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Everything posted by SpannerMonkey(smce)
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How To Do Unity Stuff?
SpannerMonkey(smce) replied to Nicholander's topic in KSP1 Modelling and Texturing Discussion
In the inspector view what a the scales x y z of your monolith ? they should all be one (1) This is what you should have done to get where you are now. first create your model in the application of your choice, make sure prior to export that the model has an origin of 0.0.0 and al transforms and pivots are reset so that no scale or rotation is applied. once in unity. select GameObject and create empty, zero that new object, next drag your model ( the little cube) from project view onto the new game object, it is now a child of the game object. now apply part tools to game object and export. If you have done exactly that there should be no reason your monolith should be a cube. the cube represents the model, the little cross hatch cube represents the mesh filter that unity automatically applies -
Hi tried to do just this very thing for ages, and i'm firmly of the opinion it can't be done , one of the IR chaps explained to me why, it's something to do with collider origins iirc, but this is the reason IR exists, because if it was possible we'd all have animated robot arms etc. It's a lot easier than you may think to incorporate an IR element in your hierarchy , check out the IR tutorial , that I can't find again. and if you do go down the IR route I'd be happy to help with any issues
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How To Do Unity Stuff?
SpannerMonkey(smce) replied to Nicholander's topic in KSP1 Modelling and Texturing Discussion
Hi, i believe your earlier demands for attention may have discouraged further input, you'll find that most of the modders who will help you out are not very tolerant of teeny tantrums. could you show a view of the inspector showing the scale rotation and position of your object, as you have not applied your object to an empty game object, what you will get is the objects unscaled version, so if it started as a cube it will pop back to a cube, to avoid this, create an empty game object at 0.0.0 make your monlith a child of that object, add part tools to game object, fill in paths etc and export. The more details you give the more help you may get. Spanner -
somebody mentioned a trains? , hows this, note you'll need a stupid amount of power supply, all the cargo is fuel for the apu's that keep the EC topped up. rear carriage runs out of fuel to keep reaction wheels working around 30 secs. Specs, 40 repulsor units, 10 apus' 10 battery packs , and a stupid amount of fuel!
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@ BahamutoD Hi, further down the weapon development tree now, and wondering if I could get a look at the hierarchies for the other types of weapon, primarily any projectile weapons, while i appreciate that they're all likely to use a similar system I'd like to confirm my assumptions. Don't need any more unity packages, it's nice though, images will do fine. Cheers Spanner
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Stockalike Boat Parts?
SpannerMonkey(smce) replied to Spacepetscompany's topic in KSP1 Mods Discussions
@ kerbtrek pm'd you regarding getting that hull sorted and tested. Spanner -
Stockalike Boat Parts?
SpannerMonkey(smce) replied to Spacepetscompany's topic in KSP1 Mods Discussions
Hi, I build loads of boat parts having spent a lot of time in and under ksp's oceans I have several that work extremely well. But what do you mean by stockalike , as there no stock reference parts to compare them to. AS for what works modular hulls only work up to a certain size then the wobbles take over rendering the craft useless, multihulls , vessels with two or more hulls work best as they can support a lot of weight with low drag and are inherently stable even in KSP. My now favoured method are scalable one part hulls with combined engines as required and plenty of attachable options for decks and purposes. A very early picture of a modular and now very retired carrier that wobbled like a jelly on the gentle waves ksp oceans -
Hi the LookAt and Position constraints will quite happily play nice together, in a recent rover suspension I needed a lookat and a constrain position at the same location and they are behaving as expected, with complex setups though you have to avoid creating loops of actions much like Inverse kinematics. Although not looked at the unity stuff, I have a feeling that you may need to actually add some child transforms to the top and bottom link , so to the top torque arm add another transform and call it RodEnd or something , then center it to the position you wish the lower pivot point to be, do the same to the bottom arm but using a unique name for the transform of course, then in the config something like MODULE { name = FXModuleConstrainPosition matchRotation = false matchPosition = true CONSTRAINFX { targetName = RodEnd moversName = low arm } CONSTRAINFX { targetName = RodEndB moversName = bottomBrkt } } This way the top arm has to follow the bottom arm rather than the standard straight up and down that the stock layout provides for
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Hopeless Vision?
