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MLWostal

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Everything posted by MLWostal

  1. Thanks for the info on the tutorials. I'll take a look at them. Trying to research and try, a lot, before bothering you guys on the forum.
  2. Bad (as in outdated) tutorials, unclear WIKI info, brain dead people trying to learn. All these lead to silly, waste of time, posts. Sorry all.
  3. My apologies. I guess somewhere I lost my attempts or I was just too stupid to notice things. You are absolutely correct. Unity does allow me to edit the mesh/collider to align the way I need it. Don't know where I screwed up but thank you.
  4. The first tutorial I found stated to create the box in blender then make the changes in Unity. I've tried to create a box in Unity but then I had the same issue with rotation. It would not rotated, just move around on the axis's. Let me try again. Doubt I missed something, done it about 20 times but I'll try once more. Maybe my frustration is blinding me. I don't know.
  5. I know, there are many tutorials on adding airlocks but they all seem to miss something. What the heck do you do if the axis of your model is not up'down, left'right but at odd angles? Blender lets me create a box in just the right location but, the axis's are all over the place and Blender is braindead when it comes to a simple function as AXIS ROTATION!!!! Something older programs for the Amiga had in 1985. Unity lets me move the axis but this moves the entire box. I can create a transform in Unity that allows me to move it around but not the actual 'airlock' mesh itself. That moves as the axis does. And I have not seen a tutorial that says to use a transform for an airlock. The box, turned into a collider and set as trigger is, as far as my research is, is the way to do it. Undoable from what I can find out. What am I missing? What tutorial have I not seen/read at least 10 times each? What thread, in the deep dark recesses of this forum, have I missed? I still am not 100% sure that Z has to face out and Y 'up' but 99.8% is close enough. I've had Unity and KSP blowup on me as I've fiddled around and I don't want to have to reinstall Unity again. Any help, even if it's a "DUCK!" when someone else starts throwing things at me, would be much appreciated.
  6. Been wondering. Just how tall are Kerbals anyway? About 3 centimeters tall? And I really like this mod idea. Would be fun to see larger systems
  7. Found a way to do it! The Kupiter 2 has an 'Astrogator' on the top. Well.... Why not use it for what it's meant for. Now, click on the astrogator, choose 'Control from here' and bingo, direction is forward. Click on the Upperhull of the Kupiter 2 and 'control from here' for lift direction. Rather abrupt but, at least it's flying the way it was meant to. Tried to do an animation in unity to control it but, alas, one more thing I failed at. Also, Unity trashed all my Unity Kupiter 2 files. Almost have it all rebuilt. For nostalgia lovers, this might be a ship for you. Now, to find the best sound effects for the engines and try to learn emissions in Unity for the proper effects. The ship looks funny with rocket exhaust coming from it. Thanks for the replies and help all.
  8. Thanks, will have a cruise through the thread and see what I can find.
  9. Thanks. Had not thought of docking ports. The ship is not really setup for one but, with some playing around, I might be able to utilize it. Wish the darned code was available but, alas, the WIKI is no where near being complete.
  10. Anyone know of a module or mod that supports changing the main axis of a ship? Like from vertical to horizontal? The WIKI has nothing but I know it can be done. The landing gears have a command but, since it's imbedded in the landinggear module, I can't use it standalone and the description of the command is rather.... lacking.
  11. After many goofs and errors AND with a heck of a lot of help from MeCripp and Starwhip, the Kupiter 2 took off on her maiden journey. https://www.dropbox.com/s/4lhe39ltiolqvck/Screenshot%202015-02-14%2011.15.21.png?dl=0 Once completing her victory orbit, she successfully landed in the frozen wastelands. Why the pole? Snow is softer to land on of course! https://www.dropbox.com/s/kmbccjcsb1i0akj/Screenshot%202015-02-14%2011.37.27.png?dl=0 Now on to the fun stuff. 1. Correct the landing struts to actually work like piston struts. 2. Correct the fuel usage of Keutronium 3. Remove the visual effects of the engines and replace with proper fancy effects 4. Figure out how to transition from upward flight to forward flight. 5. Figure out how to tell if the ship has actually landed and not just deployed the landing struts. 6. Fix those darned textures!!!! Anyhoo, thanks for putting up with me and my dumb questions!
  12. SOLVED!!!!!!!!!!! YA-HOOOOOOOOOOO It was the stupid Internal name section. Removed it from all my CFG's and now, the Kupiter 2 can lift off as any other ship in the fleet! (okay, issue was all my fault) Sorry to bug you guys.
  13. Obviously no, I did not. Thanks and I hope I won't bother you guys again.
  14. uh... my Google is not as strong as yours. Can anyone supply the name of the mod mentioned above? Or, if Regolith IS the name, can ya provide a kick in the pants in the right direction?
  15. Get ye to BED! I'm taking another look at the 2 models. Maybe it's as simple as polygon count. See if I can reduce it and test.
