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Adie123

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Everything posted by Adie123

  1. ##### update ##### v0.22 Suspension and redesign of their legs coming very soon. See opening post for a sneak peek.
  2. Updated version of the Telescopic Legs released. Same link to spaceport in the OP. ... Sorry Haze-Zero, i wasnt notified of your post, but i did manage to fix the issue by different means. Also expanded the depth of the foot, so that it doesnt look as buried as it used to be on some terrains.
  3. Added a couple of images, of the latest texturing, redesign and additional parts to the OP.
  4. lol, well spotted. I guess not many other people noticed cause its common practice to hit 'G' key for gear, but i'll defo look into putting that right. Thanks smurphy34
  5. you know what i meant by "your" and ive had this discussion with other people before ... "your" carries 2 key presses less than "you're".. i'll stick with "your" thx ... oh i misspelt "thanks" shoot me haha Anyhow Greys. Unless sumghai is willing to make the part bigger or use code, its probably not gonna be possible to do what hes trying to do. Not with the way dockingNodes work as they are at the moment.
  6. sumghai, your from australia. I assume english is your first language or at least your proficient with it. Your misreading things. That snippet of text you pasted of me talking about multiple dockingNode, says totally opposit of what your accusing me of saying. Someone asked if i had multiple node locking and i said no and said why its a bad idea. So this needed not to be brought up in this threads discussion between me and you. Seeing as we both understand multi-dockingnodes dont work or at least are very messy. I use multiple objects with multiple convex meshes on parts to align the crafts. The vids show exactly their function and its pretty straight forward. Spikes go into holes and forces alignment every time. Having tiny little stumps of convex meshes like your OP to rotate and lock isnt going to be possible (unless using code) if the dockingnodes attach first. As soon as they attach, thats it, both craft become one and are locked. This is why my design has long spikes, to have a chance to align the two craft before the nodes snap together. I tried smaller extruded ledges first and they drove me to the conclusion of that.
  7. Ive added to the OP, an animation of the main station module being pieced together with its individual objects.
  8. I have not said anything that aims at me or anyone else to be using multiple docking nodes. My parts use one dockingnode and no more than one, and my parts align perfectly every single time. I thought this was your aim, to be able to align craft when docking :s
  9. Thanks sweetpezak. Strange that i didnt see this post before i posted my Update post :s
  10. Im going to add more media and information regarding this collection of parts in the coming days/weeks. Even though this project has been on the shelf sat doing nothing for a long while, i have decided to revitalise it and continue to add to it with animations. This will take time and wont be done over night, so please be patient.
  11. No. Unfortunatly the more dockingNodes attached to a part you end up seeing multiple toggle/undock/etc options when you right click the part, and have no idea which one is which. The connection is strong and in the center of both spacer types.
  12. Here sumghai, check these parts out and let me know if the function of these is similar to what your trying to figure out. [WIP] Escepadie Systems: Unique Docking System Parts mod
  13. Title created with the mods parts. (old version) ________________________________________________ UPDATE 19th January 2014 I wasnt greatly satisfied with the older version model. It was the main reason it hadn't been released. So i started remodelling the parts to take into consideration of 4-way connectability instead of the 2-way of the previous model. I.E. the interior opening was rectangle so parts only looked right when rotated at 2 angles. The new models have a square interior, allowing 4 directions. Future may hold hexagon or octogon shaped to allow 6 and 8-way, but for now 4-way will be fine. Also you'll notice there is 4 artwork plaques for you guys to add your artwork to, then place the plaques where you want on your craft. Plus im doing the parts in 4 colours (Blue, Grey, Orange and Off-White) and im thinking of making a High-Res and Low-Res for release. Take a look at the album below. I will keep adding more images as time goes by. Ordered from newest to oldest ________________________________________________ ########## Previous Design Info Below ############ UPDATED MEDIA: 9th November 2013 Hello KSP community. It is my pleasure to show you a project that i started a long time ago, just after docking was introduced in 0.18. Its gone through many different texture skins through the course of the project and eventually after gaining experience on other parts, mainly the Escepadie Telescopic Suspension Legs, besides others. I decided to texture them to fit close to stock but with more detail but smaller file size than the average formats. Anyhow, onto the mod itself.... There are 10 parts at this moment and i have plans to make more. The Modular Station parts lock together to make many variations of design AND also come with a unique docking system consisting of two docking parts, one with guide spikes that insert into the other and through the part that that is connected to. Check out the media below for more info. Thanks Adie123 Click any of the parts below to view a video of them in the SPH. Videos of how to place parts together. Things you possibly didnt know. (helpful, not just for my mod parts) More videos will follow before release of the mod..... There is no estimated time for release of this mod, sorry. This is a long term project. ________________________________________ Parts to do- Main Station Control Vertical Hubs Vertical to Horizontal Adapters Multiple Degree Bends ________________________________________ Outdated Vids ________________________________________
  14. Ive had working docking alignment guide parts since feb/march for my station modules. It was one of my first projects. i havent published them for the community as of yet, but may do in the near future. I'll collate images and/or vids to show what ive done and return here to let you know how to possibly get around your issue, sumghai. I believe i know where your going wrong, but i want to document my things first .. I believe a streaming friend of mine may have recordings somehwere. I'll need to gather them like i said before i divulge tricks of unity part moddling
  15. yeh a changelog/version count will come if and when something different happens.
