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tg626

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Everything posted by tg626

  1. This may be fruitless, but @Porkjet, can you shed any light on this (pun intended)
  2. Yes I tried that, no joy. I suspect it's going to be some stupid unity thing, like you rotated the wrong transform or some such... I speak from experience. you do something that looks perfectly legal and KSP borks out about it... You might want to put that mod in your op. Once I saw the demo, I was expecting that to be part of your mod.
  3. BUG: Load up the caged Mk1 pod, nav ball looks normal. Revert to lauch, Nav ball goes all blue, like the reference rotated 90 towards the sky. I had a look at the cfg, nothing obvious there. | Transform - Mark2Cockpit | Part - Mark2Cockpit | Highlighter - Mark2Cockpit | ModuleCommand - Mark2Cockpit | ModuleReactionWheel - Mark2Cockpit | ModuleScienceExperiment - Mark2Cockpit | ModuleScienceContainer - Mark2Cockpit | FlagDecal - Mark2Cockpit | ModuleAnimateGeneric - Mark2Cockpit | ModuleDataTransmitter - Mark2Cockpit | MechJebCore - Mark2Cockpit | ModuleTripLogger - Mark2Cockpit | AudioSource - Mark2Cockpit | Rigidbody - Mark2Cockpit | --+model T:Untagged L:0 (Default) | Transform - model | |--+Squad/Parts/Command/mk1Cockpits/CockpitInline(Clone) T:Untagged L:0 (Default) | | Transform - Squad/Parts/Command/mk1Cockpits/CockpitInline(Clone) | | | --+Cockpit T:Untagged L:0 (Default) | | Transform - Cockpit | | MeshFilter - Cockpit | | MeshRenderer - Cockpit | | Animation - Cockpit | | | |---Airlock T:Airlock L:21 (Part Triggers) | | Transform - Airlock | | CapsuleCollider - Airlock | | | |---Airlock2 T:Airlock L:21 (Part Triggers) | | Transform - Airlock2 | | SphereCollider - Airlock2 | | | |---Airlock3 T:Airlock L:21 (Part Triggers) | | Transform - Airlock3 | | SphereCollider - Airlock3 | | | |---Point light T:Untagged L:0 (Default) | | Transform - Point light | | Light - Point light | | | |---COL T:Untagged L:0 (Default) | | Transform - COL | | MeshCollider - COL | | MeshFilter - COL | | | |---FLAG T:Icon_Hidden L:0 (Default) | | Transform - FLAG | | MeshFilter - FLAG | | MeshRenderer - FLAG | | | |---Ladder_Top T:Ladder L:21 (Part Triggers) | | Transform - Ladder_Top | | CapsuleCollider - Ladder_Top | | | ---Ladder_Bot T:Ladder L:21 (Part Triggers) | Transform - Ladder_Bot | CapsuleCollider - Ladder_Bot | ---Surface Attach Collider T:Untagged L:0 (Default) Transform - Surface Attach Collider SphereCollider - Surface Attach Collider | Transform - zerocockpit | Part - zerocockpit | Highlighter - zerocockpit | ModuleCommand - zerocockpit | ModuleReactionWheel - zerocockpit | ModuleScienceExperiment - zerocockpit | ModuleScienceContainer - zerocockpit | ModuleAnimateGeneric - zerocockpit | MechJebCore - zerocockpit | ModuleTripLogger - zerocockpit | AudioSource - zerocockpit | Rigidbody - zerocockpit | --+model T:Untagged L:0 (Default) | Transform - model | |--+AirplanePlus/Parts/Command/zerocockpit/model(Clone) T:Untagged L:0 (Default) | | Transform - AirplanePlus/Parts/Command/zerocockpit/model(Clone) | | Animation - AirplanePlus/Parts/Command/zerocockpit/model(Clone) | | | --+zerocockpit T:Untagged L:0 (Default) | | Transform - zerocockpit | | | |---collider T:Untagged L:0 (Default) | | Transform - collider | | MeshCollider - collider | | MeshFilter - collider | | | |---zero T:Untagged L:0 (Default) | | Transform - zero | | MeshFilter - zero | | MeshRenderer - zero | | | |---Airlock T:Airlock L:21 (Part Triggers) | | Transform - Airlock | | BoxCollider - Airlock | | | |---collider T:Untagged L:0 (Default) | | Transform - collider | | CapsuleCollider - collider | | | ---Ladder T:Ladder L:21 (Part Triggers) | Transform - Ladder | BoxCollider - Ladder | ---Surface Attach Collider T:Untagged L:0 (Default) Transform - Surface Attach Collider SphereCollider - Surface Attach Collider Part hierarchy as displayed by:
  4. Fly to 4000m, eva kerbal, hit space. Kerbal is "unconscious". Fully deploy chute. Parachute does NOT slow the kerbal until you "wake him up" (hit a direction key)
  5. So, in the chopper demo, what is the mod you are using to help manage the helicopter? Looks like the toolbar button for it is VEL in blue.
  6. Yes, one will be KSA, while the other will be KSA. Much better.
  7. Well that was my thought too, but I could also see the game being goofy and working better with a simplified occlusion mesh - a sort of "light collider" as it were. Even tho, like I said, it would be goofy... I wanted to be sure I "got" the concept being discussed and ask where in the unity hierarchy such a mesh would be. I have an IVA where I can see light inside as if there were a gap between the sides and walls even tho no such gap exists to the eye or mathematically (vertices and coords) for that matter.
  8. The main theme is a custom composition, the rest of the in game tunes are Kevin MacLeod cc music. Since this song contains phrases if the main theme, I'd conclude the music is original. Hence, not likely available.
  9. So are we postulating that ivas need, a visible model, a mask model, a border model (to make outlined edges for externally viewed cutouts that reveal iva interiors), and an occlusion model to block external light?? Is the occlusion mesh yet another mu file or is it a child of the visible model in unity?
  10. I always assumed if you ran at 110%, you'd over heat. Fast. Hence limiting the usefulness of over thrusting....
  11. Thanks to the generosity of BDB and @CobaltWolf trails will now have tanks and engines that are the equivalent of the Titan II and III! Should be dropping later this week.
  12. In either case @Einarr I can tell you right now, talk to Squad. They made it so your eye is lower if you are "in a seat" occupied by a female kerbal. Bad choice in my book but there you have it.
  13. Set them too close and you'll never escape from them. The mod tweakable everything lets you adjust various properties, reset distance is among them.
  14. This is what it should have been from the get go. Anyone know what "identicalParts" does/means? I can't seem to find a reference. Finally found it:
  15. I'd recommend a regular radial decoupler
  16. That'd be another one, no control surface movement in vacuum.
  17. AFAIK 1.1 compile won't work in 1.2.x This fork https://github.com/ayan4m1/Kronal.VesselViewer/releases seems to LOAD however I wouldn't say it works. Screenshots are distorted and as soon as you click the KVV button, the game's FPS drop well below 1 fps so something is obviously wrong yet with this attempt to update it to v1.2.x I am keeping an eye on that GIT hoping it will get fixed up because I REALLY miss being able to take those screenies of my ships. For any modders who might be reading, I personally don't care one bit about "blueprint" and such graphic effects. To me the must haves are the orthographic view, being able to "pose" the ship, and to a lesser extent the exploded view but that's a distant 3rd.
  18. Thank you. Actually the only reason we have the black slim heatshield for the botticelli pod (big G) is because Beale made one. My goal is stock-alike and since Squad made those heatshields so thick and bulbous, that's what we have.
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