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Posts posted by RaendyLeBeau
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here as usual for conclusion - Yes ! that was fun !
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3 hours ago, InsaneDruid said:
What was it?
Do not know exactly it is because of my Unity4.22 installation.
Has started again - again studied the tutorial of "necro". - now it goes - have everything created with Unity5.
Here the results :
@InsaneDruid thanks so much Druid !
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After some instructive experiments with the topic 'launch-clamp' I am finished tonight with the first really "fat" Lauch-clamp part!
In short, it is massive-huge, large and sufficiently stable to let the "Duna-direct Taxi" STS AVALON start in any weather!
Proud - it is here the "ALC20-59"!
http://imgur.com/gallery/CZHWo
By the way if someone is interested in the name:
The ALC20-59 has been designed for the first stage of AVALON.
"A" stands for Avalon "LC" for launch Clamp, "20" stands for RacketDameter "-59" stands for the LBSI launch Clamps.
such as. LC-05 - the smaller brother of ALC20-59.@Nansuchao - Github update with finished parts will follow as soon as possible!
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40 minutes ago, InsaneDruid said:
Try cutting the animation data from LBSI_LC_03_Launchclamp_v002 and paste into ClampRoot. Its like any other component (like a render component or a physics component) that you can cut and "paste as new".
yes i make it ( not with add component) - but cut' dont is possible - i have paste it in the 'ClampRoot'
but the results was same as 'add component and then adding animation as usual - i have tried this before.
all pics - http://imgur.com/gallery/HXdaS
i think some of my construction is wrong. ( details in blender http://imgur.com/gallery/HS0Wp )
I Start from the bottom -
that is a pity because the unity example of @frizzank no longer downloadable ..
http://www./download/331kdw22g5qaaue/Launch_Tower_Source.zip
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4 hours ago, InsaneDruid said:
trf_animationRoot_name = ClampRoot and the first screen shot in your post don't seem to match, as the animation seems to be bound/stored in to LBSI_LC_03_Launchclamp_v002, not ClampRoot. Either cut the animation data from LBSI_LC_03_Launchclamp_v002 and paste into ClampRoot, or change trf_animationRoot_name = LBSI_LC_03_Launchclamp_v002.
trf_animationRoot_name = is the empty game object that holds the animation and the animated parts. In your case it currently only holds the animated parts, not the animation.
Besides this: try reducing the amount of different mesh objects in your model. There are quite a few of them, like all those single "bolts" meshes. They all eat up draw calls. Also: less colliders would work, too. No need to have one in the clamp
the sugested changes [ trf_animationRoot_name = LBSI_LC-03_LaunchClamp_v004 ] makes a strange effect.
the animation works. But the rest no longer,
the towers are in the air - but still stop. The claws are rotated by 180 degrees - no matter how I turn it in unity - the result is always the same. - First I thought it was the animation this was connected up on ClampRoot
So I have recreated the animation in blender and linked to the top ( LBSI_LC-03_LaunchClamp_v004 ) on a new model
The animation now connected to the root object "LBSI_LC-03_LaunchClamp_v004" - http://imgur.com/gallery/Wrs8D
- But the results always look the same.
Tower stand in the air, but nevertheless connected. The clamp is inverted by 180 degrees. - animation runs properly.----------------------
if i am make the old setting (trf_animationRoot_name = ClampRoot) - all works fine exept animation
here the full Unity - Blender setup album
http://imgur.com/gallery/GmdyO
so,for any hints or tips I would be very grateful ! -
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@InsaneDruid thnx a lot, i will go to fix it !
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hi all,
yesterday i make a LaunchClamp
i have worked with Unity 5. - export animation as Legacy - starting Game KSP 1.2.2 - part is work fine exept the Animation
http://imgur.com/gallery/yyHSK
config :
SpoilerMODULE
{
name = LaunchClamp
trf_towerPivot_name = CapRoot
trf_towerStretch_name = TowerStrech_Root
trf_anchor_name = AnchorRoot
trf_animationRoot_name = ClampRoot
anim_decouple_name = PLC03Clip
}- I have tried today follow :
* import 3d modell with animation in Unity 4.2.2 (parttools .22)- export as Legacy - starting Game 1.2.2 - model appear in game - animation dont work.
* import 3d modell with animation in Unity 4.2.2 -(parttools .22)- export as Generic - starting Game 1.2.2 - model not appear in game (was not loaded)
Now I'm a little confused.-> What do you have to make the animation (in module LaunchClamp ) running correctly in the game 1.2.2 ?for a reply I am very grateful
cheers !
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hi all, here as usual a clip -cheers
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5 hours ago, Nansuchao said:
@RaendyLeBeau have you tried to contact NecroBones? Probably him or RoverDude can help you.
thanks my friend.
In the meantime, I once again started a trial - and now realized what the points are to be observed.
- yes took me a while and took me 3 beer tasted ..