SpannerMonkey(smce) replied to Warpedone's topic in KSP1 C# Plugin Development Help and Support
Hi the questions I can answer By external model i'm assuming you mean a building or structure rather than a game editor part, the only current way to get buildings into the game is Via the KerbTown mod, very simple to do as well . Resources demand is dealt with in the cfg and the resource definition , check folder Squad Resources for how they are defined, do note however there is currently some support for an open resource system (ORS) in which definitions would be unified rather than one modder having resource X at a mass of 1 and another at 0.1 , which can lead to some nasty problems I'm told. Adding to tech is simply done in the cfg although for career games I believe the requirements may be a little more involved , but not much. Cant help with the missions though, good luck with your project -
Kerbal Stuff, an open-source Space Port replacement
SpannerMonkey(smce) replied to SirCmpwn's topic in KSP1 Mods Discussions
Ah thats a great pity, i liked the open source nature and outlook , just tried to update a little mod and it's all dead not even a 404 -
I'm going to paste this here as I've not seen this info in one place, having grabbed it from various tutorials and posts. These are just the KSP specific tags , are there any more we should know about?? Unity Layers Layer 1 TransparentFX Layer 2 Ignore Raycast Layer 4 Water Layer 5 UI Layer 8 PartsList_Icons Layer 9 Atmosphere Layer 10 Scaled Scenery Notes on lights. If the lights of your craft illuminate a planet surface while you are orbiting. They need to be set to ignore this layer (see this post) thanks to @Nils277 for the discovery (it's bugged a particular project of mine forever) Layer 11 UI_Culled UIDialog Layer 12 UI_Main UIVectors Layer 13 UI_Mask Layer 14 Screens Layer 15 Local SceneryLayer 16 Kerbals ( used for anything you want visible in IVA views) Layer 17 Editor_UI EVA Layer 18 SkySphere Layer 19 Disconnected Parts PhysicalObjects Layer 20 Internal Space ( used to prevent IVA camera views being blocked by props or hull parts also used when creating internal props) Layer 21 Part Triggers ( used for hatches and ladders and in conjunction with box colliders " is Trigger " check box) Layer 22 KerbalInstructors Layer 23 AeroFXIgnore (prevents parts from showing aero effects) Layer 24 MapFX Layer 25 EzGui_UI UIAdditional Layer 26 WheelCollidersIgnore ( used to prevent weird interactions between wheel colliders and node colliders, wheel colliders pass through any collider set to this layer, be warned it also makes things invisible ) Layer 27 wheelColliders ( the layer for wheel colliders ) Layer 28 TerrainColliders Layer 29: DragRender Layer 30: SurfaceFX Layer 31: Vectors TAGS Ladder ( used for ladders ) Airlock ( used for hatches/doors ) Icon_Hidden ( used to hide item from editor view, engine shrouds use this ) Icon_Only ( is useful if you want objects to only appear inside of the thumbnail, like decorative protective intake covers and remove-before-flight tags. Also handy for indicating different sized but similar looking parts ( thanks Ven ) ) NoAttach (prevents surface attach to the collision mesh in Editor. so you can have a part with areas that are not surface attachable while other areas are. set in same way as previous tags) Drag_Hidden (Prevents things like turbo fan blades being included or added to drag calculations) If a layer doesn't exist in the drop down menu, then you have to add it and give it a name. Objects are visible in game when on layers 0 (Default), 15 (Local Scenery) and 19 (Disconnected Parts), and can also be visible on the camera plane on layers 12 (UI_Main) and 13 (UI_Mask). Only layer 0 displays mach and re-entry effects, so placing an object on layer 15 will disable these effects for that object. For more Info New KSP internal camera info retrieved and supplied by @Shadowmage layer-related info on KSPs various cameras (and some near/far clip data) https://www.dropbox.com/s/9y3r5vr6h85ruj7/cameraData.xlsx?dl=0 Updated info courtesy of @Li0n, thanks EDIT 12/06/18 It came to pass that we were trying to make something happen, to do so we wanted to look for a specific game object or group of object , rather than reading every one. SO as a test we created a dummy tag and a plugin to recognize if it was loaded in game. The answer is no. Unity Tags and layers are baked into the base game, so the list above is the list, no adding or creating at run time. https://answers.unity.com/questions/33597/is-it-possible-to-create-a-tag-programmatically.html https://forum.unity.com/threads/why-am-i-getting-tag-not-defined-on-this-code.395891/
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@ BahamutoD, Thanks for the unity package , turned out to be quite easy to follow and now I have a nice fully operational quad 50 in a frigate type mounting, as such I think i'm entitled to ask a question regarding recoil, note however that my gun has no animation , it doesn't need it. Q/ I have noticed that my barrels do not simulate recoil, is this because there is no animate slide transform? couldn't decide if that part of the hierarchy was part of the animation or an added transform. Also its really good that it takes to tweakscale very nicely, top job, again ps looks a lot cooler in unity than my res chopped game.
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hi, I know what is causing the glitchy had a similar problem on several things at the same time, I agree they are very torquey, i dont know if tweak scale can drop wheel torque along with size as it does other tweakables, I'll look into it. As for adaption they are really designed to run with lofi's smoothSteer and repulsors plugin , that in itself will transform them once it reaches the masses, with anti roll, ackerman control and controlled suspension movement, to adapt one would simply take the dismantling of one of TT's wheels to check format and hierarchy etc, once you have your model setup right it's fairly easy to change transform names and add dummies etc, . Glad you like them though , kerbtowned myself a little rockery to play in too. ( nice looking scalers btw)
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Hey yes I saw those, very cool after all this time. I've pm'd you with a link to the newest suspension part featured above, I doubt I'll be doing much more with this lot letting it get buried as it should, as I prefer a subcontracting type roll, but let me know what you think all the same The adapters are available now on KerbalStuff for those interested
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[HELP QUESTION] Runway Light Flares Like At KSC?
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Mod Development
Yes that is the plane with the emissive glow, i should have added that it needs a normal point or spotlight for the actual light for full effect , the plane is just the flare effect , just animate the glow to work in same anim as the light -
[HELP QUESTION] Runway Light Flares Like At KSC?
SpannerMonkey(smce) replied to Eskandare's topic in KSP1 Mod Development
HI, The runway light effect is achieved by having an emissive texture applied to a transparent plane or thin box , with an alpha shader, that way it's only visible when illuminated and i believe there is a new ish module in the kerbtown plugin that deals with the transitions, you'll have to check the pdf or thread to be sure of cfg -
Okely dokely it's a while since I've been there but a repulsor test on sucky eve coming up or going down depending A short ( too short to not have been a hacky way to get there) time later The repulsors work fine on eve although landing such an unbalanced ship was interesting, only trouble comes with dragging repulsors through the atmosphere at high speed seems to knock out the AG settings, which is likely them not you, I did make sure that the ship was nice and level before launch and extending and retracting was working as it should. Here you go picture evidence, first repulsors on Eve maybe?