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Lintball62

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    Bottle Rocketeer
  1. I was using Collada to export it as a DAE file. Never thought to try to bring in the maya file itself...would that work with KSP? I have checked the inspector tab and the animation compression is turned off.
  2. I am working on a new part in Maya 2011 (Mac), it has a 40 frame animation. However when the part is converted to a dae and then imported into Unity, the animation is only 37 frames. I can tell the animation doesn't go to completion when I run it in the game. Has anyone seen this before? Are there particular settings for exporting I am missing? What framerate should the animation be exported at?
  3. Ok thanks for that info on the Unity API. I'll definitely poke around your code to see how you go about things.
  4. Ahhh so since I have just the part attached to a command capsule on the launchpad it will never stage therefore I'll never get into that. Which also explains why I see this: "this.part.force_activate();" in a few other plugins, I imagine to get around this. Does the this.enabled variable mean that its active? What do you mean by manually do things in Update()?...I don't see that function to override. Is what you suggest the more "correct" way of doing things?
  5. A Quick Newbie question...I'm just starting out on making plugins so bare with me. I have a basic PartModule class and I am overriding both OnUpdate and OnFixedUpdate. I only have a single KSPField and KSPEvent defined within the class so far. However when I put a print statement in both functions I only see an OnUpdate is being hit. Is there something I am missing to enable the OnFixedUpdate to be hit? My part that I am attaching this to is a copy of the RCS Block, which I modified its cfg to point to my class. Thanks!
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