Here a first prototype.- it is important to understand the context and structure of the following three components:
MODULE
{
name = LaunchClamp
trf_towerPivot_name = CapRoot
trf_towerStretch_name = TowerStrech_Root
trf_anchor_name = AnchorRoot
trf_animationRoot_name = ClampRoot
anim_decouple_name = PLC03Clip
}@NecroBones thnx for his tutorial - its helps me very much.
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Holy sh..t, after so many try I give it up. I would have imagined the whole topic easier. In addition, the animations do not work - I have been working since ksp1.2 with Unity version5. ... really tiring
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hi all, I'm currently reading the good article by frizzfrank
- is not an easy read - I hope I can create it own launchClamp
solved !
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Dear children, punctually for Christmas, santa claus brings us a present.
i hope you enjoy it
Cheers all & have a good Christmas!
raendy
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On 27.11.2016 at 5:08 PM, Stone Blue said:
Just wondering why this thread is still active?... Wouldnt it be best to to start putting all the newer information, (since a lot has changed since 0.23 PartTools), into THIS thread, or maybe start a fresh one?... Also, is everyone still using the 1.1.2 PartTools, or the PartTools from the Porkjet Overhauls? Is anyone actually still even using the 0.23 PartTools?
Absolutely correct - one would have to close except someone would seriously develop for older versions .. so I do not belong to it
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17 hours ago, wasml said:
I have a part I made with numerous box colliders for a hollow part and am able to surface attach and grab by more than just the first collider. The only thing I see different with your setup is the Hierarchy - mine was:
Empty game object
- Mesh
- collider 1
- collider 2
....
- collider N
Not sure if the above is clear - what I'm saying is that the colliders were on the same level as the mesh - not child objects.
i agree - its the correct way to solve the problem.
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Here is a preview of the IVA structure of the SS-Avalon - as it is now planned, 20 kerbals can fly with them. Of course it would have had more space if the fuel tanks were not considered.
I thought it was more exciting just to consider this as if it had been realistic.
here full album of IVA concept : https://i.imgur.com/a/qXgIT
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9 hours ago, MeCripp said:
Don't think the wiki was started by squad think it was started by some one that just wanted to help people it would be nice if it got updated but the way it is it can help and hurt has some of it don't work any more.
Believe you're right At least it seems so, otherwise it would be maintained by the developer.
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hi all, so i designed a possible new Habitat Cupola module (created as addon unit - without attached upperstage)
- Think would be useful as core modules for the construction of a larger space station in LEO
here first concepts
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2 hours ago, steedcrugeon said:
I think I can lend an answer to these ones. Their function is to make it so when the part (mark 1-2 capsule in this case) hits the water it stays upright, or corrects itself to upright when it is not. It will offset the part's centre for displacement, how much of it will sit below waterline, and centre for buoyancy, which way up should be when the part is displacing water.
The current config basically stops it from capsizing irrespective of how you enter the water, think lifeboats.
Thank you so much !
All clear now, seems to be a quite useful setting.
Is there a current KSP1.2x CFG Reference? In the net I find only this official CFG reference is however not current.
But new settings are missing here. http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#PARTS_Configuration_Files
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how decoupling the Stage Adapter ? here is the answer
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dear all, so just finished assembling the whole STS.
Of course, there are again some small errors. Now there is a lot to do.
The 1 Stage (ARTUS) has a lot of power and can handle the freight of stage 2-3. - the stage adapter works well, but could be improved.
http://imgur.com/gallery/cuuhV
Here still as usual - testflight -series clip - this time a walk through the STS .. is really a huge thing!cheers
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hi all,
the 'rocket factory' series will be completely updated for the latest version of KSP as soon as I have finished the project AVALON.
- The good thing about it :
Many parts of the Aikos project (which I no longer follow) will be part of the new "Rocket Factory".
New Lifterstage Setup for Rocket Factory, the Service Modules for the Sigma, Solid Rocket Boosters etc.so much of the Parts from project Aikos will merge with Rocket Factory.
Spoiler//
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- The less good thing about it :
Because I mostly work alone it will take a while until I get to it.
cheers !
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dear all,
After several starts I could build a stable stage connection adapter. Is a little poodley, but on the whole, his work is good. The route to LKO / LEO is very stable and balanced.
The concept is now ready for flight. Much work is still in the configuration fine-tuning and not to forget 95% is not yet graphically texturiert.here as usual - last clip from 'testflight-series'
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On 25.11.2016 at 8:08 AM, nebuchadnezzar said:
I don't get why people try and pass off work from someone else as their own. This is just another case of someone trying to be a "modder" by ripping off another modder's work. I'm aware that Snjo said you could use the models, but that was after you already claimed the work as your own. Pretty gross, @Kerbal Nerd123
I agree. In general, Very many are copying here are a lot of space concepte as eg. SpaceX. - nasa etc.
Although the creation of own space travel concepts can lead to very interesting solutions.
Well, perhaps, here is also the low average age ...
[WiP] [1.3] STS - AVALON
in KSP1 Mod Development
Posted
I hope I have time to create Rocket-Factory 2 - but only after AVALON