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Everything posted by nli2work
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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
trying to setup a basic gun. it fires to the +X direction with the fireTransform's +Z pointed forward. if I rotate the fireTransform any other way, +Y or +X forward, the gun won't fire at all. muzzelTransform works as expected. There's no pitch or yaw in this setup, but the transforms are required by the module AFAIK. export root object is aligned to world, Y-up; Z-forward; X-right. everything is oriented Z-forward; Y-up; X-right. no errors in output_log. rotating the root mesh object makes no different either. EDIT: okay something to do with pitch and yaw range settings. can't really understand how the fireTransforms are being reoriented in the code. Seems to be getting reoriented several times depending on target or no target, and the aimTransforms. The fireTransform moves whether it's child of aim transforms or not, which is a bit counter intuitive, though I think I can see why you'd set it up that way. How do I set it so the gun is fixed and fires forward only? I've tried setting min/max pitch yaw to 0 like the hidden vulcan. the fireTransforms still move in some odd relation to the mouse pointer, even when not children of the Aim Transforms. I can't load the hiddenvulvan mu in blender so I can't see how it's transforms are oriented. shouldn't the firevelocity be using the fireTransform's direction instead of the pitchTransform's direction? -
feature request, more of an extention. JSIActionGroupSwitch can trigger Prop and External animations; JSIInternalEVAHatch can trigger Prop and IVA animations. can JSIActionGroupSwitch be extended to trigger all 3? Prop, External, and IVA animations in synch via PerPodPersistenceName? to run this without kicking the Kerbal out basically
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
nli2work replied to bac9's topic in KSP1 Mod Releases
you have KSPI? KSPI + Engines using FSpropellerSpinner are automatically activated on launch. not related to B9. not sure if there's fix.- 4,460 replies
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[Tutorial] Animated Landing Leg w/ Suspension
nli2work replied to BahamutoD's topic in KSP1 Mod Development
yeah that's the trend with stock modules... multiple modules of the same on a single part usually is bad news. -
[INFO] KSP floatCurves and you - the magic of tangents.
nli2work replied to Taverius's topic in KSP1 Mod Development
could a mod please sticky this? too valuable to be burried by time. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Yeah I noticed that too. though when I checked the files in Unity the rotations zeroed out. I'll check them again might be something else I missed. Ah yea, I'll fix them. Incorrect setting on all the engines. Need to do a pass to fix the curves with KSPCurveEditor. -
I tried a bunch of different combinations. the targets' positions was more important than the heirarchy order. The order the CONSTRAINFX blocks are set in the config seem to matter too, but it would take too much testing to see any pattern. I don't know why your gear would be unselectable in the part menu, that's really odd. even parts without collision mesh won't do that. post up the unity project with the bug? Maybe parttools got messed up somewhere?
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Help me Texture this Model
nli2work replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
looking good. the end cap texture needs to be slightly higher res; and the strut's have too much uniform noise making them look more like concrete than metal. -
well I'll be damned. dependency loop does work better in KSP. Thanks for sharing the gear setup lo-fi. must have been something else that made me think it didn't work. big improvement from shifting heirarchy order and position for just 1 object. definitely does not like resizing by rescaleFactor though.
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Firespitter does have an animated intake module that might do what you need. it positions a mesh transform based on min/max intake flow. You set the min/max, and intake mesh object https://github.com/snjo/Firespitter/blob/master/Firespitter/animation/FSanimatedAirIntake.cs haven't messed with it. but it would either open or close the intake based on intake flow rate, depending on your settings
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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
Pink Tuskan Raider -
for wings, proceduralWings got you covered small or large.
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[Plugin] More/Better Constraint Modules.
nli2work replied to CaptainKipard's topic in KSP1 Mods Discussions
Mihara has something similar to this with VariableAnimator, but they are only for internal Props, and the targets are internal variables instead of other transforms. The translation constraint is probably the easiest. usage might look something like this MODULE { name = FXtranslateConstraint CONSTRAINTRANSLATEFX //block set can be repeated so the mover moves in combinations of X,Y, or Z { moversDirection = 0,0,1 //sets the direction the mover will translate in, -1 would flip the direction for the mover targetName = transformA //target's translation in world space moversName = transformB //mover's translation in local space moversMultiplier = 1 //something to reduce or multiply the mover's translation; defaults to 1 moversLimit = 1 // aboslute value the mover can move in a direction. } } -
ModuleEngine require a propellant that has mass. whether it's air, LF/OX, or Xenon. the closest you can come to electric only is make the mass propellant's consumption extremely low by adjusting ISP or fuel ratio
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
nli2work replied to Ven's topic in KSP1 Mod Development
very nice work!