Jump to content

Squiggsy

Members
  • Posts

    303
  • Joined

  • Last visited

Everything posted by Squiggsy

  1. damn... should have probably read this before i went and made some multi part fairings haha well back to square one on that front i guess i'll just have to suggest procedural fairings for my mod since they are the only people who make fairings small enough
  2. ah fair enough, well thanks for the help! I will have to make a test object and have a muck around seeing how things work I guess. EDIT: ah hah! love it when you start researching something different and find something that might be the solution to your problem : this will be the same for the FXModule = 0 I saw in the the goo cfg, which means that if i can possibly get away with one animation on a moduleanimategeneric and one on the new moduleanimategroup or something similar to that, then maybe i can add 2 modulescienceexperiments and get them to call the different animations when they run... EDIT (again): nope I am wrong the FXModules = 0 seems to be what point in the animation it starts from, since in the log as it does the animation it says it is changing it from 0 to 1, then when the experiment is reset it say changing from 1 to 0 unfortunately setting it to 0.5 breaks the game, but setting it to 2 doesn't, it just also doesnt seem to do anything in particular. Moduleanimategroup seems to be pretty exclusively for some of the new parts like scanners, ISRU refineries and drills, it'll animate without being used for those however it just wont animate being tied to another module that i've found apart from those. I think I might just have one science experiment animated and not the other, going to be a whole lot less of a headache unless i come across some more information on this FXModules line in modulescienceexperiment, and looking through partmodules in MonoDevelop isnt helping too much
  3. ah thank you for the reply! yes I had thought multiple animations on one part was a no go but its just on one object ey? thats good news making multiple objects with multiple animations and combining them in unity is easy enough. don't suppose you know about calling on animations with modulescienceexperiment too? it would be so much simpler if the module just enabled you to call an animation by name to trigger on science experiment, but alas I have been learning over the last month that things never turn out quite that simple
  4. I am having an issue with this mod (which normally works a charm and I LOVE by the way) essentially I am building a part pack for aeroplane launched rockets and tiny probes, and this mod works perfectly if I separate the stage, then activate the rockets engine in the next stage (although upon reverting to separation the fx dont show and the rocket appears to fall out of the sky) however if I activate my engine and decouple in the same stage, when i revert back to separation the FX shows and the rocket launches away, but when I land the plane, and then click "Jump back to Main Mission" nothing happens, I cannot return to the main rocket stage I launched. the Log file shows this: full log can be found here: http://tny.cz/4d0cad8e
  5. Hello I am considering making a gravioli/thermometer part for the project im working on at the moment and want each piece to animate extending out from the science package when called on to do science. I seem to remember seeing something to do with being able to set an animation to play to only half way through and then get another one to play the other half, but I can't really remember any details and I can't seem to refind that little helpful snippet of information. I guess my questions can be summerized threefold is this actually possible? (pretty sure the answer is yes but I haven't confirmed that yet at all) how is it you go about setting animations to play only sections of the animation clip? how do you actually reference an animation in a science experiment? looking at the Mystery goo I assume it has something to do with "FxModules = 0" but I have no idea what the 0 is referring to how generally how that references the animation. Quite eager to get making this but I don't really want to start without knowing some info about how it works. the only information I have been able to gleam is from this post which states "It automatically activates animations set up with the default ModuleAnimateGeneric module." when referring to ModuleScienceExperiment. but is that going to be a problem when trying to have 2 different experiments animated? EDIT: looking into it a bit more I found that what I was talking about was the animTime variable mentoned here so could I set up multiple moduleanimategeneric's (does that even work?) one with animTime 0 and another with animTime 0.5, or one moduleanimategeneric with both those times referenced and then get the science experiments to reference those times to start playing from? I should probably just make a test animation and try this out but I really don't know where to start with the modulescienceexperiment and getting it to do animation. sorry haha so many questions!
  6. haha it wasn't the first time either god unity does my head in sometimes, although in truth it is invariably not unitys fault but my own , I just hope I can repeat these good results in future. I finally got moduleanimatethrottle to work the other day too so i must be doing something right!
  7. I FINALLY GOT IT TO WORK sorry i keep completely forgetting about this post and getting sidetracked, i have NO IDEA what I did right this time which is a shame but I know the steps I took so I guess I just have to repeat them painstakingly from now on..
  8. I COULD KISS YOU RIGHT NOW NERTEA but that would be weird instead I will say a massive thank you, that is exactly what my problem was. To summarize encase someone comes across this forum post suffering the same problems : The object set as solar pivot will rotate along its local Y axis and make its local Z+ axis face the sun. raycastTransform does not determine this (pretty sure the tutorial post on it says that it does, or at least a comment somewhere in it does) thanks again! now I am nearly ready for a release of my aeroplane launched MiniRocket & MicroSat
  9. oh I thought the pivot point aims the panel but the raycasttransform tell the panel which way to face? that could make a lot of sense actually the Z+ of the pivot point is facing the direction that the panels are aiming in game. does the raycasttransform just determine what area needs to be exposed to light to get power from then? ah yes actually looking at the one i got to work that is indeed the way its pivot is facing, i overlooked that completely because i was focusing on the raycasttransform time to undo my animation and parenting in blender and reorient the pivot and try again then!
  10. here's the hierarchy and here it is deployed with the local Z+ of what I have set as the raycasttransform facing out from the panel like i'm pretty sure it should.
