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Everything posted by nli2work
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[Showcase] Showoff Your Rep-Worthy Crafts
nli2work replied to Redrobin's topic in KSP1 The Spacecraft Exchange
Only 1 prototype; which I crashed; and over wrote the autosaved craft file with something more mundane. -
do share if you find an IK setup using KSP's constraint and lookAt modules. open up the FBX tree in the imported asset, Blue cube icon with little white page in the lower right corner. highlight the animation clip inside. CTRL-D. a new animation clip outside the FBX tree will appear, this new one is editable. but otherwise identical to the one inside. You can add to the heirarchy (lights, dummy objects, etc), but not change any of the original parts order or the animation will break.
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another option is move the lower arm's pivot to the tip of upper arm, child lower arm to upper arm. upper arm lookAt the same target as before. lower arm looks at a target that is at it's old pivot position. But either way, if the suspension distance is too long, one of the joints will separate since there's no good way to move the upper arm target's position. It would have to be a pretty specialized plugin to add that capability to KSP which still relies on Unity's legacy animation system. Unity4 only supports IK for characters using Mechanim. an easier way to do it is drive the suspension as an animation tied to the suspensionParent's position between TargetPostion 0 and 1. I believe Orbitus was doing that for the 747 gears, not sure if that's still going forward of not.
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Kerbal Stuff, an open-source Space Port replacement
nli2work replied to SirCmpwn's topic in KSP1 Mods Discussions
Cheers. thanks for the update. hope things work out for the best. -
I meant feeding multiple targets to the same mover; so the mover's rotation/position is averaged between the targets. Might still be possible in KSP, but probably not without some complex layered transform setups. with KSP you can create infinite dependency loops. The mover will look like some horror movie monster flipping back and forth endlessly.
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[0.24.2] Low Profile Misc Engines 0.5 (13/09/2014 )
nli2work replied to Justin Kerbice's topic in KSP1 Mod Releases
ah I see. I should stop looking at old wiki stuff that is terribly out of date. -
sure thing, I figured it's your assets and let you share the files as you deemed fit. CaptainKipard's Skylon Nose Gear setup with Unity project; part file and config http://www./download/psu9e2k70d6wwz0/skylonNoseGear.zip if you want to add additional stuff like light on/off, additonal animated bits like Emissives, to animations you imported, you need to duplicate the clip in Unity. When you first import it, the clip will be under the import FBX's heirarchy, that's read-only because the import FBX is read-only. Select it, and CTRL-D, then a copy of it will be created in Unity, outside the import FBX's heirarchy, that one you can add/edit like normal animation clips in Unity. to simulate true IK, you can break lower arm into two parts, piston rod and sleeve. then child one half of it to opposing torque arm at the tip. Set that half to look at the other half of the piston arm. would be pretty complicated to set up in config file as there's no visual help. You might need to add additional mover objects in Unity, not sure how LookAt and Position constraints will play along controlling the same transform. image helps a little bit. Red dot is Lower Torque Arm LookAt target; marker in lower right is Upper Torque Arm LookAt target. Another way is adjust the Upper Torque Arm's LookAt target position to find a compromise; since the whole chain is basically depends on how much the Upper Arm moves to look at the Target. There's no way that I can see to equally divide the position constraint weight in KSP, not even possible to constraint to 2 targets. Ideally I would script the Upper Torque Arm's LookAt Target to always sit halfway (on the local Y-axis) between the Suspension Root (the half that doesn't move up/down); and the SuspensionParent (the half that moves up/down). 3d apps generally have stuff to set this up, Max has wire parameters e.g. Maya has driven-keys or something. But I don't think that's really worth the effort in KSP. Personally I just set the suspension distance short enough that it never breaks the torque arm joint. The wheelcollider friction settings are funky. Lo-Fi covered it nicely in the twitch feed. To add to it, the Stiffness factor is a multiplier to the asymptotic and static values, so 500 friction value and 0.5 Stiffness factor is same as 250 friction value and 1 Stiffness factor. Too high a sideways friction value will increase the odds of vessel flipping out of control during take off roll. Spring strength affects this as well. a fully compressed suspenion are more prone to uncontrollable take off roll. I set my friction values to 2/1 Static/Asymptote, stiffness factor of 1. forward generally around 400/200; sideways 80/40. Works most of the time. I also noticed if you don't add Bounds box, you can test the suspension in SPH by dragging and pushing the gear against the floor.
