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Tokamak

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Everything posted by Tokamak

  1. Have you researched the required tech node, Advanced Construction? Do they show up listed under that node in the tech tree? They should be in Utilities, or Misc, depending on your setup. I currently have Filter Extensions installed in my test environment, so I'd need to disable that and double check where the parts are without FE. You can also check under the manufacturer "Tokamak Industries".
  2. Well, I will take that as a compliment! I've gotten sidetracked by an animation project I'm working on, but i will get back to this shortly. It's really a lot of work to make an IVA, so I probably won't make a whole new version of this, but I will keep that in mind for future parts. Having a part oriented where where "down" isn't along the long axis is definitely the exception.
  3. Awesome, thank you! Presumably to make the animation work I can just import the .mu into blender, and then just make sure my release version does not actually contain that part? Or is there a template that I've not seen. Thanks for the help!
  4. There have been no updates for a bit since I've spent the past week or two crash-coursing in 3d modelling and animation. As a result of which, I present this to you: Yup, I've gotten the model and animation for the @Porkjet inflatable centrifuge working. Obviously there are some texture issues right now, but those will be dealt with before release. However, after cleaning up the broken coliders from the .mu file and dicking around with the animations, it works! The animations were what was being a problem, so I ended up learning to animate. It turns out when you go from Blender(I assume) to Unity, to .mu, back to Blender, into Unity again, and finally into .mu AGAIN, the exact formatting of the animations can get lost in translation, so I needed to fix that up so part tools could handle it. Also, it will be released with the IVA. Things left to do on the centrifuge: * Fix textures on the struts * Get the bump map in place * Update the .cfg for KSP 1.x, and add support for life support mods Obviously my release will be CC-BY, so anyone else can also take it and do what they want with it. I'll also make my source files available. I also intend to release my own similar but redesigned centrifuge. It deviates a bit from the Nautilus design, but also folds up a bit smaller.
  5. Unfortunately they don't, and for technical reasons, without having the original source files, it would be a huge pain to add them. Sorry. I'd recommend using the stock fairings, or Procedural Fairings.
  6. Not as far as I can tell. The changes all seem to be ones that affect actual mods for the game, not just parts. I will rely on @RoverDude making his USI Tools work in 1.2, because that is a dependency of these parts. However, I can't imagine he won't update it. I need to look into that, so thanks for the reminder. The process of re-creating the inflatable centrifuge has ended up leading me down the rabbit-hole of learning a lot about 3d modelling and animation, instead of actually working on my parts XD
  7. For starters, this mod has been part of my standard ksp install for a couple of years. It is so prefect as what it is that I take it for granted as just part of my kerbal experience. Thank you for making and maintaining it. I do have a licensing question. I understand that the assets are all rights reserved, and that is totally reasonable. I have been starting to make parts, and one of the things on my radar includes the possibility of making wedges that fit into the universal storage system. Would it be acceptable in that case to use the texture/mesh/animation for the wedge structure/shell, proper credit was given? Basically the bare minimum to make a be part fit in with existing ones. If not, I totally understand, and would just do my best to make something "USalike" from scratch... But it seemed prudent to at least ask. No hard feelings if you would rather not. Thanks for the cool mod!
  8. Ah, I see. I've been doing a bit of that, though usually in the end I apply the modifiers and simplify the mesh a bit.
  9. A bit smaller, yeah. I cant' remember what the maximum size limit is for a 2.5m fairing, but currently the retracted torus has a diameter of about 2.7m, and the very outermost tip of the braces extends to about 1.7m from the center. I am going to see if I can get it a bit more compact and still make mechanical sense. However, it also looks flimsier than the Nautilus based Porkjet one, so I still plan to either fix or recreate that as well. Edit: fixed numbers. My scale was derped Either way, I am in fact basing the torus size on the Porkjet one for just that reason I'm not familiar with that term. Is it this? I'm not having problems with degenerates in my models. I've learned how to avoid, find, and fix those. It's just that the porkjet model has some of those from the start, at least the current version I have access to. Removing them is easy, but for reasons I'm not clear on, reconverting the part with parttools makes a broken .mu.
  10. It may not be what you are looking for, but the KADEPT mod had a .625m expandable shield. I've updated it and released it as part of this pack. I'm not trying to hawk my own stuff, and it may not be what you are looking for, but I thought it was worth mentioning.
