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Quiznos323

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Everything posted by Quiznos323

  1. I whipped this up today for fun but idk if it's possible to make it work like I want...Ideally you would not be able to dock in any orientation other than a perfect match to the shape. Would it be possible to define two docking nodes, each on opposite sides of the port that would have to be aligned?
  2. Sure you can use my parts to test it. The doors underneath each vtol engine are still included in the animation though so it'll look kinda weird, but go ahead Edit: Grunf I tested the symmetry that you described and I found that mirror symmetry worked fine and both engines point down, but when I switched to radial that was when the directions flipped. Double check that you are indeed in mirror symmetry and if it still doesn't work maybe post a short video or a gif so I can see what's going on
  3. Both in the editor as well as in flight The idea (for the vtol parts at least) is that the player could choose how angled they want the nozzle, or have the animation just play as normal and the nozzle will rotate a full 90 degrees. Idk how it would handle toggling the animation when in the middle of the slider though.. Yeah, that slider precision issue is annoying, I also hope they have cleaned that up a bit I could see this feature being handy for other parts too
  4. This looks really great! Big parts are always fun An issue that you may have though is the scale of the IVA.. With a pod that huge, the seats you have made currently might be the size to fit two or three kerbals instead of one. You could probably even split the IVA into two or three floors. That would be neat I love the design so far though, keep it up!
  5. Thanks! I think that I'm going to keep the lettering on the side, but I could take them off and make another texture that is switchable using firespitter. Would that be a better option? And yeah I've been meaning to fix the crash tolerances...I too have walked away from crashes that I probably shouldn't have lol That would be great! I also had the idea a while back to try to make a module that, in addition to playing an animation in one go, would also be able to run the animation via a slider bar. Like, frame 0 is an empty bar and you can slide through the animation 'till the end. Would this be a pretty simple thing to do? I'd love to be able to add that functionality to a VTOL engine If not, no worries, I know you're a busy guy!
  6. Maybe in the future, and thank you, glad you like the parts so far! So for those having FireSpitter issues, do I need to update the .dll or is it a matter of incorrect installation for those who already have a version that is out of date? And Grunf I will look into the symmetry issue. The ability to open the KFAN in the SPH unfortunately idk if I will be able to fix. It uses the BDAnimation modules (to allow animation on activation) which I don't believe have an option to play in editor. I'll invesitgate though and maybe even try to ask BahamutoD himself about it
  7. Grunf that cargo VTOL is awesome! I'm slowly but surely making progress on the K-10 cockpit. No IVA yet, but it is in game and I threw together an A-10 mock-up with it and I'm happy with the results so far
  8. Are you using the included/latest version of FireSpitter? There was someone who had an issue with Adjustable Landing Gear in the past and it was because their FireSpitter plugin was not up to date. That may be linked to your problem with the Razor as well. Hope that helps, but if not let me know and maybe also send me your output log to look over as well. Thanks
  9. Can you post a picture of the issue you're having? The vtol option should pop up when you right click the parts. An output log may also be helpful.
  10. Hmm, that is interesting...I have no idea why just that craft in particular would crash the game... As long as the parts themselves don't crash anything. That's what I thought you meant haha. Maybe try deleting and installing the craft again? If anyone else is having this issue let me know. No problem!
  11. Sure you can post the log, or send me the file in a PM So it only crashes when using a craft with my parts?
  12. True, the post will probably obscure a little bit, but the cockpit is supposed to be a bit cramped due to the style I think I'll extend the windows on the sides some more to help compensate. Yeah the side windows do help some. While I appreciate the example photos, that second one is huuge XD Could you maybe replace it with a smaller version?
  13. Got these models done from scratch last night. Let me know what you think!
  14. I had this issue too. This album I made might help you: It's all about which way the local axis of your part it oriented.
  15. That's a sweet plane! Really creative use and placement of the engines Does it make orbit? And do you mind if I link to your video in the OP? Thanks, and thank you for the idea for the vtol parts Not sure about the infernal robotics engine... If I did one the vtol swivel animation would have to go away as I understand that IR can only do rotating or extending one object at a time. Thanks again!
  16. I agree I sucked at making them in the first place so better to learn correctly once 1.0 hits!
  17. It looks as though Squad is implementing some more realistic jet behavior in 1.0. Just found this mod today, so I thought it was interesting that I'd read this in the dev notes in the same day haha
  18. Thanks a lot! I have not thought of this, but I know that a handful of mods use firespitter to achieve this effect on some of their parts. B9 does for sure on some engines. I may think about it if others express interest in it. Small update today, but it brings with it a new part: the Mk2 Twin Turbofan Engine! Plus some other minor tweaks and changes. "Highhhwayyy tooo the dangerzone..."
  19. Yeah it thought it was just a tad too long, and I thought that it would be fun to have the option of having both engines in one for those that like making twin engine jets. I may release them as single engines too, but since there is already a turbofan included in stock it would have to fill a different role or have different stats to be useful. I do still have it on my list yes I have to redo it because the model got erased somehow when I was working on my laptop away from home I just haven't had much time to work on anything in the last week or so. Edit: Btw, has anyone had trouble with the FloatCurve Editor in Unity 4.2.2? I can't seem to get the package to import...
  20. Hi, glad you are liking the parts There was a conversation about this very subject across pages 9 and 10, but the short answer at this point is probably not unfortunately.
  21. If you are using Blender you can also use this tool to import the part that you want the texture from: http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon From there in the UV editor it will show the texture and you can save it as a .png
  22. Yeah IVA's are weird.. Are your part and internal set up like this? They have to be rotated differently relative to eachother.
  23. I imported an animation from Blender but have decided that I would like it reversed. Is there a way to do this without having to redo the animation and re-import the entire part? The animation is not controlled by ModuleAnimationGeneric which I believe does have a reverse option, so that is out unfortunately..
  24. I just did something like this for my own engine: EFFECTS { power { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.25 0.0 volume = 0.26 0.5 volume = 0.93 0.55 volume = 0.935 1 volume = 1.0 1 pitch = 0.0 0.7 pitch = 0.93 0.8 pitch = 0.95 1.0 pitch = 1.0 1.0 loop = true } } running { PREFAB_PARTICLE { name = flamethrust1 prefabName = fx_smokeTrail_light transformName = fxTransform1 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0.1, 0 } PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = fxTransform2 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0.1, 0 } AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.3 volume = 1.0 0.4 pitch = 0.0 0.0 pitch = 0.1 0.4 pitch = 0.93 1.2 pitch = 0.95 1.5 pitch = 1.0 1.52 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } }
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