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Maraz

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Everything posted by Maraz

  1. Yes, it is bad smoothing. I don\'t know Blender, but there should be a split edge modifier somewhere. Maraz
  2. There are some off-topic messages, unfortunately... please read first post by Kosmo-Not, it\'s very instructive! Maraz
  3. Do you mean the shadow of the tanks projected to the ground ? Could you post a picture? Your 'shadow problem' might simply be bad smoothing... Maraz
  4. You might want to improve the smoothing of your parts by splitting cylinder\'s edges (common mistake for Blender modellers ) Maraz
  5. Please try with a landed craft. Perhaps the bug happens when the craft is in landed state (mine was landed on Minmus, must try on Mun). Maraz
  6. I have the same bug. From the log screen (ALT+F2) I see that, when the ship is entered from the Tracking Station, for some reason the ZO2System appears to be deactivated, so all Kerbals are immediately killed. Maybe something is wrong when saving persistence file or retrieving info Maraz.
  7. I see that RCS thrusters in this model just have a single thrust vector, while stock RCS thruster and other modded ones have at least four. Maybe this might be confusing MechJeb and make him impossible to steer the spacecraft? Maraz
  8. No, I did not activate VTOL, just tried usual missile takeoff, MechJeb was unable to follow SURF command of SmartASS. Maraz
  9. Awesome model! But there is something strange in it, MechJeb cannot fly it... Maraz
  10. Not sure it is a plugin problem. If I put the mesh and cfg from older version, and it works! In new version, MuMech cannot be found among available parts. Maraz
  11. Kosmos Mumech Autopilot is not working in the new download apparently Maraz
  12. You can arrange a satellite on top of your crew module, then decouple it, then go back to kerbin with your command module and spacecraft. See this example (needs mods: Dynasat, NovaPunch and maybe something else) . Maraz
  13. I believe you should divide your work in two steps: 1) get confident with Blender modelling and UW mapping, and then in texturing (Photoshop, Gimp or whatever) until you get an acceptably good model that can be seen well in Blender (plus its collider node) As other said, try keepong all the texture maps in a single image (a single PNG texture file). 2) once you are confident with Blender + texture program, start importing in Unity. This way you can know whether you are doing something wrong in Blender or in Unity. Maraz
  14. I had this problem when the GameObject was not located in 0,0,0. Please also check that the pivot of your mesh and collider node, in Blender (or whatever 3D program you are using) is the same for both, and is located in 0,0,0 . Maraz
  15. Sometimes editing the cfg of the engine, by reducing the gimbal range, helps. Maraz
  16. More precisely, you should look at the PowerTech code or contact Alchemist. Dynasat satellites are just using PowerTech plugin. Among developments foreseen in PowerTech, IIRC there is the possibility to orient your spacecraft towards the sun (Kerbol). Maraz
  17. It would be good if we could define electrical energy consumption for various equipment (e.g. crew modules) independent from ZO2. Maraz
  18. Also it works together with Zoxygen plugin, this opens a lot of possibilities if the player wants. Maraz
  19. This add-on looks very promising! There is much work being done on Electric Energy, Solar Panels, etc... not to mention the ZO2 plugin (Kerbals still ned ZO2 for their long journeys!). I encourage you to contact the developers (Alchemist, Kreuzung) so that each plugin can work with the others. This will make things much easier for players and part developers. Maraz
  20. You have all what is needed for this. Dynasat Solar Panels have the SolarPanels_PowerTech_MuMech module that generate Energy (not ZO2). Please install Dynasat panels plus the alternate configuration files compatible wirh Kreuzubgs Plugin (in folder DynasatElectric) that contains SolarPanels_PowerTech_MuMech panels: http://kerbalspaceprogram.com/forum/index.php?topic=11622.0 Please find attached this small craft: it\'s a payload (you need something to put it into orbit) but has everything needed: Main ZO2 system and aux tank, battery, ion engine, ZO2 filter and Dynasat panels. http://www./?to6vneds8oiep0t Bye Maraz
  21. I will avoid updating MuMech Plugin for some days. That\'s not a big problem. I am planning a new set of Space Stations parts compatible with your plugin and Zoxygen plugin. But I agree that it would be good having a single plugin for solar panels, ZO2 and electrical Energy. Maraz
  22. I think that this plugin is very cool, it allows proper equipment to be installed into space stations, and also allows to operate the ZO2 plugin at the same time. So I hope that a way is found to better inter-operate with MuMechLib. Maraz
  23. Yes. Probably that has to do with the fact that MAX uses a different orientation (Z-up) than Unity. Also Unity likes importing my MAX files with scale 0.01 (but I understood how to correct that). Bye Maraz
  24. You can use the panels I have made (Dynasat panels), that use PowerTech plugin. Please look at this thread: http://kerbalspaceprogram.com/forum/index.php?topic=11622.0 You have to install the alternate configuration files, that work with Kreuzung\'s Electrical Energy plugin (see installation notes). Bye Maraz
  25. I am confused about that... cannot the animation be done directly in Unity ? I work with 3DS Max, and importing a simple and plain object in Unity is already a nightmare (objects appears rotated, scaled, collision boxes are off, etc...) so I believe that importing an animation could be even more difficult. If animations could be made in Unity, that would avoid this problem. Maraz
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