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KSP2 Release Notes
Everything posted by harrisjosh2711
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Spent most of last night, unsuccessfully, trying to get my new landing legs to function properly. Can anyone tell me what is going on with the two animations? I think I have everything set up right besides I'm not sure what the second animation is. animationTrfName = miniLeg animationStateName = probeleg Is the second animation related to suspension and what happens to the leg when it hits the ground?
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spent most the night unsuccessfully trying to get my new landing legs to work right. Try again tomorrow. On a positive note I finished the fins.
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Havent figured out how to get the landing legs working correctly yet but I have them and the fins in game.
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Looking to start creating mods
harrisjosh2711 replied to Ambiguous Impulse's topic in KSP1 Mods Discussions
Start by making a simple part for KSP- I vote blender. Look up on youtube how to make a basic KSP part and it will walk you through everything- it isn't difficult and unity (game engine) doesn't require programming knowledge. This will give you a decent understanding of every question you asked besides the coding portion. After you have learned to do that you can begin to learn coding. Nothing can replace reading and learning from previously written plugins when you get to this part. Or vica versa, I'm just making a recommendation. In either case, you will want to start by making sure you have a basic understanding of what is going on inside the config. files. You have modified parts before using the cfg. files right? If not. start by modifying existing parts before you worry about writing code and modeling mesh's. Hope to see your name on top of a project before long! -
Took me most of the day, but finally learned how to rig in blender, hence I was able to set up the telescopic piston animation on the Falcon9 landing legs.
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Working on the legs and fins and other small things tonight.-Just finished modeling the fins.
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Made a video returning the three boosters of my Falcon Heavy. Upperstage is headed for the mun to drop of my science station for a lunar landing.
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Falcon heavy- All boosters return. Upperstage is headed for the mun.
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Just uploaded some bug fixes, the two tanks I have been working on, and a temporary 10 man IVA for the BFR.
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I wish someone had told me. I'm almost finished with my first mod.
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Not yet. I'll try to get some 2morrow. I just wanted to see what a kerbals view would be like out of the windows.-nothing is finished for the IVA. In other news.... I fixed a major bug on the merlin Vac. and the bottom node on the Falcon9FT booster for next release. Also did some work on the textures for the booster.
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Wanted to run a little test
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Yea, that was a typo
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Had a long week with school but I'm on vacation now. Hope to have the IVA for the BFR finished at some point this week.
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Rover wheels issue
harrisjosh2711 replied to big bear's topic in KSP1 Gameplay Questions and Tutorials
Are you sure your wheels aren't blown out from bouncing? There is definitely a sever bug going around causing vehicles with wheels to jump into the air. I had a big one that would clear a few hundred feet every time it loaded. It could only be used straight out of the VAB held to the ground with launch clamps. I have had atleast ten rovers jump up and blow their wheels out trying to set up a mock up on kerbin. I eventually gave up. I doubt it is even possible to set up any kind of base because I have been hearing of them jumping as well. You got lucky though. Every time I time warped my rover it was automatic complete destruction. -
I have heard of some bug when you reload a ship on a surface makes it jump and destroy its self. I have definitely had a problem with rovers. I had one as soon as it loaded would shoot several hundred feet into the air. The only possible way to use it was to put launch claps on it to get it through the physics easing. Also had several rovers jump when I switched to them blowing out all their tires and rendering them useless. This happened to me over and over. In fact I just decided to scrap the whole mission I was planning out of frustration. The game now loads faster. I'm assuming due to localization being ironed out. Never mind @Gordon Fecyk posted while I was typing. The exact issues I am talking about.
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And here I stand with my foot in my mouth.
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You will probably get some more visibility if you move this to add-on-development or add-on-releases. I have never seen a mod in add-on discussions.
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When someone spends hundreds of hours making you a product for absolutely free- you shut up and be quite. If you don't want to wait on it, I'm sure you can find the door. Also, try taking it upon yourself to find something. I have a test release of this mod and the developer didn't give it to me nor did I ask. Also, setting up a download link takes time and effort. My previous post stopped just short of directly telling people where a link was but I'm removing that post because I don't want YOU to find it! "I'm sure you try that in RL and have just as many friends"!!!! My cheers would get me in trouble- take that glass out his hand and read in between the lines.
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deleted post.
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Yes. In the mean time use KRE. I cant remember the name of them but they have a set of landing legs that work really well with the BFR. They are a bit bouncy though. I actually already made one set but it turned out a fail. I'm not sure about the BFR booster though. SpaceX doesn't intend to use landing legs with it. Plus I have about a 75% success rate landing the booster without them. I think I have a 0% success rate landing the pod upright though.
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Yeah, I can do that. I didn't take that into consideration. I'm not trying to copy that guys seat configuration though. He isn't a rocket scientist nor a spaceX employee. Awesome video but it completely discounts the way the BFR actually works. That is merely and artist conception of the seats arrangements. I don't want the seats to sit horizontally I want them to sit at an angle so the kerbals have an excellent view. In that configuration, In real life, your paying customers couldn't see out of the widows with there helmets on and would be suffering from severe neck aches from trying to look out the windows once the helmet is off, unless the seats are angled and I don't see it. But with that said, that isn't the final configuration of the IVA. I'm still undecided on a few aspects. I have no clue what this is but it doesn't sound like SpaceX. Maybe try one of the guys making stuff for BD armory.
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That is a very interesting idea...... Not sure it would work though. For instance if you have the mk2 on the launch pad and zoom into its center there is nothing inside. The IVA is an entirely separate part linked together by the configs. Now, if you designed the ship so that the IVA is actually part of the ship it could work. You could just copy the IVA into the actual ship and export it, which wouldn't be to difficult. That does raise a performance issue though. To make that work would probably require more geometry than your average computer could run without some pretty serious lag. Although maybe not, since it seems lag is caused mainly by the # of parts in KSP. When I finish the IVA I will give it a shot. It shouldn't be to difficult once the pieces are all in place. As to the RPM stuff- They will only be included in the command section(seats around the center pole). The rest of the seats are intended for passengers who have no business pressing any buttons operating the spaceship. All the passengers will have a spectacular view through the windows though. I really don't see why you would ever even need to select kerbal#22 on the ship and hence why he/she doesn't need a computer. The intention is that the first six(important kerbals) or so will have RPM stuff.
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Here is an update of what I have planned for the BFR IVA. This is the crew quarters below it will be passenger cabins. I originally intended to make it so a kerbal could actually go into that area from EVA to explore but I'm worried about my vertices count. So I'm not sure yet........ The only thing textured so far is the seats.