, there few threads around the forum here as well as Unity forums.
  11. yeah, the internal props throw NRE in the debug log while in VAH/SPH, because the TransparentPod module is set to update the interior props. In VAB/SPH, it's trying to update the internal props with variables that only exist in Flight stage; so internal props all throw NREs. Mihara had fixed this issue for some of the JSI internal prop modules, but not all of them, before getting too busy with RL. Once you launch, everything should function normally.
  12. create a config like you would for a normal part. only thing you need in the config is the code above. put it in the same folder as the Mk1 internal in Squad/Spaces/mk1CockpitInternal refresh your parttools window in Unity, and a prop by the same name you set in the Prop config should appear. click Spawn and it will appear in the scene. Remove the Prop(script) component and you should be able to see the components of the internal.
  13. yeah that's normal. the interior props are trying to update with variables that are not yet created, so RPM gives the warning message. everything works after you launch.
  14. give the Mk1 Cockpit Internal a dummy prop config. that will let you spawn it in Unity like a regular prop. Remove the KSP prop script component, and you can see how it's oriented, what bits are added to it... like Ladder, Airlock, kerbal seat transforms. Not all of them will come through, but enough to give you good idea of how things tie together inside and outside. I did a set here, http://imgur.com/a/Vd2Zn There're two kinds of internal cameras; one is embedded in the Kerbals, that's the IVA portrait cams you see in the lower right corner. the other is internalCamera Switch. any collider can be used as a transform for it, so you can spawn a camera anywhere in the IVA by double clicking. generally it's used for spawning camera at the inside windows. PROP { name = DummyMk1CockpitInternal } biggest thing you gotta remember are the kerbals and Internals layers. if props and IVA are not on either of those layers, they won't move with the external, I lost count of how many times I've made that mistake. TT's tutorial gives good directions on setting up the layers and hwo they're different.
  15. finally solved IVA must have MFD prop for other props to update. very strange.
  16. grab the DDS plugin for GIMP or nVidia DDS plugin for Photoshop. there are layout guides for cubemaps online that are easy to find. single cubemap files are usually in the cross layout or T layout. the rest is just a matter of cropping and saving out the files for textureReplacer. final format doesn't matter, JPG, PNG, TGA, BMP will all work.
  17. better in to put this in the other subforum for models and such. this one is mainly for plugin development. Easy way is don't have windows for IVA. less easy way is make your alpha channel; and use KSP/Translucent shader on the IVA windows.
  18. there's no way to change the emissive RGB values without plugins.
  19. Ok, those picture helped alot. So basically, the code considers +X as forward for aimPitch and aimYaw, since bullet velocity is dependent on orientation of aimPitch and aimYaw, explains why my guns fire to +X. because my root transform is set to SPH orientation and +X is to the right. Thanks!
  20. creating wings for stock aerodynamics http://forum.kerbalspaceprogram.com/threads/90864 creating wings for FAR https://github.com/ferram4/Ferram-Aerospace-Research/wiki/Deriving-FAR-values-for-a-wing-using-Blender-2.7
  21. you have to use target menu in RPM to select a docking port reference part (same as "Control From here" option in external view menu); must be done in IVA. if you exit IVA the reference part is reset to command pod. Blame Squad for the reset.
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