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Jasseji

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Posts posted by Jasseji

  1. 7 hours ago, AlphaMensae said:

    A WIP dev image of the F9-style strongback tower:

    z3N5RxA.png

     

    Still missing stuff, like the all the mount stuff and hinge objects, but the default height (sized for the Tundra Exploration Falcon 9) is set.

    It will have some integrated drop-type umbilicals that will be able to be adjusted by deploy-limit sliders.  However, they be can be switched off and attach nodes turned on for external umbilicals, but those would require Animated Attachment to move with the strongback when it is retracted.

    What size will this be ? would it work with Tundra SpaceX launchers ?

  2. 8 hours ago, Trufiadok said:

    I made colorable control buttons. I've uploaded the changes. (LEE's part.cfg & IKRC)

    Code cleaning is also taking place so it is recommended you save the version that you are using before updating.

    If you want to color the control buttons you need to modify the LEE's part.cfg file. If the color data is commented there is no coloring.

    
    MODULE
    {
    	name = IkRobotController
    	// ColorCode format #RRGGBBAA in hex
    	controlButtonUpDownColor = #FF00004C
    	controlButtonLeftRightColor = #00FF004C
    	controlButtonForwardBackwardColor = #0000FF4C
    }

    z3L4WTm.png

    Great will test.

     

    Another idea (am i bothering too much ?):

    Add a button to the Toolbar (Stock or Blizzy) so you dont have to look for the LEE part:

     

  3. Hey @Trufiadok just a quick heads-up - maybe in the UI you could change the arrows to correspond with the colors of the transforms ? i am always getting lost which arrow controls which direction (apart from the small and big dot, that i have figured out)

    btw, are you doing something to make the the Shuttle-Arm work as well with your mod ? (Jeast Kanadarm i believe was the original models)

  4. 23 minutes ago, AlphaMensae said:

    Thanks, and yeah, it seemed redundant to say that, but I should give proper credit to BDB here as well :)

    Also, the real LC-34/37 tower was rotated in relation to the stool so that a corner was facing it; such an arrangement would not be good for a general-purpose arm, so the tower base block is at the regular 90-degree orientation.

    cheers, any chance for your craft files for the new stuff ? ;) 

  5. On 11/20/2018 at 6:26 AM, cxg2827 said:

    Thanks! It was definitely a major career change after being at my previous job for 8 years. better flexibility, shorter commutes, massive pay increase, but it can be a bit draining and stressful at times. Kids are quite a time-investment but it's definitely worth it (but I swear to God, if I hear "no" one more time! :D).

    Grats on the kid and the new Job, i went through such a change myself (first kid, then new job including moving countries in Europe) the little Fella is now 2,5 years old and hearing "Nooooooo" drives me crazy as well :D

  6. 10 hours ago, Briso said:

    I hope you will fix this problem very quickly.

    Yes, and can another question in the video when you docking Dragon when speed Canadarm 0,031 not twitches whether your station ? I just have experienced this is the first on speed 4 and my station was spinning very quickly around its axis.

    I found the best option to use Mechjeb Smart ASS and "Kill ROT" 

    10 hours ago, Trufiadok said:

    Yes, I know about the problem. This happens when we exit the "flight sceen", so the transform visualization is not turned off.

    I put the "transform visualization off" in OnDisable(), in OnDestroy() and in Destroy(), but ineffective. I run out, again.

    ok, will keep in mind that the option has to be turned off before scene change - it is only a small problem

  7. 1 minute ago, Trufiadok said:

    Are you thinking of full inverse kinematics control or just the gripping "mechanism" (WireSnare)?

    @Trufiadok you're a good coder, of course the whole one :P

    BTW, did you have any issues that sometimes the IKRC Transforms dont appear no matter how often you reload the scene or switch scenes ("showTRF" option doesnt work at all i mean sometimes after a few scene changes, only a full game restart helps).

    It's a only a little inconvenience as i am restarting quite often (playing around with mod configs)

  8. 12 minutes ago, Briso said:

    Did you use this mod ?

    Personally, I'm annoyed by its magnetic End Effector. I like it better as it was in real life (as in fashion from Trufiadok). But since Canadarm 2 is not designed to be placed in a Space Shuttle, you will have to use Candarm 1 with a magnetic End Effector. I'd be in seventh heaven if Trufiadok remade it with the same Kanadarm 2.

    ye, the shuttle RMS would be nice to have, also nice would be a working Gantry (to use as a Mobile Base System :P)

     

  9. STOP: i just checked the original LazTek thread, unfortunately you are not allowed to redistribute anything due to it's license (unless you have explicit confirmation from Lazarus himself) :(

    i have made some cfg fixes myself for the animations and i am doing a list of all parts which have collider issues but without the original Author's blessing nothing can be done sadly to share it

  10. 12 hours ago, Cheesecake said:

    Do you have the Crew Dragon too?

     

    13 hours ago, Trufiadok said:

    I use this part (TRF_DragonCargo), Is this part a problem too?

    First, I loaded the model.mu file to Blender, saved it to model.fbx and then loaded it to Unity.

    Hm, this one is working fine actually - are you able to share the version with the PDGF port ?

    The crew Dragon is spawning high above the launchpad 

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