Jump to content

Citizen247

Members
  • Posts

    444
  • Joined

  • Last visited

Everything posted by Citizen247

  1. Still working on the next update, but thought I'd drop in a little teaser:
  2. Yet again you've given me the information I needed! It's all working now, thanks so very much!
  3. I think so, though i'm not entirely sure about all the fields. The Anim is called IRT40_Lights, and that's what I've got in the config.
  4. I've been trying to set up emissives for command pod window lights, but can't seem to get anywhere. I've added an animation in Unity that works in preview as expected, but when I try and use it in game I get the following error: Module ModuleAnimateGeneric threw during OnStart: System.IndexOutOfRangeException: Array index is out of range. at ModuleAnimateGeneric.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 Are there any up to date tutorials for adding window lights? Because the ones I've found on the forums all reference unity 4 and following them doesn't seem to work.
  5. Thanks I found out the problem, somewhere along the line the textures got flipped upside down in the process of pulling them between DDS, gimp, PNG and DDS again, so the UVs were backwards, which made it look like they weren't applied. So it was some weirdness between exports and imports.I made sure the same textures were used through out and were assigned between PNG and DDS and everything is now working.
  6. @Stone Blue That works, thanks. Now, is there some sort of special voodoo needed to get unity to actually use my UV map?
  7. For some reason whenever I export through unity the part fails to load with: File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at PartReader.ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.Read (.UrlFile file) [0x00000] in <filename unknown>:0 I thought it might be something to do with using unity 5.6 in Linux, but using Unity 5.4 in windows gives the same result. If I export the model directly from blender with the .mu exporter it loads fine.
  8. @Pappystein Pretty much exactly what I was thinking. Parts-wise I think firespitter is great, and I'm probably going to use the plugin as a dependency soon, but the art-style isn't my thing. But I'm definitely considering the oval parts as a base for what I'm going to do.
  9. Thanks . I'm not sure about reduced size, I personally think the size 1 is about right for ww2-era + fighters, but I agree they're too wide. I want to look into opal shaped parts, that would have the same height as current size 1, but have a thinner width. Possibly surface mount cockpits as well, since that would reduce the work of supporting the different sizes. Though I may consider that size for WW1-era parts if I make any. I'm sure you're right about the correct meaning of razorback, but it does seem to have taken a wider meaning for any "non-bubble" cockpit. Either way I think people know what I mean . Anyway, I did do a quick test of the P47/40 style cockpit in game: There is a few problems with textures, but on the whole, it's ok. I'll try and work out the correct process to get it into the game and have it ready in a day or two. I'm also going to try and get some "razorback" fuselage parts at the same time.
  10. I'm planning on doing some sort of modular cockpit (if I can get it to work) where you can construct cockpits from a few different front and end pieces and an arbitrary number of manned middle sections. IF it'll work I'd prefer to do that for stretched cockpits. The modelling was fairly straight-forward, I just built it off of the stock mk1, though I largely rebuilt the entire geometry, that's easier (and quicker) than starting from scratch. Texture mapping took twice as long. I'm trying to just reuse stock textures, so the mod isn't too heavy. The downside is that it's hard sometimes to get a good map because the texture wasn't painted for your geometry. The UV's still aren't perfect, but I want to see what it's like in game before I spend more time getting it perfect. If it doesn't notice, it's good enough. The first cockpit was literally just the stock model imported into Blender, edited and exported with the .mu blender plugin. That works, but it means I'm relying on the existing ladders and hatches, and I can't do animations (like lights) because the .mu export doesn't support them. I could release this cockpit right now using the same route, but I want to do it properly (i.e. importing into unity) as a learning exercise as much as anything.
