Jump to content

Kalzuron

Members
  • Posts

    84
  • Joined

  • Last visited

Everything posted by Kalzuron

  1. Hopefully someone knows the answer to this and I just couldn't find it. Why is a Kerbal's transform.up not always up? If I go to a kerbal in orbit who is already on EVA then the transform.up is up, but when a kerbal is loaded from going on EVA directly transform.right is up. How can make sure a EVA kerbal's up is always up?
  2. Ok, so I've looked all over this forum and this is what I've come up with. KRAG System: (Kerbal Relative Artificial gravity) How it work right now while in orbit Kerbal up direction is based on the normal of the object below taken from a raycast kerbal is pushed downwards when it contacts a part it enters "Idle (Grounded)" state "AWSD" keys for movement Current Issues can't rotate kerbal ...yet when starting walking forward kerbal bounces up causing animation to stop as well as just being annoying The main issue I'm struggling with is the bouncing. I'm thinking its either colliders being enabled or the game is trying to re-orientate the kerbal to the planet below when walking starts. If anyone has any ideas I'd appreciate the help here is the VS project and a compiled dll is in bin/debug KRAG System
  3. @Deimos Rast , Constructive criticism is appreciated Texture switching is something I'm planning on implementing in the future, but I'm no artist so I get my textures from online sources and I've yet to find one I like for stock. A "revert to default" is something I can look in to adding. It's been 15 years since I've coded anything myself but I've been fiddling with plugins in anticipation of 1.1, and I'll be making a shipwide plugin to handle my parts including "The Cube" . So you can look forward to a better interface. Performance does depend on the shape, though it still needs more testing. The colliders are simple boxes where they can be, but are mesh colliders for round parts. Feel free to post more about your experience with it that you think could help improve it. I'll work on the description. I have to say describing it is almost as hard as designing it was
  4. Ok, I've read through most of this thread and I guess I missed it, so if it's been asked before I'm sorry. Where is the part info for a part placed and currently selected in the VAB/SPH?
  5. That's awesome, I'm happy to see it in use! Good luck with your missions and let me know if I can make any improvements
  6. Don't mention it But I can't take all the credit. Mihara & Snjo did the hard work of making the plugins, I'm just using them in a different way.
  7. Yes, the conversion to Firespitter meant I had to remodel the whole thing, and I added more parts to it while I was at it.
  8. Yeah, I deviated from the normal the version numbering because I didn't want to overwrite the original cube. Since I was converting it to Firespitter I wanted people to have a choice to keep the old one if they preferred it and I didn't want anyone's already built ships to "break" when they updated. I'm working on more cube inspired parts and will upload them soon. They will packaged together so I'll keep the version number successive from that point on.
  9. Currently that is the case, I'm waiting on the 1.1 release to see what changes they make to IVA before I try to tackle it myself. But I'm working on Command chairs with consoles as a workaround.
  10. Prototype Demo Ship first launch photos Ok, it didn't fly but I didn't expect it to so I'm not too upset, but I did find out that the cubes float really well So while it wasn't a successful launch of an aircraft, it was a successful launch of a boat
  11. Sorry, I must have overlooked that part in the cfg. Just add "fuel crossfeed = true" anywhere in the top of the cfg after "mass". When you load your game again it should be fixed.
  12. I going to try finishing and upload a new version tonight if I can manage. I'll see about a making demo vid as well, but I haven't had much success with any of the recording software I've tried so it might have to be a gif
  13. No, I do some things on my work pc during my breaks, like cfg editing, screen shots, and testing. It can't handle a lot, my home PC is better though its in desperate need of an upgrade. But this is getting a bit off topic
  14. As of right now, yes. I'm hoping 1.1's IVA improvements will help in that respect so I'm holding off on doing any coding right now. But I am working on command chairs with consoles and props.
  15. Yeah but only on my work PC, the company doesn't think we to upgrade
  16. Sorry for the delay. Here's the Rotating Command Chair Ver.1
  17. It's not procedural, it's configurable, but you put 2 together and remove the adjoining walls and you'd have a rectangle. To clarify, it's a cube made out of panels that can be turn on or off depending on what you need it to be. I'll try to make an animated gif of different configurations
  18. New Update out on Kerbal Stuff Replaced side and window textures. Tweakscale added and Top panel is now an animated cargobay door.
  19. Thank you, good eye. I posted late last night and must have forgotten. I'm not too happy with the outer texture myself, but textures aren't my strong suit so I use what I can find. I'll more than likely change it on the next update if I can find a better one.
  20. The Cube Super Sexy Firespitter Edition A box of infinite possibilities! Whatever you need the Cube is your answer. Hulls, cockpits, crew cabins, cargo bays, 6 way Station Hub, an observation deck, hallways, bases........ I have converted The Cube over to Firespitter due to some bugs I have encountered with JSI. This means I had remake the model so I decided to add some curvy bits. This is a new model and will not overwrite the original Cube. The New Cube Requires Firespitter The Original Cube still Requires JSI Part Utilities (Already included in download, the link is for updates) Thanks to the geniuses of Mihara & Snjo for making this mod possible Recommended Mods: Download at Kerbal Stuff The Cube Updated and tested with 1.1 Download at SpaceDock The Cube Please post any issues or questions and feel free to post pics of what you make The Cube license : This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. JSI Part Utilities license : RasterPropMonitor Copyright (C) 2013 by Mihara (Eugene Medvedev) This program comes with ABSOLUTELY NO WARRANTY! This is free software, and you are welcome to redistribute it under certain conditions, as outlined in the full content of the GNU General Public License (GNU GPL), version 3, revision date 29 June 2007. Firespitter License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. For modders re-using the dll directly, you MUST place it in the Firespitter folder in your zip file, so people don't end up with two copies of the dll. The right path is: [KSP_OS]\GameData\Firespitter\Plugins\
  21. ^ Thanks, me too. I'm working out the kinks in the rotating command chairs and should have a test model uploaded tonight. The only issue I can't seem to fix is that no matter which way you turn the chair the IVA cam always points to the original position, but I have made it so you can move the exit hatch 360° around the chair for an easier exit.
×
×
  • Create New...