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Katten

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Everything posted by Katten

  1. Aha, does that cause problems? I am just about to release another version of AnimatedAttachment, I could hold off with it if it is better to fix this first. Well, actually I have already uploaded it so it will have to wait for tomorrow morning (in 4 hours, yey for early train...)
  2. Hmm odd, but i have many updates that i think i can release later today. Lets test again with that version
  3. Hmm, that would be neat, but I don't know how that would be done. They are just generic animations and as the stock animations they move very quickly.
  4. Yes! it introduced the robotics parts. But actually i have a bunch of improvements and revamps of those parts coming soon, so just be warned that the next release might break ships built with them. mostly due to the range of motion having changed
  5. That's a great idea, i will look into it! a new release is coming soon anyway
  6. Maybe can be possible to abuse the stock deploy limits to have some control of it..
  7. Oops, noticed now that transform scales in the models are not properly applied. Will be fixed, but for now make sure that your meshes/armatures/empties are in 1,1,1 scale in Blender. Also, when animating an object in the VAB, the attach node isn't properly updated (used to work but broke it in a cleanup before the release). So it is updated directly when you attach something to it instead. Edit: solved
  8. It doesnt work with surface attached parts.. yet at least =) I think it is possible to solve it Edit: now supports surface attached parts too
  9. An arm would be cool, but it would be limited to predefined positions unfortunately =/
  10. You can move parts, for example to extend antennas or science instruments further from the craft, or folding in wheels. there is an extending boom, a 90 degree hinge and a 90 degree rotator. Sub parts need to be stack attached tho. Next step is coming up with more cool usage of this besides those basic parts already added =)
  11. 1.5.0 - Transformers * Added 3 animated parts based on AnimatedAttachment * Removed the TexturesUnlimited patch until I had a chance to test it Not too happy with the hinge model... but it will have to do for now =)
  12. This mod adds a PartModule that enable generic animations to move sub parts! Thus, it is a light-weight option for modders and players to use instead of the more advanced robotics mods out there. Even works for stock parts! When a part contains components that move (due to animations, gimballing or moving control surfaces), this part module can move any connected part in response. Thus, a part modder may add a moving boom, rotators, hinges etc without learning anything more than they already know from before. Parts are moved by using physical forces in the joints. This means that they will obey the laws of physics. Limitations & known issues #3 There is a caveat for physics-less parts - while they and any other physics-less sub-parts to them will move with the animation, any physics-enabled sub-parts will not. For example, a cubic strut connected to a hinge will move with it, but a tank connected to the cubic strut will not. Basic usage AnimatedAttachment will be automatically added to all parts containing a ModuleAnimateGeneric, ModuleGimbal or ModuleControlSurface. So there is no need to do anything else to your config. Players simply use the "Deploy" button or similar to run the animation and any connected sub-part will move with it. Advanced usage A player can adjust this in the VAB by enabling the stock feature "Advanced tweakables" in the settings and then right clicking the animated part, to set maximum force and spring strength. Part modders may potentially override the default settings in the part module, but this has not been tested much yet. Mods using AnimatedAttachments Rocket Emporium contains several parts that uses this part module Compatibility This mod has been tested for compatibility with * KJR * KIS/KAS License Released under CCA-NC-SA 4.0. Credit Thanks to @Rudolf Meier, @blowfish and others for answering many questions about quaternions and whatnot, and @HebaruSan for the awesome work with CKAN. Change log Download Download from CKAN or from github.
  13. Hello, this thread is a community effort to define a set of standard tags that modder can use for their released mods. After some reiteration, we can suggest this to see if we can get support from modders to implement it. I'll update this OP with any great suggestions we can mull out. How about parts planets gui autopilot lifesupport science
  14. Right now I'm working on a little sumtin sumtin, a plugin that enables generic animations to move attached part =) So a light weight option to infernal robotics etc. The goal is to be able to that mars rover lander that opens up with the rover on one of the sides.. =) But right now I'm testing the concept with a simple extensible arm and a hinge.
  15. Should we try to brainstorm some tag name suggestions? After some refinement, we can make a suggestion in a separate thread to see if there is support from the modders and then possibly pin a post?
  16. I will solve this is in the next patch. Meanwhile, please remove TexturesUnlimited.cfg, that should do the trick.
  17. v1.4.1 - Bye bye, stage 2! Decouplers: * Fixes the ejection force * Minor visual improvements * Added colliders to the bars Unfortunately, the fix required moving the center of the decouplers, so your previous saves will most likely have some weird positioning of your decouplers. Sorry!
  18. Thanks! Hmm, do you mean that it should have some more MM config requirements in there? I'm not too familiar with MM to tbh.
  19. Nice lander! How... does it survive impact? I didn't see a chute =) I think I will rework RB-1 to open up the bottom half, then we can put whatever there! I was just afraid of multiple colliders slowing the cpu in the beginning, but I have since abandoned that fear :p Me too! I think it should be possible. Any ideas on how they would look?
  20. v1.4.0 - Tiny feet * The lander legs now have a proper suspension setup * Added some tinier probe legs * Added a PartModule FXModuleConstrainPositionEx that enables multiple transforms to be averaged to determine the position of a target transform (to support the tiny lander leg) * Moved around stuff in the tech tree that wasn't assigned already * Fixed an incorrect tech tree requirement of the Spherical Probe Container
  21. Send it to me in a private message maybe. =)
  22. Nice yes, it'd be cool if there was a requirement to face them towards eachother. And extra cool if it worked with scansat to paint maps, since that is the real world application
  23. Yes, please link the log file, there is no other way for me to examine this.
  24. @KSPrynk A tetrahedron could be nice actually... =) @Barzon Kerman Place a chair in it maybe? =) @The Minmus Derp I rather not repeat the exact same shape, but if there is any other reasonable shape.. 20-sided die maybe? =)
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