Jump to content

Deltafee

Members
  • Posts

    120
  • Joined

  • Last visited

Everything posted by Deltafee

  1. Hey, I was wondering if anyone here could help me make an internal mod??
  2. So i was wondering how would set up the animation to be toggled at the same time i toggle some instrument. For example if i toggled the thermometer, how would i get it toggle the animation with it? Or would that require a plugin?
  3. Okay here's what I did: What do I put in the part.cfg?
  4. So I figure it out; at least its good enough for me. What I did was create the animation of the ladder model retracting and leave the Box_collider(the ladder trigger) alone and it should work.
  5. okay Heres my new hierarchy: I hope it looks right.
  6. okay so I took that animation out and now I get this error on ksp: here's wheelCollider highlighted in unity: I am not sure what it means by
  7. Okay. so how does this look: Where W1 and W2 are just mesh Renderers and the empty Game_Object is both suspensionParent and Wheel and WheelCollider is the single wheel Collider. The animation Wheel is on the suspensionParent gameobject and I take it that its the animation of the wheel rotating. I haven't tried it because I have a feeling there is alot more that needs to be done before it works correctly. So I guess the next question is what do I do next?
  8. So I am still getting the null reference. Here's what is happening in the game ----------------------------------- =========================== Here's what I did: ------------------ Here's my part.cfg: -------------------
  9. Well i made one that had two animations, the default retracting animation and the ladder box collider animation becoming a trigger object once the animation ended. I haven't tried it yet though so i can't say if it worked or not.
  10. Hey I was wondering if anyone had created a retractable ladder?
  11. You know that's both very interesting and I would love to help you guys with it, but can you guys first help me with my problem? Hey TouhouTorpedo where is that thread at? here's what I did from what you said TouhouTorpedo http://i283.photobucket.com/albums/k...ps223c31de.png I reconfigured the part.cfg PART { // --- general parameters --- name = N.C.R. Galileo Starboard GearBay module = Part author = C. Jenkins // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack = 0.0, 0.25, 0.0, 1.0, 0.0, 0.0, 1 // --- FX definitions --- // --- Sound FX definition --- // --- editor parameters --- cost = 450 category = Utility subcategory = 0 title = Galileo Starboard GearBay manufacturer = New California Rockets description = High performance gear designed for atmospheric use. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 3600 fuelCrossFeed = False crashTolerance = 50 breakingForce = 50 breakingTorque = 50 MODULE { name = ModuleLandingGear } MODULE { name = ModuleAnimateGeneric animationName = NAC animSwitch = true // should default the animation to active, make sure your animation loops. } } It's still having problem though.
  12. Hey TouhouTorpedo where is that thread at? here's what I did from what you said TouhouTorpedo http://i283.photobucket.com/albums/kk293/deltafee/Wheel_zps223c31de.png I reconfigured the part.cfg
  13. How do you attach 2 different animations to one object?
  14. Hey I was wondering if anyone could help me make some rover wheels?
  15. My airlock isn't working right and I was wondering if I did it wrong. here's a picture of what I did in unity: http://i283.photobucket.com/albums/kk293/deltafee/AL1_zpse6faf025.png THe kerbalnaut pops out to the left of the airlock!
  16. @GregoryOwen. sorry i don't know any, but i would love to see one too!
  17. how does that look? https://dl.dropboxusercontent.com/u/77575413/bandicam%202013-06-13%2012-26-24-783.avi thanks for the help!
  18. I know from the ksp wiki that there are many fxs for engines but I don't know what they are? does anyone have a complete list of fxs are?
  19. Every time it plays I have to to re toggle it though.
  20. D'oh! I didn't realized I had to toggle it, but yeah it plays once.
  21. Well I guess I mean where you can attract one ship to another within a certain distance.
×
×
  • Create New...