  11. hmm but surely since its the local orientation I'm changing (in blender) and the local orientation moves with the object, it will always be the same relative to the object regardless of dynamic movement? the problem is that with panels you have to make a parent chain going from the last panel up the chain to the main parent which is the pivot point, and changing the local orientation of the pivot point will change the way it pivots, which ruins the whole thing. then again i get very confused trying to get my head around roations in unity and blender because orientations change from one to the other, the thing that is really odd is that I looked back at my first set of panels that work fine and sorted all the local orientations so they were the same as that one, re animated it and still got the exact same result,
  12. helloo I am having a rather confusing issue with the solar panels I am making, after having made some with no issues at all now these new ones always face edge on to the sun, no matter what the local orientation of the object set as raycastTransform is, I have redone the animation multiple times after changing local orientations of panels in blender and tried it with z+ x+ and y+ facing the way I want and yet the panels ALWAYS face the same way irrespective of this. Is there something I am missing to do with what needs to be facing z+? I have also tried making an empty in unity and parenting it to a panel and changing its local orientation and setting that as raycastTransform with the same result, always the same edge points to the sun... ok I have done this over and over now, remade it from the ground up making sure everything is lined up the same as the set i made that work, no matter what happens they just point edge on! really confused, thought maybe it was the config because that is the only thing that has remained the same over the multiple version but i can't see anything in it that could possibly cause this so I am stumped.
  13. I had this exact same problem yesterday and what I had to do was select the object in the assets folder of unity, and at the side in the inspector window click animation, then untick import animation, now do your thermal animation in unity as normal and it will hopefully work (if yours is the same problem as mine) seems with me it was blender deciding my object had an animation when it didnt and the blender and unity animations conflicting. hope this helps!
  14. This doesnt seem to always be the case, I have no idea what is going on with my current solar panels I'm making but it doesnt seem to matter what the local orientation of the raycasttransform is they just want to face side on to the sun constantly and it looks silly, made some solar panels the other day and didn't have any problems like this at all and as you say they faced Z+ towards the sun without any complaint Yep confirmed it doesnt matter what my raycasttransform's local direction is these panels just always face side on to the sun (I have tried with local x,y and z of the panel i used as the suncatcher facing outward, as well as making an empty in unity and parenting it to one of the panels and changing its local orientation, no luck), driving me a wee bit nuts now I cannot see quite why this is happening... Solved the problem (well Nertea did), local Z+ of the pivot will try to face the sun, so it needs to rotate along the Y axis to face its Z+ at the sun
  15. I should be going through the configs and sorting it all out over the next few days, just need to finish off my current project and I'll get on it, one thing though, from what I've seen of the one I've sorted out already (the mini) the material of the texture seems to have been changed to specular somehow instead of diffuse so they look a bit... odd, and shiny when they shouldn't be, no idea why and I don't really have the capacity to change that
  16. this is by far my most used small parts pack for KSP, I don't know if you're still active or not but if you have no plans to update this I think I will do it for myself and maybe share it up on here if thats all cool with you? really starting to miss using these things.
  17. this is going to be so useful for launching the 0.35m probe parts i'm planning on making to launch from the underside of planes I had completely forgotten about this mod, thank you for this!
  18. hey loving this pack and the update is working perfectly for 1.0 aside from one thing: the AES IVA is a bit messed up, it is glitching rather horribly and I'm not quite sure why, although it sort of looks like parts that are behind the pod are displaying in front of it? Pretty sure that green light is from a battery that is directly behind the pod This is what it looks like from outside: not sure if this has happened anywhere else or if its something to do with a mod I'm using, I will try use an AES capsule in a different craft and see if the result is replicated or if its just a one off for this craft. EDIT: nope just seems to be that one craft can't replicate the problem, have confirmed its the view out the back though, removed the batteries and got a better view.
  19. Yeah I decided that they werent unbalanced but I preferred just using LiquidFuel for convinience so I put the ISP down rather a lot (in the 370-390 range) and am using them with Liquid Fuel, love these models so much and I find they don't end up OP with LiquidFuel because the ones I have set to 390 Vac ISP have such large vacuum nozzles that they can't reliably be used as landers and they are heavier than their counterparts like the LV-909 and poodle so they get balanced quite well. this is just a personal preference though I do love everything you've done with these still!
  20. thanks for doing this! going to personally mess around with the ISP's of engines so that they fit in with the new aerodynamics model I think, just tested them out and they feel a bit cheaty, its incredibly easy to get into orbit with them.
  21. good job on the update, everything's working a charm so far, my game feels proper again!
  22. ohh thanks for that bit of info I might try that out today and see if it fixes my problem, got some new stuff im working on for a project and a couple of engines are included into the command pod for it (dragon v2 style):
  23. Ah sorry for the late reply I had given up on this post haha I am using version 4.2.2 and yes in the morning when I have the time I will definitely share the unity assets if thats ok, thanks for the reply your tutorials are amazing and have helped me so much thank you for making them by the way!
  24. Is there a maximum number of MODEL_MULTI_PARTICLE inputs that can be given for one part? I am making something which has 8 nozzels but the fx have only displayed up until the 6th, i can't find anything I have done different about these ones so I guess there's a limit? if not then i'll have to figure out what I'm doing wrong, but if that is the case then I guess my question becomes: is there a way to get multiple particle streams exported into one FX model? EDIT: can a mod please delete this thread I've been a right idiot and placed two sets in the exact same place so I couldn't tell until I zoomed right in hahaha teach me to create a thread before exhausting all the options, sorry about that!
×
×
  • Create New...