Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. Well, I did that and didn't see any differences unfortunately. What I ended up with is reversing the animation so that it starts deployed. If I do that then the part doesn't jump. I think it has something to do with exporting the animation from MAX to .fbx.
  2. Curious. I wonder why creating a new clip works while the MAX animation does not. Oh well, I will reset the mesh scales and make sure mesh scaling during animation is disabled.
  3. Thanks, I will give that a try. I also tried no animation and legs extended. That worked so maybe the legs need to start extended if your suggestions don't work. I will definitely reset the scales, didn't think of that. out if curriosity, how did you recreate the animation in Unity? thanks again.
  4. Well, I tried removing all the modules in the mbupart.cfg file except for ModuleAnimateGeneric, and I'm still seeing the same thing: the box colliders aren't being recognized by the ground, the MBU is resting on the main body, and retracting the legs causes the craft to jump into the air. Only thing I can think of is that KSP doesn't like the animation, but I'm not sure.
  5. I know who to talk to when I want to create my first IVA. I salute your art skills, fantastic work!
  6. Oh, that's interesting. I wonder for the sake of testing if that module were removed so there is ni base anchor or inertial damper... Have to try that when I get home. Really helps to have another set of eyes looking at this, thank you
  7. Thank you for the suggestion. I tried removing the colliders I created in MAX and instead added a box collider component to the feet. Unfortunately, the feet fall through the grates and never collide with the ground. I updated the MBU.zip file with the file configuration though. Thank you much for the help.
  8. Well this is really frustrating. I tried changing the origin point on the collider boxes to be on the bottom of the box and past the origin point, but to no avail. Here is an album showing what is happening; I left the mesh renderer on the colliders so I can see them in game. The same behavior occurs without the mesh renderer components. Link to album Here is a link to the FBX file, I definitely need some help with this.
  9. Ok, that makes sense. Do you have any suggestions on how to stop that from happening? Is there something I am doing wrong to create the situation where the colliders intersect with the ground on physics load? I wonder if the origin point of the foot colliders needs to be 0,0,0. FYI, the .fbx and unity files for the part are on my github page if you'd like to play wirh it. The filename is MBU.fbx
  10. Thanks for the comments. I start by adding the part to the craft in the VAB and then extend the legs in the VAB. The new ModuleAnimateGeneric lets me do that in the VAB. After the legs are fully extended, I launch the craft. Out at the pad, the scene loads and it appears like the feet have sunk into the grill on the pad a bit before physics loads. Once physics loads, the craft leaps into the air. I think it may have something to do with the cubic colliders on the feet, because the origin point of the cubic colliders is in the center of the cube, but I don't know if that is a factor. I am wondering if that could be the problem. Interestingly, if I start with the legs retracted in the VAB, then launch the craft, then it sits on the main body collider with no problem. Additionally, extending the legs is not a problem, the craft does not go flying. Only thing I can think of is that the main body collider is at origin 0,0,0 and the colliders are not at 0,0,0. Would that make a difference? Modelling for KSP can be so hit or miss at times, so I appreciate all the help I can get
  11. Hi all, I am trying to track down an issue I have with a part that jumps into the air as soon as you launch it from the VAB. Any ideas about what could cause that? The part in question has some colliders on its feet and it only seems to happen with the legs fully extended. I have a screenshot below of the unplanned liftoff and the part as seen in Unity. Has anybody had similar problems? Thanks for the help.
  12. Glad you like it. The quad booster arrangement was an idea by Avalon304 that I adopted for improved lifting capacity. I definitely intend to continue with the missions, though I have to build some more parts before continuing the story. I'm working on an inflatable warehouse, for instance.
  13. I was thinking that the CactEye scope needs a module that wold identify the type of asteroid. .
  14. That too. Actually, fusion pellets would need helium-3 and deuterium. Or Karborundrum. Hm...
  15. Intriguing! I definitely want to use this to mine ore and water, then make a converter to turn water into LiquidHelium and oxygen. That, and FusionPellets!
  16. With Wired For Kraken on hold while I sort out technical issues, I started a new series involving the Kerbin Shuttle Orbiter System and a mod I'm working on called the Multipurpose Colony Modules. This series is a bunch of imgur albums that I've canned and annotated. I finally have the time to compile them all into one thread. Near Future Electrical MechJeb TweakScale MKS/OKS KSOS Infernal Robotics Universal Storage (+core, KAS, TAC) DMagic Orbital Science Multipurpose Colony Modules (see my sig) Spacecraft Freedom Block 2 shuttle with quad boosters Freedom Super 25 texture Modules Starlab modules OKS Station Core: built from the core OKS Colony Command Center. MCM Station Core: uses Multipurpose Colony Modules. Pier One: docking port for KSOS and Super 25. Has a station arm. SPRMS: Self-Propelled Remote Manipulator System BATS: Battery Array Truss Segments. SATS: Solar Array Truss Segments. Station Fuel Tank: for refueling orbiting spacecraft. KSOS-1, 2, and 3: Dawn of A New Era KSOS-4: Tug Redux and Arm Too KSOS-5: Two Arms KSOS-6: Moar Power KSOS-7 & 8: Wings And A Prayer KSOS-9: Fully Operational Space Station KSOS-10: Starlab Resupply Interlude 1: New Beginnings KSOS-11: Moonlab (Munlab) KSOS-12: Nuuukes Innnn Spaaaace! KSOS-13: Crash & Burn & Soar KSOS-14: Munshot Interlude 2 Part 1 Interlude 2 Part 2 KSOS-15: Munbase KSOS-16: Power Up KSOS-17: Home Sweet Home Interlude 3: Moar Launches KSOS-18: Growing Pains
  17. Ah ok, glad you've got some thought going into onrails support. Definitely a great mod.
  18. well shoot. I was hoping for onrails support. Maybe I can contribute to the code and fix that.
  19. Mission 18 is done! Freedom delivers the Aeroponics module to Munbase Alpha. Bill, Bob and Jeb board ALCOR, their mission complete. Lisa announces that she's stepping down as shuttle commander. And just what is behind the payload shrouds of Dragonfly? Link to album That'll be it for awhile, I'm working on a new part for Multipurpose Colony Modules.
  20. I am trying out EPL and this karbonite adaption for the first time. Pretty neat! I may have to build a deploy-able spacedock though, the EPL one reminds me of a sprinkler head, and the one from the Enterprise warpship doesn't collapse. So obligatory whine, now I'm gonna break out MAX and make something that others can complain about.
×
×
  • Create New...