Jump to content

nli2work

Members
  • Posts

    2,836
  • Joined

  • Last visited

Everything posted by nli2work

  1. very nice! so animation as in a Unity animation clip or imported animation? the Wheel collider compression drives the animation ?
  2. sorry I couldn't stick around... my connection was really crappy. I'll wait for the the youtube upload
  3. Around 1 or 2AM BST right now. it's August 7. What time zone are you in? you should still have about 16hrs to prepare.
  4. Ya got me there! I haven't even played 0.24.2 yet. I just have it to test parts and stuff. haven't properly played at all since started modding.
  5. You can also select all the object you want on a single UV set; apply UV Unwrap. You can then unwrap each part individually in the same Unwrap modifier, then select them all again and pack the UV patches. after you collapse the modifier, all the parts will retain their pivots and animations.
  6. is a twitch account necessary for this feed? or cna i just join the chat as guest?
  7. so stock Wheel Module doesn't allow offset Wheel collider? center of Wheel Collider must be at same position as Wheel mesh it spins?
  8. how did you attach the air scoops? octocube struts? added stack nodes? the jets already have Ka intakes. Cool looking ship!
  9. Ok, thanks! Just checking because I don't know how complicated it was to begin with.
  10. For next update I'd probably increase the engine masses. they are comparable to stock engines in mass, but 2 to 3 times the thrust. given Karbonite's characteristics, the engine would need more structural strength to handle the more volatile fuel.
  11. the first one I guess. http://blenderartists.org/forum/showthread.php?339369-MultiEdit-%28alpha-1%29-Multiple-Objects-Editing!!
  12. Verts have normal direction as well. how does FAR/NEAR treat Verts normal that is same direction of air flow? For a basic flat surface, I'm assuming leading edge verts have normal opposite air flow; broad sides have normals at various degrees to perpendicular to airflow; and trailing edge have verts along same direction of air flow. correct? so a mesh with lots of verts with normal opposing air flow, generates lots of drag. and assuming that... a mesh's face smooth settings would change the drag characteristics of the surface as well, correct?
  13. Ah okay, so it's mostly working by happy chance then. The two I am testing are in the upper left and lower left, http://i.imgur.com/wm9hUzE.png. Fortunately they already use Firespitter modules for the moving parts, so they both appear more or less as a tube to FAR. I was afraid initially their collision meshes would act as flat discs and generate too much drag. How does FAR/NEAR treat open meshes and/or back-facing faces? Is there a way to turn on the drag value display that was in v13.x?
  14. The HUD PNGs are rather blurry to begin with. I found editing those PNGs helps with readability for HUDRenderer elements. the displayed text defined in the HUD page is determined by the overall font for the whole prop, you need to create your own set of bitmap font to make that more readable.
  15. what aspects does the plugin add to stock Wheel module? The "weight" effect of the wheels "drooping" toward the ground? the offset WheelCollider? Super cool looking plugin!
  16. it's why complex mods take along time. UV and Texturing take up 2/3rds of an asset's production time. Plan ahead and Unwrap as you model, and leave duplicating elements until you've unwrapped all the unique UV patches.
  17. setting up some configs for LF/Oxygenated versions of the atmospheric engines. slightly altered textures to make them visually identifiable in the parts list. Also hammering out a radial mount lander leg. For folks posting output_log s in the future, please follow a few simple steps. delete the log.txt in main KSP folder; delete output_log.txt in KSP_Data; start your game, and replicate the bug or issue. if game doesn't crash when the problem occurs, close the game using ALT-F4 or the X button if you are in window mode. This way we'll have a much shorter log that better pertains to any issues you are having. Thanks!
  18. Hi ferram4, how does FAR treat drag on engines? calculated based on collision mesh? my assumption was collision mesh, but without the drag value being visible on a part it's hard to tell if changes had any effect. Is it safe to assume if a part is compatible with FAR, it will be compatible with NEAR? trying to get the radial mounted air engines in Karbonite to be more FAR/NEAR compatible. Thanks!
  19. I'm pretty sure KSPI Antimatter collector works on rails.
  20. I checked snjo's docs, don't see anything else that might help. :/ can't think of a solution that would use only 1 animation either, except a very long deflate duration; but that's very hacky and not a great way to do it.
×
×
  • Create New...