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nli2work

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Everything posted by nli2work

  1. I can handle the visuals... is there anything in stock or otherwise that allows the impulse mechanic? every key press fires off one shot thrust until next time key is pressed. can't think of any modules that would allow me to do this.
  2. I changed the blade geometry by 20% to avoid patent issues.
  3. that could be potentially cool . instead of steady thrust, the Karbonite based thruster blocks would work in discreet charges. each charge imparting some impulse. player can adjust the impulse with the thrust slider. we can link a nice explosion sound and a burst of flames and sparks to it.
  4. per second. right click on the part icon while in Editor and you'll see all the relevant stats.
  5. and also in the pipeline, 2 UHB turbofans; 1 push-prop; and 1 fueltank/enginemount. These are nearly done, just tweaking configs
  6. in Karbonite 1MW = 1EC; just different name for KSP's standard electric charge unit. in KSPI 1MJ = 1000EC; totally different beast. KSPI uses MW and GW to measure heat output. The heat is then used to drive electric generators that produce Mega-Joules.
  7. just drag the light and child it under the leg part you want the light on. Since the light only comes on when the leg is deployed, it'd be easier to animate the light so it's linked to the leg animation. once you import the blender file, duplicate the animation. assign the new animation clip to your game part. check that it works as before. add light to your heirarchy, then add light intensity and range key frames to the animation clip before exporting. set up the leg using the lander leg module and you'll have a leg with light that responds to the G-key in game.
  8. yeah that'd be too complicated. Still seems like your original solution should work. Anything in the log files?
  9. I think just the central one would be fine. player can radial attach as many as they want.
  10. I see. I'd definitely check out RoverDude's inflatable airbag part then. maybe the stock parachute code could be more useful than genericAnimate module. this is kind of like a parachute that looks like something else.
  11. Ooooh you mean the gray egg is the casing... the brown ball is the air bag. hm... are both pieces keyframed in both animations? might need to do that in the deflate animation, even thought the egg doesn't do anything, Unity needs to know the starting state of that piece in the deflate animation. in other words. in Inflate; Airbag scales up, 0 ~ 1; egg shell scales down 1~0 in Deflate; Airbag scales down, 1~0; egg shell stays scaled at 0 ~ 0.
  12. Why not just convert porkjet's hab modules into fuel tanks? they can double as 0-g swimming pools.
  13. yeah, you only need 1 animation, Inflate. In the animation component, only assign 1 animation; Animations list size is 1, and the entry in the list is the same as the Animation field above it. so the deflate clip is not exported to the mu. moduleAnimateGeneric would look something like this MODULE { name = ModuleAnimateGeneric animationName = Inflate1 startEventGUIName = Inflate endEventGUIName = Deflate actionGUIName = Deploy Air Bag animSwitch = true //technically not necessary as it defaults to "true" } Looks like the animation isn't loading correctly in your screenshots. check the cases and names in the module and unity settings and make sure you are using legacy animation. also check the animation make sure there aren't keyframes on attributes other than the ones you need to make it inflate and deflate. Only one of the event names should be visible depending on where the animation is on frame 0 or frame 25.
  14. looks like you can use ModuleAnimateGeneric and include the AnimSwitch = true flag; that will play the Inflate animation in reverse. Might wanna check out RoverDude's deployable airbags and see how that's setup. looks very similar to what you are trying to set up here. http://forum.kerbalspaceprogram.com/threads/83134
  15. sure, if you don't mind doing 16hr ejection burns, at 4x physics warp, for a 0.5t probe.
  16. Surface lights work in .24.2 B9 has a few lights as well.
  17. this mod adds ability for manual construction in orbit. not sure if it's functional for 0.24.2; last update was 0.24. It's active mod so I expect it will get updated a some point. http://forum.kerbalspaceprogram.com/threads/9923-0-24-Lazor-System-v34-(July-22)
  18. it doesn't show capacity when you right click the part icon like with normal fuel tanks?
  19. Ultra High Bypass Turbofan. piece of novel 80s tech that got dropped in the US after the oil prices dropped. test prototypes built by GE performed comparably to standard turbofans; but much more fuel efficient. *page definition files recovered! will have proper test flight footage soon.
  20. Karbonite v1 is released! I built them engines. Go download it! Aand still dealing with RPM pages, fleshing out IVA. accidental setback, deleted the RPM page definitions. hopefully I can salvage it. else I have to recreate them. test flight with Monopod, micro pod with IVA for ultra light applications
  21. hm. now that you mention it. yes. very strange. a scene I'm working on went from 44KB to 126+ megs just from spawning one of my IVA
  22. just Umbra/Karbonite should be the one you want to delete. plus ORS. firespitter just runs couple of engines, no need to delete/replace it. not sure about texturereplacer.
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