  11. I am working on a possible replacement for the centrifuge that everyone (myself included) misses, if anyone is interested.
  12. Everyone and their dog wants the Porkjet inflatable centrifuge back. I do too. Unfortunately, while I'm sure @Porkjet's original files are just as well made as the rest of his modelling, the actual .mu model we have access to currently has some issues in KSP 1.x. As far as I can tell they are related to some colliders that got totally borked somewhere along the line. There are a bunch of 1-dimensional meshes (vertices with a variety of z values, but all on x =0, y = 0) a couple of which are like 30 metres outside of the part itself. I don't know PRECISELY why the KSP physics engine freaks out when this part is loaded in flight, but that seems to be a candidate. @Starwaster's working with it did pin the problem down to wonky drag cubes being generated. It'd be easy to fix that with the original model file, if the problem is even there at all. I'd guess it was a part tools thing, or just a slightly corrupted file. Unfortunately, importing the .mu back into Blender seems to muck up the animations in a way that is well above my pay-grade, such that when I use Blender to fix the colliders, and try to re-export it into KSP, the game cannot load the model. It gives a pile of errors that seem to be to do with the animation. I may just strip out the basic mesh and redo the all of the animation elements, but in order to learn I'm also just making a similar thing from scratch. I'm changing the design slightly to make it fold up slightly smaller while still seeming like a plausible variation of the original Nautilus centrifuge that Porkjet's is based on. Namely, giving it two purely structural braces that can fold out of the way a bit, and having the entrance tube be part of the inflatable structure rather than a rigid body, so it can more effectively fold out of the way. Since it's not an exact replica of the real design, people might ALSO want that as well. See above. TL/DR = I'm making an inflatable centrifuge. Here is my super super early demo As always, feedback is appreciated.
  13. Ah, nevermind. I think I've got it. If anyone else finds this and is asking the same question, this may be useful:
  14. I hope it's okay to resurrect an old thread, but this is the closest I've found to an answer to the question NecroBones asks. I'm also trying to make a cargo bay part, and I have animations and collision meshes and all of that working, and want to disallow attachment to the doors. I don't quite understand the answer given, however. I've successfully made animated parts so I thought I understood more or less what goes into the models and configs, but I've not run into the issue of tags, so I'm not clear on what I am meant to do. I'd really appreciate it if someone could nudge me in the right direction.
  15. Gotcha, thanks. I haven't used TAC-LS in years, so I wasn't certain if there was more and didn't want to assume. Edit: Since the porkjet inflatable parts are not crewable until inflated, the MM patch is not flagging them as crewable, so it is not adding the life support module. I'll just poke around in the MM files included in TAC-LS to find what I need to add. Second edit: Ah yes, this will be simple. No help needed.
  16. I don't suppose you have available somewhere a short-short version of what a parts maker needs to throw into their parts to make them TAC-LS compatible? If not, I'll just read through the stuff meant for players and figure it out, of course. It's just that I have requests to add support for a handful of different mods, and going through full tutorials on them ALL ends up taking a lot of time >.<
  17. I'm sure this is a silly question that shows I've missed something key, I'm making an IVA and I want light fixtures. The actual light sources I've added with Unity work fine, but I want the light fixture to glow. I've made a texture using the emissive KSP shader, and an emissive texture sheet, that is white where I want the lamp mesh to be all glowy (the technical term) But after all that, in game the part looks just the same as before. I can find all sorts of information on how to make toggleable lights or engines or other animation based things, but I'm not tackling animations yet. I just want to have the thing sit there looking bright. I feel like I am missing some key thing. Perhaps something I would learn if I went full out and learned how to do animations, but I'm trying to hold off on that until a bit later. Can anyone point me the right way?
  18. Thanks! Yup, that's all it is. I'm planning TAC support in the next release, which will HOPEFULLY be this week. But one of the great things about KSP is you can mod your own install by editing config files.
  19. Does anyone know what is happening here? In blender and in game, I have this annoying shading issue, where the faring's shading does not match the rest of the part. They are using the same material, and the same part of the texture map. That dark shadow isn't baked on. I'm sure I'm missing something...
  20. Oh, sure. That's easy. The part works, so you can copy it yourself, but I'll toss that into the next release as well. The whole point of this is you not having to do stuff like that
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