Jump to content

MacLuky

Members
  • Posts

    731
  • Joined

  • Last visited

Everything posted by MacLuky

  1. When I saw @linuxgurugamer had revived better science labs I was quite happy to have some early and smaller labs again. However I disliked the reuse of stock models. For me a hitchhiker is a just not a lab, so I set out on a journey to create some better alternative models. There is a 1.25m lab, a 2.5m and an inflatable lab that has an odd size but can be launched on a 1.25m rocket. All still very much work in progress.
  2. Thanks I'll try that. Or better build a small demonstrator to figure out how it's supposed to work. I also have little knowledge of unity, but I think I saw a post on adding thrust transforms for engine mods, i'll dig around.
  3. Doubt that the unity setup has changed in the last year, but I still can't get it working: mount points to the y-axis, config is as follows: MODULE { name = ModuleDeployableSolarPanel retractable = true animationName = Deploy //secondaryTransformName = mount raycastTransformName = panel 5 pivotName = mount //local y points to _base isBreakable = false resourceName = ElectricCharge chargeRate = 2.64 } Yet it keeps rotating around the z axis. (and the animation starts deployed but I can probably fix that, seen that problem before) It's keeping me puzzled as to what is the proper way to align these, any help greatly appreciated. C.
  4. I saw your message on BobCats feed. I am trying to recreate the LRV, but it will be some time before my skills are up to snuff.

  5. Fixed some more attachment nodes on the Ariane 4 @PART[Ariane4Decoupler1]:NEEDS[Lionhead_Aerospace_Inc] { node_stack_bottom = 0.0, -0.48, 0.0, 0, -1, 0, 2 } @PART[Ariane4Decoupler2]:NEEDS[Lionhead_Aerospace_Inc] { node_stack_bottom = 0.0, -0.384, 0.0, 0, -1, 0, 2 } @PART[Ariane4Fairing]:NEEDS[Lionhead_Aerospace_Inc] { node_stack_top = 0.0, 0.0, 0.0, 0, -1, 0, 2 } @PART[Ariane4NoseCone|Ariane4NoseCone2]:NEEDS[Lionhead_Aerospace_Inc] { node_stack_bottom = 0.0, 0.0, 0.0, 0, -1, 0, 2 node_attach = 0.0, 0.0, 0.0, 0, -1, 0, 1 } @PART[Ariane4Stage2]:NEEDS[Lionhead_Aerospace_Inc] { node_stack_bottom = 0.0, -4.053, 0.0, 0, -1, 0, 2 } @PART[Ariane4Stage3]:NEEDS[Lionhead_Aerospace_Inc] { node_stack_bottom = 0.0, -5.164, 0.0, 0, -1, 0, 2 } @PART[Ariane4Sylda]:NEEDS[Lionhead_Aerospace_Inc] { node_stack_bottom = 0.0, 3.2, 0.0, 0, -1, 0, 2 } The patch list is growing, not sure if they end up in the next release? should I create a patched release?
  6. I'm trying to create a solar panel, but have hard time getting it properly working. Modeling, texturing and animations all work, but for the solar bit: First problem. I learned I had to include a separate plane as suncatcher, or else my panel will become transparent in ksp. So I added a plane: But it doesn't show up in unity. I've added UV map and even material to no avail. Why is not showing up? The root object is. I've made it the collider. Second problem: it refuses to rotate around the right access. I get giant hand fan rather than a solar panel ;-) I;ve rotated the panel in blender in any direction i could think of (assuming it would rotate around the y) Any help is greatly appreciated.
  7. Whoha! that probably explains why my panel turned transparent! i've been flipping the normals like crazy to no avail. Thanks a lot (someone should make some nice video tutorials especially about solar panels and engines)
  8. Hi I need a bit of help. I have a mod with the following animations: MODULE { name = ModuleAnimateGeneric animationName = Gear startEventGUIName = Deploy Gear endEventGUIName = Retract Gear actionGUIName = Toggle Gear evaDistance = 1.85 layer = 1 } MODULE { name = ModuleAnimateGeneric animationName = Drill startEventGUIName = Deploy Drill endEventGUIName = Retract Drill actionGUIName = Toggle Drill evaDistance = 1.85 layer = 2 } MODULE { name = ModuleAnimateGeneric animationName = Romap startEventGUIName = Deploy Antenna endEventGUIName = Retract Antenna actionGUIName = Toggle RoMap evaDistance = 1.85 layer = 3 } However if DMagic is installed i want to replace them with other experiments. Like: @PART[MacLuky.Rosetta.Philae]:NEEDS[DMagicOrbitalScience] { MODULE { name = DMAsteroidScanner animationName = Romap //greenLight = greenAnim //yellowLight = yellowAnim experimentID = dmAsteroidScan rerunnable = True transmitValue = 1.0 dataIsCollectable = True collectActionName = Take Data experimentResource = ElectricCharge resourceCost = 0.25 usageReqMaskExternal = 8 } MODULE { name = DMModuleScienceAnimate animationName = Drill experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 4 oneWayAnimation = true startEventGUIName = Systems Check showStartEvent = true showEndEvent = false showEditorEvents = true customFailMessage = The drill is only suitable for surface based observations. experimentID = dmlaserblastscan experimentActionName = Collect Drill Data resetActionName = Discard Drill Data resourceExperiment = ElectricCharge resourceExpCost = 20 useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } } But I guess I should also disable the ModuleAnimateGeneric. How can I do that?
  9. Simplest solution was to copy the model and create 3 different blender files, each with only one animation. Then load all three in unity and that works as a charm. For my next mod I'll dive into unity animation since this looks indeed the way to go. Thanks for all the pointers, all the little steps illuminated my ignorance step by step ;-)
  10. Yes, it's probably the way to go. Since the animations are sequential in blender I cannot play the second animation without the endstate of the first. Hence when I deploy my drill, the landing gear jumps to its extended position since i first animated the gear and then the drill. Joy, another skill to learn ;-)
  11. Sorry to necro this, but does this implicitly say that the creating a sequence of animations in blender is not the way to go? I find the second animation automatically continues where the first one left off, while I would like them to be independent. I found some blender examples that play all animations simultaneously, but in ksp are separate (eg. ladder and landing gear on the dragon) However i don't know how to set it up in unity.
  12. I've added a patch for BDB that shrinks IRAS so it will fit. For the daring ones: in GitHub is a functional prototype with solar panels thanks to @CobaltWolf
  13. mechjeb does that. well sort of. You can cheat menu your ship to rendezvous and have mechjeb do the docking for you
  14. Yeah, figured it out (well in blender anyway) now it needs to go to unity Hang on, this is collapse, what out the reverse animation?
  15. Started on the solar panels, still need to discover how to animate them. Historically accurate panels. Well more or less, based of a texture that was a photo of the original mockup of the panel.
  16. Sounds great. Meanwhile, i've been pondering on a possible early science lab.
  17. Yes, Reading up on animations as we speak. Many sources, few with enough detail. Think I found the command issue, and will downscale. IRAS was 2 maybe 3 kerbals high
  18. Be sure to stick another command core on the bottom. For some reason the built-in one is misbehaving.
  19. Initial beta at: https://github.com/macluky/IRAS/releases/tag/v0.1 @rasta013 if you have tarsier installed IRAS will behave like the large telescope (i hope)
  20. Thanks! I had the collider in blender, just not in unity. Your screenshot is quite handy!
  21. So my part is now showing up in the VAB, but I can't seem to selected. Am I correct to assume I forgot the collider in Unity? I can select it, and even attach it, but nothing afterwards.
  22. More progress:
  23. Untangling duct tape

×
×
  • Create New...