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Kiyoto_Protocol

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Everything posted by Kiyoto_Protocol

  1. You'll have to speak to Kreuzung about using the plugin, since he's the author. It's currently capable of using custom animation names, setting custom names on the right-click menu, playing the animation in the VAB/SPH, playing the animation when the stage is activated, and allowing Kerbals on EVA to play the animation from a set distance outside the ship. So as you can see, it's pretty jampacked with features at the moment, and we were planning on adding a couple more options to it. I think the only other major feature we are planning on implementing is a way to loop the animation. But I'll see if he wants to release the project today, and we can add more functionality to the plugin in an update.
  2. No, I understand completely. The thing is that the cargo bay is completely modelled and textured. I'm just waiting on Kreuzung to give the all clear to release his animation plugin. We're just making sure there aren't any bugs, and adding in any other functionality we need. So in the downtime between his plugin versions, I've been working on the aircraft carrier.
  3. The only problem I've encountered so far with the aircraft carrier is its size. It sticks out both ends of the SPH and it's a bit difficult to move it around to stick wheels and rockets on it to get it into the water. It would be nice if Squad implemented a boat dock -wink wink nudge nudge- for launching boats, that would allow for larger vessels. I also plan on making a submarine and some smaller boats, since there haven't been any released. I haven't played around with making engines though, so I'm not sure if I could make an outboard motor that has the gimbal separate from the rotating propeller.
  4. Well we're in the final phases of bugtesting the plugin. We've got most of the bugs worked out. I'll talk to Kreuzung to see if he's willing to release tonight. Here are some screenshots of the aircraft carrier I'm working on to hold you over until then. Enjoy! =D [ATTACH=CONFIG]32567[/ATTACH] [ATTACH=CONFIG]32568[/ATTACH] [ATTACH=CONFIG]32569[/ATTACH] Elevators to hangar [ATTACH=CONFIG]32570[/ATTACH] The hangar is quite spacious. Those planes are ~20m long, 15m wide, and 12m tall. [ATTACH=CONFIG]32571[/ATTACH] Boat Bay with elevator leading to hangar
  5. Hey guys, sorry I haven't responded to the thread much. Been busy working on a new project. -cough- it's an aircraft carrier. -cough cough- To answer a couple questions posted: Implementing the collider mesh for it was a bit tricky when I was testing it. Since KSP requires convex collider meshes, I realized I had to split the object into 6 pieces. 2 for the bottom, 2 for the sides, and 2 for the doors. That way you could actually place parts inside, as well as the outside working correctly with collisions and attaching parts. Since it has 6 collider meshes, parts on the inside will stay there until you open the doors, or they explode from wobbling around too much. I tested it as a ladder to play the animation, but it didn't work the way I was hoping. Luckily, Kreuzung is almost finished with a custom animation plugin which is working great so far. And yes, I added bump mapping. =D Making the bottom open up instead of the top wouldn't be too hard, although it would take me a bit of time to change the animated parts and everything. As far as double length, the inside is completely hollow, so you can just stack more of them together to get a longer area to work with. If you have any more questions, feel free to PM me or post in this thread. Thanks!
  6. Bottom opening so you could use it as a bomb bay? I may be able to do that.
  7. It's actually not set up as a decoupler, but rather a landing leg so the animation plays correctly. Although Kreuzung is coding a separate plugin to play the animation. You can attach whichever decoupler you want to the inside though, or even use DamnedRobotics parts to have an extending arm like I did in the last couple screenshots.
  8. Well the part itself is already made, textured, and working. The only problem I'm having is creating a plugin to give the animation a keybind or right-click menu.
  9. I'm posting to see how much interest there is in me releasing this part, and to possibly receive some assistance from a plugin developer. It's a cargo bay that fits perfectly with C7's Mk3 Cockpit and Mk3 Fuselage. I have received C7's permission to use his part's likeness. Full album The only difficulty I'm having is that I'm unsure how to assign its animation to a custom key, because I have little coding experience. It's currently set up as landing gear, and works well, but it's annoying to have it open and close when trying to only extend/retract the landing gear. I'm hoping someone could help me out with the coding. Just a simple part module plugin that would allow me to set a custom keybind for it, or just have it activate on a right-click menu. I tested it as a ladder by setting that as the partmodule in the .cfg file, and it worked with just the right-click menu, eliminating the whole 'opening with the landing gear' problem. The only downside is that it rotated the part 180 degrees from the VAB/SPH orientation everytime I launched it for some reason. =/ Anyway, let me know what you guys think. Thanks!
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