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[0.24.2] Low Profile Misc Engines 0.5 (13/09/2014 )
nli2work replied to Justin Kerbice's topic in KSP1 Mod Releases
costom tech tree? I don't see experimentalsMotors in stock tech nodes -
I don't have any fuselage parts available; but this would cover the engine/blades. well. the Fly cockpit can be civilian too http://forum.kerbalspaceprogram.com/threads/83364-WIP-NohArk-s-Pick-and-Pull-The-Future%21-Halleluja%21?p=1405655&viewfull=1#post1405655
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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
Lol, looks like you got it just in time before kerbalstuff went down -
[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 v1.4.1b pWing support, if you have Procedural Dynamics installed you will have access to the following: standard pWing All move pWing surface round wing tip standard pControl Surface Changes fixed inLine Main Landing Gear small mesh and texture updates Example Craft Files [REQUIRES Procedural Dynamics] Sanka Mk.b Skyly J2 Vampire Night Fighter Heavy Bomber P-51 Mustang Link in OP -
Ah CoffeeIndustries very nice parts. that's the c130 there.
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single engine in 1st image is B9 turbojet; customized pWing texture with the russian red star. C130 cockpit is probably KAX; the engines are almost certainly KAX. I'd bet the fuselage and tail boom are KAX as well.
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[0.24.2] Low Profile Misc Engines 0.5 (13/09/2014 )
nli2work replied to Justin Kerbice's topic in KSP1 Mod Releases
you probably just need to fix the technode in the config, to something like "start" or check a different part for a comparable technode entry. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
set of propeller blades; rigged up with FSmeshSwitch. for those that want something cleaner and more versatile. 3 Requires FireSpitter Zip file includes Part/Config; FBX; and PSD files for you to create custom textures. @MediaFire -
Unable to open Assets/New Folder/testcube.fbx: Check external application preferences harmless message. Unity doesn't know what app to use to open FBX files; in the same way it knows to use Photoshop to open TGA or PSDs. I wouldn't rely on Unity to do the conversion. All it does is open up blender behind your back and convert it using blender's FBX exporter. Unity doesn't have it's own FBX exporter. try exporting from Blender instead of drag/drop blend file into Unity. if that doesn't work check to see if you have the latest FBX exporter for Blender.
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Simple Landing Gear Problem
nli2work replied to artwhaley's topic in KSP1 Modelling and Texturing Discussion
your stock LandingGear module settings are incomplete. -
Simple Landing Gear Problem
nli2work replied to artwhaley's topic in KSP1 Modelling and Texturing Discussion
Depends on what's throwing NRE. may or may not be related. You also want separate transforms for steering and suspension. two modules trying control the same transform will do strange stuff, or not work at all. yeah you want the greey ray pointed at the ground, not the green component of pivot marker. the green ray indicates suspension direction, and suspension travel distance. -
Simple Landing Gear Problem
nli2work replied to artwhaley's topic in KSP1 Modelling and Texturing Discussion
http://forum.kerbalspaceprogram.com/threads/72802-Main-and-Nose-Landing-Gear-Rigging-Animating?p=1402188&viewfull=1#post1402188 -
Simple Landing Gear Problem
nli2work replied to artwhaley's topic in KSP1 Modelling and Texturing Discussion
just rotate the wheelcollider; everything else you have look alright. make sure suspensionParent is positioned at the center of the wheelcollider. the ring should be aligned to direction of travel, in your case, Z axis. Direction doesn't matter. the green line from center of the wheelcollider should point at the ground, in your case +Z direction. This is relative to how the gear is mounted, so the green line should always point away from the gear bay. the orientation of the whole system doesn't matter much since it will be surface attached. all you need to set is the attach direction in config. -
anything that gets moved by LookAt constraint. piston, torque arms, straw skirts. whatever. I setup the main gear strut's hydraulic piston using LookAt Constraint just like the torque arms. Only thing that need to be keyed was the main strut and lights on/off. also if you have the heirarchy setup correctly, the upper/lower torque arms can swap positions and it will all work just the same since their relative positions to each other stays constant.