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Everything posted by electronicfox
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EUREKA! It works! I have now officially popped my plugin cherry. I can also apply similar code to other folding parts, including the troublesome solar panels on the blimp, I just need to swap some parts around but the base code works! For those interested, I replaced "anim(Anim)" with "anim[Anim]" (Credit to Sarbian for helping me with that)...that was the only thing wrong. The code works nicely now And I've included a lift multiplier variable in the CFG so the final lift value can be edited without more plugin messing. Thanks for the help guys Now a gif.
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I have an animated wing that deploys itself, but I have come across the unfortunate issue where stock KSP will only register the wings lift values from its initial position, meaning that when the wings are folded and stowed away, they still behave as though they're fully deployed. I figure that one way around this is to link the lift values to the animation of the object (so in short, something like Lift = Frame * x). I had to borrow from other plugins to figure out what I need, and I think I am very close to getting this working, but right now its just not doing anything. This is what I have so far:
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It would be possible to have narrow wings also. Though another issue I've come up to is that the wings wont change their center of lift, or any of the lift stats in general when stowed in stock KSP, FAR will detect the change though. Another issue with adding animations to parts that dont usually use animations. A plugin that allows me to change the drag and lift of the part according to its place in the animation would work, same as the solar panels, but its getting that plugin (or learning to make it myself, it seems several parts will be needing this, but I really suck at programming so if someone could help out I'd be eternally grateful).
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Geez all these troubles I'm finding, and other people have already gone through them I can get the two flaps...flapping. But they're basically working as one single flap. No inverted flapping for roll authority it seems. I know the big stock shuttle rudder pulls in another model for the control surface, theoretically that would work for multiple surfaces. Unfortunately since this has a deploy animation its a little more tricky. That said. Maybe using empty objects as fake control surfaces would at least give me roll control, even if the flaps dont animate in the same way. If it comes to it, I'll just seperate the wings into 3 parts that attach easilly (main body and wings), I'd prefer not to have to do that, but limitations are limitations.