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Katten

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Posts posted by Katten

  1. On 12/6/2020 at 12:44 AM, Ravien said:

     

    Oh no, did I include the dlls by mistake... again... sorry! 

    Yeah the shroud issue is so annoying, it was something changed in 1.4.x I think. It happens on stuff that has a combo of animations and shrouds. It should be possible to solve, because there is one or two standard parts that have this, but I've spent too much time trying to find a solution and given up at this stage =S

  2. On 8/10/2020 at 2:40 AM, AlphaMensae said:

    @KattenCan Animated Attachment be made to work with node-attached parts. Example being the launch rails I'm trying to make. They can be angled by using a deploy limit slider animation, but if the rocket is node-attached to the rail (at the bottom of the engine) then it doesn't move with the rail as the slider is adjusted. If the rocket is surface-attached to the rail itself, then it does move.

    Also, I discovered if the rocket has the root part in it (usually being a probe core or pod at the top), then it also doesn't move with the rail. I was wondering why AnimatedAttachment wasn't working with my test rail, but when I rerooted to the launch stand the rail was mounted on, then attached the rocket to the rail, then it did work.  I'd would greatly rather have the rail being attached to the rocket, with the rocket having the root part.

    Hello!

    Generally, nodes can be animated too!

    As far as I recall, one problem is, if the node that is being animated is the root that the animating part is itself connected to its parent with, it won't move the parent. If that makes sense =)

  3. Hello!

    I believe the problem here is that to make nodes movable, they must be defined in the model, rather than in the cfg file. So if you update your model to use that system, maybe it will work!

    I tried to create a part like this now, but I was unable to get it fully running. Funny thing tho - the stock mk2DockingPort.cfg has a docking module that uses this system already. Actually when I loaded it in the VAB, I didn't see any docking node point...
    Seems I have some mod issues to solve with 1.9 first... maybe one of mine, or another one.
     

  4. Tested in 1.7.3 and most stuff looks okey. Some previously existing issues continue to do so...
    * the extra visual meshes that appear automatically when connecting some parts together, and are correctly visible in the VAB, continue to end up in the wrong place in flight. 
    * the cameras don't record all layers of meshes, so for example Kerbin will not be shown from orbit - only the the stars
    * sometimes the cameras will make part of the world darker until you have taken a photo, like the renderer has been messed up a bit

  5. 23 minutes ago, SeucheAnemone56 said:

    Support for 1.7.x ? I'm pretty sure but no one updates their mods titles

    I believe everything is working, and yes, I should get around to test and update it. Hopeful for some more time and energy =)

    Actually, with the exception of some visual parts that have had problems since 1.4.x somewhere. Wish I could find a good workaround to continue focusing on further development of parts!

  6. 3 hours ago, Drew Kerman said:

    have you tried attaching parts to the BDB launch service towers? I just wanted to put a light at the end of the crew tower walkway to illuminate the capsule but it stayed out there when the walkway retracted. The attempted lift off was hilariously cut short when one of the tail fins hit the light...

    v2.1.4:

    * Added support for launch clamps

    https://github.com/KSPKatten/AnimatedAttachment/releases/tag/v2.1.4

     

    Was very nice with the foldable lights, as they automatically folded back when staging, for some reason =)

  7. With Breaking Ground, KSP now has built in support for robotics, including surface attachments! VERY NICE!

    However, this mod still functions the same as earlier, adding support for surface attachments and simple robotics based on generic animations (cargo bays etc),
    as well as control surfaces, nozzles, and any third party mod that somehow animates meshes.

  8. On 5/9/2019 at 4:54 AM, RocketSquid said:

    Sorry to bother you @Katten, but is there any chance of this mod getting an update/recompile? It would solve an issue I've had for a long while, namely the impossibility of properly berthing a spacecraft in KSP. Of course I realize it might not be possible, and that it's been quite a while since you've updated it, so I fully understand if the answer is no.

    Of course! I didn't have time to test it yet, but at least compiled and updated version info.

    v1.0.2
    * Compiled for 1.7.0

    Here is an example of what this can do:

     

  9. On 5/8/2019 at 3:11 AM, fourfa said:

    Can you surface attach to the spinning ore scanner with this mod? I never tried

    Happy to oblige! =)

    Add the following to the stock file OrbitalScanner.cfg:

    MODULE { name = AnimatedAttachment }

    Also, in the same file, change

    attachRules = 1,1,0,0,0
    to
    attachRules = 1,1,0,1,0

     

     

  10. On 4/11/2019 at 7:46 PM, Raccoon said:

    I've tested a lot of parts and I've no idea what's wrong. Some Universal Storage 2 bays work fine, some Near Future work fine, others don't and all Rocket Emporium works just fine. Stock seems to work as well. Any ideas? Cause I'm lost.

    Thanks Raccoon and linuxgurugamer for the bug reports! Hopefully I will get a chance to look at this soon! (very busy work period at the moment)

    For the cargo bays I would suspect that the model structure contains something that isn't handled well by AA, maybe some negative scaling or anything else that I wouldn't have foreseen when writing the code.

  11. 1 hour ago, SeucheAnemone56 said:

    What about the compatibility of surface-attached parts from Third-party mods? Or cargo bays ? 

    Are the wheels still stable while long animations ?

    any connected (stock) sub-part ?

    If that's true, great work, Katten !

    Hi there!

    Surface attachment works on cargo bays (and anything using generic animations), and should work on any third party mod that moves the collision meshes of a model - but you'll need to edit AnimatedAttachment.cfg so that AnimatedAttachment is added to that specific part (or, to ALL parts). This was tested successfully earlier with one of the tank/weapon mods! =)

    I don't know if there can be situations during animation that could disturb wheels. Not impossible...

    Yes, any connected stock or mod part! Both physics based (tanks etc) and physics-less (antennas, small struts)

    SampleReturn.png?raw=true

     

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