  11. @Murican_Jeb Hows this? Not sure how long it'll take to get it in game though...
  12. @SSgt Baloo Well, that was more difficult than I was expecting... Anyway, I think these configs should work, as ever just copy paste the code into a text file in the gamedata folder with the .cfg extension. With these engines shouldn't splutter out until the craft is travelling much faster, way faster than possible under the power the engines provide, except in a steep dive. If there's any problems please let me know. @PART[51prop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.9 key = 0.05 1.1 key = 0.1 0.6 key = 0.15 0.4 key = 0.17 0.15 -0.025 0.1 key = 0.218 0.15 key = 0.3 0.1 key = 0.4 0 key = 0.5 0 key = 0.6 0 key = 0.7 0 } } } @PART[chaikaprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0.7 0 key = 0.6 0 key = 0.5 0 key = 0.4 0 key = 0.3 0.1 key = 0.218 0.15 key = 0.17 0.15 -0.025 0.1 key = 0.15 0.4 key = 0.1 0.7 key = 0.05 1.1 key = 0 0.9 } } } @PART[hawkerprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0.7 0 key = 0.6 0 key = 0.5 0 key = 0.4 0 key = 0.3 0.1 key = 0.218 0.15 key = 0.17 0.15 -0.025 0.1 key = 0.15 0.4 key = 0.1 0.6 key = 0.05 1 key = 0 0.9 } } } @PART[fokkerprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0.7 0 key = 0.6 0 key = 0.5 0 key = 0.4 0 key = 0.3 0.1 key = 0.218 0.15 key = 0.17 0.15 -0.025 0.1 key = 0.15 0.4 key = 0.1 0.6 key = 0.05 1.1 key = 0 0.9 } } } @PART[spadprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0.7 0 key = 0.6 0 key = 0.5 0 key = 0.4 0 key = 0.3 0.1 key = 0.218 0.15 key = 0.17 0.15 -0.025 0.1 key = 0.15 0.4 key = 0.1 0.6 key = 0.05 1.1 key = 0 0.9 } } } @PART[109Prop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.0 0.05 key = 0.6 0.15 key = 0.5 0.3 key = 0.4 0.4 key = 0.3 0.5 key = 0.2 0.6 key = 0.1 0.7 key = 0.05 0.8 key = 0.0 0.2 } } } @PART[corsairprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 key = 0.15 1.8 key = 0.35 2 key = 0.5 2.25 key = 0.533 2.5 key = 0.571 2 key = 0.6 1 key = 1.2 0.15 key = 1.3 0 } } } @PART[fighterProp] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.4 key = 0.4 0.5 key = 0.3 0.6 key = 0.2 0.7 key = 0.1 0.8 key = 0.05 0.9 key = 0.01 0.2 } } } @PART[merlin] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.5 key = 0.4 0.6 key = 0.3 0.7 key = 0.2 0.8 key = 0.1 0.9 key = 0.05 1 key = 0 0.2 } } } @PART[spitfiremerlin] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.15 key = 0.4 0.5 key = 0.3 0.6 key = 0.2 0.7 key = 0.1 0.8 key = 0.05 0.9 key = 0 0.2 } } } @PART[yakprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.5 key = 0.4 0.6 key = 0.3 0.7 key = 0.2 0.8 key = 0.1 0.9 key = 0.05 1 key = 0 0.2 } } } @PART[zeroprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.15 key = 0.4 0.45 key = 0.3 0.5 key = 0.2 0.6 key = 0.1 0.8 key = 0.05 0.9 key = 0 0.2 } } } @PART[609prop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.8 1.89316 3.418098 key = 0.05875192 0.8775314 0.4564748 0.2891575 key = 0.1583306 1 3.352347 5.258858 key = 0.3687735 2 -1.074321 -1.396563 key = 0.453742 0.5020632 -20.08426 -27.29297 key = 0.48024 0.15 -10.55316 0 key = 1 0 } } } @PART[herculesprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 1.89316 4.257315 key = 0.05875192 0.5775314 4.51535 5.460775 key = 0.1583306 0.8987856 1.954352 1.406301 key = 0.3687735 0.9423077 -1.074321 -1.396563 key = 0.453742 0.5020632 -11.09639 -27.29297 key = 0.48024 0.15 -2.155498 0 key = 1 0 } } } @PART[KP12] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 1.89316 4.257315 key = 0.07558221 0.5198391 4.51535 5.460775 key = 0.180771 0.8685658 1.954352 1.406301 key = 0.426277 1 0.007580085 0.1067214 key = 0.6839223 0.7173204 -3.140433 -3.111811 key = 0.75 0.2067631 -14.63135 -2.227556 key = 0.8 0.15 -0.7762069 0 key = 1 0 } } } @PART[predatorprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 1.89316 1.420127 key = 0.04332581 0.3051233 3.298521 5.189034 key = 0.113666 0.8242664 3.404574 2.680233 key = 0.3168801 1 -0.05841255 -0.9512597 key = 0.3708841 0.8307655 -8.070393 -19.79053 key = 0.390347 0.15 -2.155498 0 key = 1 0 } } } @PART[tbmProp] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 1.89316 4.257315 key = 0.3168801 1 -0.05841255 -0.2445999 key = 0.4497007 0.6403973 -7.308682 -6.591367 key = 0.4771196 0.191044 -20.40584 -7.28479 key = 0.4923835 0.148169 -2.750149 0 key = 1 0 } } }