  16. Hehe i cut out the 10-15 secs black screen Shock absorbing is something we'ive thought about before i started making parts for ksp, but not looked into how to make it possible. Will keep it in mind though for the future.
  17. ********************************** Other projects| Modular Station parts (WIP) ********************************** 0.23 compatible... Dual Suspension legs Here is my first published part for KSP. I've made several but they are not worthy for sharing at the moment. These landing legs though, fit the vanilla stock parts very nicely. I hope you all like and enjoy them. Youtube Showcase Link Spaceport Download Link Version History v2.0 for KSP 0.22 25-10-13 Works in 0.23. - Added the suspension module that came with 0.22. This also includes the (semi) Foot alignment to the ground that the module brought. - Lengthend the leg overall to compensate for the suspension compression. Be careful though, as a heavy landing can damage/destroy your engine. - Redesigned the foot. - Changed the animation of the foot. - #For the TechTree it is positioned in the node after the last stock legs. Which is 'Field Science' node.# - Additionally changed the texture format to bring the file size down to a 1/6th that it was previously when mbm format was used. v1.01 14-09-13 - Fixed the right click toggle menu. Lower and Raise do exactly that now. - Made the foot thicker so that places where terrain acts lower than is shown, the foot wont look buried as bad. (Some terrain maybe deeper than the foot still but its a balanced size, so to not look ugly) v1.00 Release - Released 03-08-13 Known Issue: Due to how the stock module (code) works. Having 2 suspensions like i have in these legs, displays twice the UI buttons. One for the upper suspension and the other for the lower suspension. Different effects can be achieved if locking suspension or retracting the two sections. Some effects maybe undesirable and nothing i can do to fix it, as i dont do any coding to make my own modules. ____________________________________________________________ Thanks Adie123
  18. Ive tested static lights that are always on, but im guessing u want them toggleable?... Have you tried to just take the cfg code from a vanilla light and placed in your cfg part with the correct name of an object in your part that needs to light up? (as a guess) MODULE { name = ModuleLight lightName = spotlight ***Object name in your part*** (i maybe wrong with this) useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.04 animationName = LightAnimation ***i guess an animation that changes the brightness/colour of said object*** useResources = true } EDIT**** nvm, i tried many variations of cfg code with and without light component added to an object in unity. Zero success
  19. You may want to change the link of 'Repeating Animation in Reverse' on your list to this link http://forum.kerbalspaceprogram.com/showthread.php/25135-Space-Shuttle-Atlantis-WiP?p=551627&viewfull=1#post551627 ... I found a couple of methods that require lesser cfg code. One does exactly the same, the other runs better if you want your animated part to function like one of the landing gear parts does. (not necessarily for landing gear, but how the toggle control works).
  20. I found that using your example(s) above, although works, causes the control popup to stay on the screen and the button to toggle the animation to disappears. I rechecked vanilla landing gear for example and their popup control window closes when you click the toggle button. So i played with some settings and found that the below cfg code works well (as far as 0.21+ is concerned). MODULE { animationName = TheAnimationNameOfYourPart name = ModuleLandingGear } This causes the animation to play forwards and in reverse, but not only that, it also causes the popup control window to close, just like landing legs function. Also, the use of the cfg code below does exactly the same as your bottom example, but without all the extra code. MODULE { animationName = TheAnimationNameOfYourPart name = ModuleAnimateGeneric } The part i tested with, only had the one animation in one direction and both example codes toggled them forward and in reverse.
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