  16. Yes, the upper hull has the main engine, the one on the bottom is actually (from the TV show) a maglift device with limited space propulsion but great for planets. One last question. I'm using Unity 4.6.1f1. Just noticed a thread saying I should be using 4.2.2? Could this be the problem all along?
  17. I am a curse on all of Kerbalkind. It did not fix the issue. I'll keep plugging away at it though. Maybe some error will popup and give me a clue. I don't know what else to do but keep trying. Once again. Thanks for all the help and time! The Kupiter 2, with its crew of Kobinsons and a mean ole stowaway Dr. Kmith will have to wait for their epic journey.
  18. LOL, Thanks once again for an answer! Unfortunately, it does not have what I was hoping for. It outputs resource but there is no limiter as to say 'needed input resource for expected output resource' Oh well, shot in the foot again.
  19. Fused the two parts? When I join the parts, they all become one item and that makes animations impossible for me. But, I do admit, I've been using Blender just slightly less in time than I've been using KSP so I an a newbie with that software. Been modeling since the old Amiga days but used Caligari (trueSpace on the PC) so not used to Blender. I now fully suspect it's my ineptitude in Blender that is causing all my issues. Thanks for all your help with this issue. Here's the link to a pic of my Unity setup https://www.dropbox.com/s/upnrdthqs0kgd0e/Screenshot%202015-02-12%2023.25.35.png?dl=0
  20. I've been using the WIKI page http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Resource_Configuration_Files for reference with my config files but I find no mention of modulegenerator anywhere. Am I blind? Is there a better reference in the forum that I can't find?
  21. Well, the new colliders did not fix the issue And yes, using convex for all the parts right now though, if I figure out how to rig the landing struts properly, I may have to stay away from convex on some of those subparts. Still trying to find the cause of this issue. Getting really frustrated now One good thing, I finished adding the RCS thrusters to the ship. 1 step at a time....
  22. Unfortunately, that was a MOD added after this issue started. I thought of something. If the mesh is breaking it, what could I have done to screw it up and I thought COLLIDERS! I've been lazy and let Unity create the colliders for me. Just edited all the meshes and created the colliders myself. Testing now.
  23. Here is the full model, sized 1/2 of true size for working with and with temp textures. Can't just put images here for some reason, hence the links to them in Dropbox. Sorry. Notice, there is no staging shown. https://www.dropbox.com/s/mosgjxexx5xx8oi/Screenshot%202015-02-12%2020.57.05.jpg?dl=0 Just using the upper hull and again, no staging. https://www.dropbox.com/s/dr29n4043594hyg/Screenshot%202015-02-12%2021.10.41.png?dl=0 The lower hull and, alas, staging is still missing. https://www.dropbox.com/s/4u44em3nqyc2hi6/Screenshot%202015-02-12%2021.11.55.png?dl=0 And just the engine. This works perfectly. https://www.dropbox.com/s/s77ow75ks1noaxe/Screenshot%202015-02-12%2021.13.08.png?dl=0 Going back to blender and trying again I guess - - - Updated - - - Here is the CFG for the Kupiter 2 upper hull. Trying the [] code thing, bet I screw that up too. PART { // --- general parameters --- name = Kupiter2 module = Part author = WosTronics // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = .5 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -1.15, 0.0, 0.0, 1.0, 0.0, 1 // --- editor parameters --- TechRequired = specializedControl entryCost = 7600 cost = 3800 category = Pods subcategory = 0 title = Kupiter 2 Topdeck and Command manufacturer = Wos-Tronics Inc description = Spilling your cereal sometimes brings on bright ideas. Until that happens, a hull shaped like an upturned bowl is all Wos-Tronics techs could come up with to meet their deadline. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 6.4 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 95 maxTemp = 8400 breakingForce = 200 breakingTorque = 200 vesselType = Ship // --- internal setup --- CrewCapacity = 2 fx_exhaustFlame_blue = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -1.5, 0.0, 0.0, 1.0, 1.0, running fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_large = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout INTERNAL { name = Kupiter2TopDeck } MODULE { name = ModuleCrossFeed } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleReactionWheel PitchTorque = 25 YawTorque = 25 RollTorque = 25 RESOURCE { name = ElectricCharge rate = 1.6 } } // --- rcs module parameters --- MODULE { name = ModuleRCS thrusterTransformName = RCS thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW atmosphereCurve { key = 0 260 key = 1 100 } } // Animations MODULE { name = ModuleAnimateGeneric animationName = Hatch startEventGUIName = Hatch endEventGUIName = Hatch actionGUIName = Hatch } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 3000 fxOffset = 0, 0, 0.125 heatProduction = 600 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 390 key = 1 110 } } }
  24. Reinstalled KSP .90 in a seperate folder and same issue so... Used just the engine on a fuel tank and command module. It worked. Used engine and just the upper part of the Kupiter 2. It did NOT work Used engine and just the lower part and again, it did NOT work. HOW THE HECK is a 3d model, that the game loads, displays and allows you to manipulate, causing the issue? Better question is, how can I find out how I screwed it up?
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