  13. I can write a MM patch that'll do just that, shouldn't take too long, gimme a bit.
  14. It actually not the intake, the prop engines have fairly aggressive velocity curves that drop to 0 over a certain speed. When the aircraft is travelling faster than that velocity the engine cuts out.
  15. Thanks all. @Daniel Prates At the moment it's just the one part. My next job will be to produce some razorback parts. In the meantime clipping size 0 parts works (in stock and my heavily modded game), or the stryker (which gave me the initial idea for this) razorback parts fit surprisingly well too: @mechanicH Any ideas gratefully received. I can't promise I'll do anything with them but I can promise I consider it :D.
  16. The Ministry of Space (Aeronautics Department) (MAD) proudly presents it's first product! No dependencies, but works well with FAR. Uses stock mk1 IVA. Download Parts: Known bugs: Options: Planned: If anyone has any suggestions please let me know. Licence: LGPLv3
  17. It's the various mig intakes from stryker aerospace, and the mig/saber intake from airplane plus. I imported the airplane intake .mu into blender, rotated the intake transform and exported again. the new model works properly, so it looks like you're right, the transform was backwards. I haven't tested to see if it still works in stock though.
  18. Fair enough, I'll leave it to you then. I just recall reading that you weren't planning on doing it at one point, I probably misread :).
  19. So I've been working on something that I'm nearing the point of releasing myself: I was wondering if @blackheart612 would mind if I added made some razorback versions of some of Airplane Plus's cockpits as well?
  20. If it's any help I imported the model into Blender myself and rotated the intake transform object 180 degrees, then exported back to a .mu. That one works as expected, at least under FAR, I haven't checked it under stock.
  21. Thanks. I've also just noticed that FAR doesn't seem to voxolise some of the cockpits properly. In at least the bubble canopy cockpit the canopy doesn't seem to be seen. The Jumo 012 is, as far as I understand it, just a bigger jumo 004. There's a picture of the HeS 011 on it's wiki article: https://en.wikipedia.org/wiki/Heinkel_HeS_011. A partial cutaway photograph of the BMW 003 https://en.wikipedia.org/wiki/BMW_003 and a bigger picture here: http://legendsintheirowntime.com/LiTOT/Content/1946/Av_4603_DA_BMW003.html. Looks-wise though, they seem fairly similar to things we already have. The only big difference between the Jumo 012 and Jumo 004 seems to be scale, while the exit nozzle to the HeS 011 and BMW 003 are pretty similar to the existing stock mini jet, save for a cone sticking out of the centre. It might make more sense just to write new configs for existing models.
  22. @SpannerMonkey(smce) Hi, I've been trying to write some AJE configs for your intakes, and I think I might have uncovered a bug in them. As you speed up the TPR drops rapidly, as if the intake isn't aligned with the airflow. I've played around with them, and found that on all the intakes they only work properly if the "bottom" of the intake is aligned with the airflow. This indicates the intake transform is pointed in the wrong direction. Additionally the intakes seem rotated when added to the craft so that the "bottom" is on top, this is only obvious on the mig 15 intake which has the light at the bottom instead of the top, but I think it's the same on all the intakes.
  23. @blackheart612 Messing around with the settings for your Mig/Sabre intake to get it to work properly with AJE I think I've uncovered a bug. The intakes quickly stop providing air to the engines as the craft speeds up, unless you put them on the craft backwards. I think the intake transform is therefore reversed.
×
×
  • Create New...