-
Posts
24 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by vrga
-
-
it is normally better with c# to do a case insensitive match rather than doing two .ToLower()
String.Equals(string1, string2, StringComparison.OrdinalIgnoreCase);
that prevents c# from adding the two new strings to the immutable store and also works better for localization
its irrelevant for this case, since we only want the lowercase letter, because unity differentiates between these when it comes to key binding...
[edit] Pull request
-
Yup. Don't use uppercase letters. Haven't figured how to prevent that.
on a hunch, convert letter to lowercase before saving? .ToLower() on the string?
havent touched the code so wouldnt know the first thing about how to fix it, since C#...
edit: i'll send a pullrequest if i figure out a solution.
-
And a genuine bug report here: When entering a key for a group as an uppercase letter, KSP starts spewing out errors about not finding that key once you try to fly your contraption.
-
@vrga: I didn't look into fixing that this time around; hopefully next update.
it only derped out on the pre-existing planes that i built and stuck at 829.something degrees. the planes flew just fine tho. Did shake apart later one due to the up and down swirly shaking apart the ship.
-
the stall angle in the VAB is also stuck at 859°...
btw, zzz, try adding control surfaces and modifying their angles then hitting the update button. that solved it for me yesterday.
-
could anyone explain to me why would a plane decide to start shaking itself apart even before it lifts off properly? i've seen it happen while trying to fly the hypersonic speed thing and another design of mine that should take off, but they quite literally go "stable, stable, wings start catching air, have a seizure, fall apart"
-
That's really bad form. Asking for donations, or even being willing to accept donations, for creating parts in an indie game that's still in beta, really? Anyone who thinks that's appropriate in any way really has poor etiquette.
considering i plan to release all my models under a license that is basically "do whatever you want with my models and textures as long as you credit me", no, it is not.
i do not attach any monetary value to the models.
-
yup. usually when its on the default "rotation" as you've set in the SPH, they drop once the game engages physics, but get up to the place when rotated a bit. which usually jerks my plane around like mad.Issue with the tiltrotor hinge. The outer hinge is a PITA to attach to, and the connections are HIGHLY unstable, resulting in flopping connections and explosions. -
odliÄÂno kolega, odliÄÂno
-
I think you should not use smooth shading for the decouples. I don't know how they are represented in Unity, but in blender you need to change it to solid over in the T panel.
Cinema4D's fbx exporter nommed the smoothgroups unfortunately. will figure something out eventually...
But its not big on the list of "to fix" things, since its the only one so far
btw, elpucko, hvala
-
Got some stuff done, heres the docking node picture, and a video about the decoupler.
I am not entirely sure that the docking node is even possible at this time unfortunately. sure i can make it and animate, but i dont know. Will give it a look
Also, added your video to the first post
-
thank you, that does help a good biti posted a thread about geting animations to play in game see (http://kerbalspaceprogram.com/forum/showthread.php/17514-Animated-Lander-Leg-tutorial) for a tutorial and vid, shuld be the same for landing gear,hope it helps your stuf looks good
-
Thank you for the interest, but this will never be updated and i am removing the links
-
Vidim da nas ima ÄÂak decentna koliÄÂina
-
C7 has a tutorial video where he demonstrates how to get an animated model into Unity PartTools: http://kerbalspaceprogram.com/forum/showthread.php/11114-C7-Tutorials
Please re-read my post another few times before you start understanding what i actually wrote there, because your post tells me you have barely skimmed it.
@dishycourier and quadro7f, thanks
-
This mod will never be updated, nor will there be downloads. Thank you all for looking at it
Hello folks, i'm a bit of a newbie here on the forums and in general to KSP modding, but, motivated by lack of landing gears of decent ground clearance, i embarked on an effort to create new, bigger ones. With OPTIONS!
This is just the first model, i've gotten it ingame currently, but i have no idea what do i have to set up in unity to get it to lower/raise gears or to even spin as wheels do.
Also, as a side-joy, i get the lovely message of: "WheelCollider requires an attached Rigidbody to function." from the output_log.txt, when the game is loading the model. It might just be me having the utterly wrong hierarchy for what is actually needed.
Any input you folks could give me on this front would be greatly appreciated.
Some of you've probably seen pecenipicek on IRC posting pictures/vids to this, and that is my other nickname.
Now, as for future plans go, here's what Hyratel had to say as good options for future landing gears, all of which i plan to create relatively soon:
- Fixed landing gears
- Gears that end up flush with the fuselage/part where they are attached when raised
- Tail landing skid
- Fat landing wheels
Granted, this is will all probably be modelled and textured before i manage to figure out how to make them proper gears in-game.
The model weighs in at 956 triangles and the source texture are made in 20482
In any case, cheers and i can barely wait for your comments, folks
- Fixed landing gears
-
Welcome aboard, so very glorious to see more people from our area come on board with this
-
yup. its kinda like this:
You can get into space in two ways.
One involves just going "To hell with you gravity, drag and the rest! I SHALL PIERCE THE HEAVE- ATMOSPHERE WITH MY MIGHTY DRIL- ROCKET!"
The other involves "Lets go sneakily through and then lets just escape with gravity barely noticing."
I look at it as Gork vs Mork, for anyone familiar with 40k, since this game is perfect for improvisational spaceship building. And kerbals might just be green enough to pass as orks
-
No problems
-
*image removed by me*
here's my attempt
non-stock parts are the fuel tank and the things on which the small control surfaces are mounted on i think. and mechjeb of course.
-
I think you are looking for mechjeb.
Vessel Information is the button you are looking for if memory serves.
-
Well, i tried making bigger landing gear with more clearance, got them in-game even, but i cannot make them work as landing gears so far due to lack of knowledge of tag names and general collider shenanigans in unity. still need to devise a decent collision mesh for the whole thing...
http://youtu.be/5UU4mZJe6sQ?hd=1
But, at least the model and textures are complete.
[PART, 1.0.2] Anatid Robotics / MuMech - MechJeb - Autopilot - Historical thread
in KSP1 Mod Releases
Posted
yet another confirm
menu pops into existence, then pops right back out.