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Redneck

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Everything posted by Redneck

  1. is it possible for example to open bay doors->wait (x seconds)->fire engine So my question is in the example above is there a way to make it wait/pause before continuing to next step? Firing a engine, for example, through a collider (bay door) results in instant destruction of the part. A "Wait" command would be useful to wait for animations to finish
  2. working on it now https://www.twitch.tv/redneckksp
  3. a little update as seen in the picture with wing moved forward she flew perfectly so what does this mean? Well it means 2 things.... 1: simply move the pivot point on the body in blender and re export that part of the model to unity. Moving the pivot point moves the Center of gravity 2: FAR research can be put on hold thus i can possibly release a "Testing" version a little early we shall see
  4. To do so would actually slow down the progress. Its alot easier to Start KSP/ALT-F12/reload Database make changes Reload database rinse and repeat. But I do thank you for offering
  5. ehhh! not really things to do are 1: get the RCS engines in 2: Animate docking port and assign hatches/ladders for EVA 3 cargo bay animations 4 landing gear (gear will be last due to learning curve involved and the time it will take to update the Deltaglider as well) 5 Retro engines and Rudders 1/2 working.(animations done) 6: Control flaps are in (no speed brake animation yet although I think using the FAR drag model will actually make the speed brake work now and not just animated to look like it) 7: Need to get a basic IVA cockpit in (not necessarily the props but at least imported. Its using the Deltagliders now as a place holder) 8: hover engines and animations *: any unforeseen glitches or hangups that slow me down (FAR may be one. Dont anticipate it to be to bad) Any little touchups on the model such as normals maybe some bump maps for depth little stuff (I hope) Right now the XR2 is flyable in a straight line and can get to orbit. Turning does work but results in a unrecoverable spin. FAR should fix this problem and its really something Ive been wanting to get to work even when working on the deltaglider. The goal is to get these craft flying as smoothly and as maneuverable as can be made
  6. I am looking to converting XR2 to FAR mod. If successful and i like the results then Ill convert the Deltaglider also. Sound like a plan?
  7. @RoyalVengeance Ill have to agree with @Deimos Rast.. You made that look really easy. Nice work
  8. all you have to do is use the thrust limiter on hover engines. cut the 2 rear ones to half and front to full
  9. well im also looking into how to maybe reduce the amount of dependent mods required. not sure im going to be able to pull this off without some custom code which i have no clue about
  10. Well the deltaglider is already functional other then the landing gear
  11. we are coming up on a 3 day weekend. lets see if i cant get you guys something to mess with.
  12. Sounds like you got a game plan with your unfortunate but extra time. I think its a great plan. Ive done a lil modeling myself if you have any questions ill be more then happy to try to help. But it looks like you got it going on already. Get well man!
  13. No its ok to ask I dont mind. I was awaiting them to fix/finish the wheels. We will see. I am thinking about doing a major texture redo also. But I have not forgotten and this project is not abandoned
  14. Ok so I got rid of that one transform that everything was parented to and undoing the animation comments. will assign some random animation to it and name it correctly and see what happens
  15. yeah that transform was me resorting to desperation. The stock launch clamp by squad has it like that so I tried it. But before that originally I wasnt using it with same results. here is the .cfg Ive tried changing LaunchClamp Module PART { name = Launch_Tower module = Part author = Redneck mesh = Launch_Tower.mu rescaleFactor = 1 scale = 1 node_attach = 0.0, 3.981364, 3.615985, 0.0, 0.0, -1.0 fx_gasBurst_white = 0.0, 1.354437, 0.8369194, 0.0, 0.0, 1.0, activate sound_decoupler_fire = activate // --- editor parameters --- TechRequired = generalConstruction entryCost = 1800 cost = 200 category = Structural subcategory = 0 title = Launch Tower manufacturer = Redneck Rockets description = Launch Tower attachRules = 0,1,0,1,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 100 maxTemp = 2000 // = 5000 fuelCrossFeed = False explosionPotential = 0.1 breakingForce = 150 breakingTorque = 150 stageOffset = 0 childStageOffset = 0 bulkheadProfiles = srf tags = clam hold )pad rocket stabil tower MODULE { name = LaunchClamp //name of the module do not change trf_towerPivot_name = Cap //Name of the rotation transform that the Tower part is linked to trf_towerStretch_name = Tower //Name of the mesh that gets stretched trf_anchor_name = Base //Name of the mesh that snaps to the ground //trf_animationRoot_name = Walkway_Anim_Root //the empty game object that holds the animation and the animated //anim_decouple_name = Launch_Tower_Anim // name of the animation to play } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 4 useProgressForBodies = False usePrestigeForSit = False CONSTRAINT { type = SITUATION value = 4 body = _Home } CONSTRAINT { type = SITUATION value = 0 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART } } }
  16. I have Tried everything I can think of and no luck. So instead of trying to describe in a lengthy post what I have and have not tried etc I thought i might just link the blender file and the Unity project folder (unzip test2 to hardrive somewhere and open unity and point it to test2 folder). Can somebody take a look at it and tell me what I am doing wrong? The blender file was done with version 2.71 https://www.dropbox.com/sh/ilumkf14a082wz1/AADnRNPp-NJIK0yxTdH8xNUAa?dl=0
  17. Necro i have been at this launch clamp tutorial for 2 solid days. I have read and triple read the tut step by step. I have some questions Does the launch clamp have to have animations associated with it in order for it just to stretch the mesh correctly? when you export in .FBX format in blender what are the Axis set at? -Z forward Y-up? I would asume Z forward Y up for unity. In blender in the right panel the outliner hierarchy panel you have a wrench icon next to the mesh objects indicating a modifier. Is this a collision modifier? If so any special settings you used? After you import the .FBX into unity are you still clicking on "generate colliders"? Is there only a collider for the base? are you checking "Convex"? Is there one for the cap also?
  18. Is there anyway this could be used on launch clamps also? I have a custom launch clamp id like to be able to rescale to ANY size rocket
  19. I just hope that if multiplayer is implemented that we can host our own server. I hope squad doesn't use a central server setup with a possible pay-to-play idea like say wow. And also why start over with development? Why not just improve and refine DMP?
  20. Thank you for this. This is exactly what I needed to know EDIT: Its getting there
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