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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Yay! Figured it out. Have to go to the mesh's animation component and uncheck Play Automatically.
  2. Hi all: I've been beating my head on creating a solar panel and finally get it to point towards the sun. The problem is that when I add the part to a ship in the VAB, it automatically deploys. Here is my config file for the deployable solar panel: MODULE { name = ModuleDeployableSolarPanel animationName = Deploy pivotName = sunPivot IsBreakable = true raycastTransformName = suncatcher runOnce = true resourceName = ElectricCharge resourceName = ElectricCharge chargeRate = 18 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } To see what I mean: The game automatically plays the "Deploy" animation and leaves the panel fully open. To see if there was an animation issue, I replaced ModuleDeployableSolarPanel with ModuleAnimationGeneric. When I do that, the panel starts folded as I expect. Here is what I mean: You can see that it works just fine with ModuleAnimateGeneric. Any ideas about what is going on? Why would ModuleDeployableSolarPanel play the animation and keep the panel fully open, while ModuleAnimateGeneric has no issues deploying or folding the part? Is there a setting in Unity that I'm missing? Thanks for the help!
  3. You need USI's Kolonization Systems, it is a requirement. MCM hides the unused parts from MKS/OKS and if you are daring, the second post on the first page tells you what files you can delete (not recommended).
  4. Glad you like it. it also works with the Mk3 stock spaceplane parts.
  5. Sure thing. Check out the second post on the first page of this thread.
  6. Here's a look at what's coming up next (minus the heat animation and octo-truss tank with fusion pellets):
  7. I don't think MM is able to handle the templates. From what I've seen, it works based on parts, not generic config nodes. I suppose one solution would be for me to add a cttTechRequired field or something, but I'd need to see how CTT works and identifies tech nodes. That's doable, but I'd need to know what templates fit into what CTT node.
  8. So far I haven't had any problems and cannot reproduce these issues. Make sure that you overwrite everything with the files included with the mod. That includes Firespitter. Make sure you install the dependencies (MKS/OKS, KAS, EPL, etc) before installing Multipurpose Colony Modules. I think I might have fixed this issue with the latest release. Please download it and take a look. Speaking of which: The latest release is available. Get it here or follow the link on the front page. Release 0.4.3: We don't need no stinkin life support! - Templates that require mods that are not installed won't appear in the available templates list. - KolonyConverters that require mods that are not installed won't appear in the Module Operations Manager. - Bug fixes Meanwhile, if you don't have MKS/OKS installed, what would you like to see the Multipurpose Colony Modules do?
  9. That is possible, but what would you like the modules to do without MKS/OKS? The mod is designed to work with MKS/OKS, so you'd have a bunch of empty shells without it unless there are alternate configurations. Also, there is a MM config that hides the MKS/OKS parts, so you'll get the functionality of MKS/OKS but the parts seen will come from this mod. Also, I'm working on a method to hide templates and converters when the required mod isn't installed.
  10. How is "textureLibrary" in the ProceduralChute used? Will it use my custom canopy mesh and texture if I specify a texture map for it, or does it replace the part's canopy mesh wit one from RealChute?
  11. Hm, one way to do that is to set up the templates to hide the ones that have to do with TacLifeSupport. That is doable. To completly remove MKS/OKS would take ModuleManager configs to remove relevant code modules. You could still get resource switching and code module switching because those are done independantly of MKS/OKS but new templates would be needed for whatever code modules and resources you are looking for.
  12. @awsumindyman: I'll take a look at that this weekend along with the other issues. @Mekan1k: Can you be more specific? What do you mean by stock-incrementation?
  13. Not entirely sure what was wrong, but it's definitely fixed now. Thanks for the help! What gets me is that the animations worked perfectly with the stock parachute model. I like how RealChute can see that my chute is slightly offset from center and properly angles the craft.
  14. I have been thinking about that. Right now MCM blindly adds KolonyConverters regardless of whether or not the appropriate mod exists. What I can do is add a field on the template's converter that is used to determine if a mod exists. I actually do that already for whole templates. Look for the needs field. The change I am proposing would apply to individual converters. So for example if you do not have NuclearEngines installed then you won't get the FusionPellets or Glykerol. ModuleManager won't help is this case but the above changes will. Expect to see that change in the next release.
  15. I think I'm doing something wrong with RealChute, but I'm not sure what. To make sure it's not a mod conflict of some such, I tried the baseline RealChute parts and everything works just fine, so it's a configuration issue or something else on my end. It appears to be a problem with the fully deployed animation for my parachute. Here's what I mean: The craft slows down as expected but the fully deployed animation isn't run. It works just fine for the stock parachute module, the semiDeploy and fullyDeploy animations that I created work perfectly. Here is what I use for the stock parachute module: MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy semiDeployedAnimation = semiDeploy fullyDeployedAnimation = fullyDeploy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 800 minAirPressureToOpen = 0.01 deployAltitude = 500 deploymentSpeed = 0.4 semiDeploymentSpeed = 1 } This is what I have for RealChute: MODULE { name = RealChuteModule caseMass = 0.01 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 50 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 1 preDeploymentAnimation = semiDeploy deploymentAnimation = fullyDeploy parachuteName = canopy capName = cap } } // MODULE // { // name = ProceduralChute // textureLibrary = StockReplacement // currentCanopies = Main chute // } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } Any ideas what I could be doing wrong? The cap name, canopy name, and animation names all match the 3D model I built and the values I used for the stock parachute mod, so I think I'm missing something else. Thanks for the help!
  16. Currently you need MKS/OKS. You can delete the parts and assets folders in the Kolonization folder if you are daring, but that voids your warranty. Currently there is a MM config that hides the unused parts though.
  17. Very cool! I guess for the time being I can make something exceedingly simple for heat management that has the same units as SystemHeat, and then replace it with your system once it is ready. Or better yet, I'd be happy to help test the mod and if you'd like, fix bugs if you are busy.. Really looking forward to SystemHeat though, thanks for creating the mod.
  18. I'm starting to look at your new SystemHeat plugin. For heatRadiated and heatRadiatedExtended, are the values in terms of units of SystemHeat radiated per second? I have a liquid droplet radiator in the works for the Supernova fusion engine that radiates heat but consumes glykerol slowly over time, is that something that's possible? I guess I could derive a class from ModuleGenericRadiator to do that but if the module lets you consume a resource in the process of radiating heat, that would be cool. Edit: what is the conversion rate between units of SystemHeat and Kilowatts? Nicely done, Nert!
  19. Hi Das, thanks for the feedback. It was great to visit your webcast. Seeing how others use the Supernova gives me good feedback on what needs to be improved. Like for instance the FusionPellets resource to represent the fusion fuel used by the engine. It makes sense to have, but how do you actually make the stuff? Well, the Fuel Refinery in Multipurpose Colony Modules lets you make them, but that requires MKS/OKS as well as Multipurpose Colony Modules. But with a karbonite variant going into stock, it makes sense to include something in the mod, so time permitting, next update will have a processing unit for making fusion pellets from ore, minerals, and water, It will make glykerol (used by the liquid droplet radiator) as well. I actually do have plans to model the heat radiators from the Discovery II spacecraft. They will be the baseline radiators and for game play reasons won't require any glykerol coolant. But you'll need a dozen of them to cool the engine. Contrast that with the liquid droplet radiator, which slowly consumes glykerol, but you'll only need four of those to cool the Supernova. For those who don't want the complexity of heat management, I'll have a debug menu to turn that game mechanic off. Lastly, I'm working on a Near Future Construction-compatible octo-truss that holds fusion pellets and glykerol.
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