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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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Hi again:) What you're going to need to do is create a convex hull, this is a group of colliders arranged to provide an open space. Without a reference image I can't tell what you've got, this then is based on a simple box with doors on the end. Modelling app version Step 1 clone your cargo bay less the doors( don't move it) Next hide the original model and doors . Now you will need to divide your cloned object into 5 parts, left wall, right wall, base. top, and back, unhide everything and make these objects a child of the main model and export as normal. In unity you apply a convex mesh collider to all these clone collider parts and remove the mesh renderer component. Unity only version, create a new gameobject align it with 1 of the walls etc, assign a box collider to that game object and adjust dimensions to suit, continue doing this until you've done all 5 faces
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Animating Cargo Doors
SpannerMonkey(smce) replied to KerboNerd's topic in KSP1 Modelling and Texturing Discussion
Depends on the part hierarchy (and the why of the hierarchy) but generally if you have imported the party with animation, the animation would be on the model mesh (first child object) and this should have the animation component added from the inspector window. If the animation is created in unity it can be either, in the example image above, it's all on the parent gameobject (containing the part tools exporter) as all the animations are created in unity, and that was the highlighted object when i opened the animation window. -
Animating Cargo Doors
SpannerMonkey(smce) replied to KerboNerd's topic in KSP1 Modelling and Texturing Discussion
Must admit that i don't import anything except really complicated animations these days, I create simple animations once the model is imported using the legacy animation and the curve editor, no need to splice animations, and the option to endlessly tweak it should it not be right first time. Note dont use an animation controller or the Animator component for this, remove those if added, use add component > miscellaneous > Animation for this , which looks like -
Animating Cargo Doors
SpannerMonkey(smce) replied to KerboNerd's topic in KSP1 Modelling and Texturing Discussion
You can use the animation tool, to combine multiple animations into one , (just firing up unity 1 sec) select both your animations , right click, select the animation option from the menu that pops up, then compile selected. this will result in the multiple becoming one , and result in a new file called CompiledAnimation, rename this to whatever is best for your project ( doorsOpen sounds right) then select debug option in the inspector and make sure your new animation is set to legacy, reassign it to the model, check and continue with setup export -
Hi part tools has no defaults that i know of, (apart from the export setting of name and texture type(which nobody uses)) you make the part in a suitable 3d modelling program and import it into unity, work a little magic and export it to ksp. Part tools is the set of tools that converts your model into a KSP readable format, it doesn't create parts. As above As above, plus animation either in the modelling app or using the unity toolset
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Except your craft is still inverted!! Which as mentioned previously will have a detrimental effect. Also be aware that we are only able to provide bug fix support for current BDA release versions, which right now means BDA v1.2.4, and any issues arising from v1.2.4 will be dealt with during the next update cycle (ongoing) rather than being retroactively applied . I have tested these parts (as shown previously) in both the publicly available BDA v1.2.4 release and Pre release test versions of BDA and am unable to discern any problem, apart from the previously known issues with launchers. Not sure if the lag, very evident on your video is as a result of recording or signs of deeper problems in your game resulting in excessive logging. Should your problems persist I'd like to suggest a complete fresh install of the latest BDA and a careful examination of the KSP.log to ensure that there are no other mod related issues, BDA runs best in a clean (No excessive logging of null refs etc ) game environment
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Congratulations (Tip I think your model has inherited some blender oddness, you may be able to get a more consistent finish by clearing any smoothing applied in blender (automagically or otherwise) and use the Unity version, once imported to unity select the import so it shows in the inspector, the top half of the inspector contains various settings and the lower and image of the model. By default the Normals and Tangents options will be set to import and calculate, change the Normals option to calculate, and observe the change in appearance, if you like it click apply and re export, I think you'll like it )
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Well that's odd, it clearly shows the texture has been applied to the model and was exported, I doubt very much if it's anything at all to do with your uv mapping technique , as I could show you some real horrors that work quite well in game. The log you need is the KSP.log found in the main KSP folder, I'm guessing that it'll show a texture not found error for texture 3.png. I have to check at this point your file structure, It is KSP/GameData/Yourmod/yourmodParts/ and the texture Mu and cfg are altogether in the same folder?
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It also looks from your video at 0:53 , as if some of the launch tubes are obscured by that 2x2 structure, if any of the tubes that contain missiles are obscured it will trigger the clearance check, and that will be applied to the whole launcher, clearance check prevents you shooting your own craft.
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That looks fine although you should remove that unused animator component Nope that's as it should be, the default collider material will be more than adequate for your project, Physic materials are a way of altering the games response to your part, you can, if required, make the collider appear hard, soft , bouncy, slippy and whole load of other combinations. It's really difficult to tell whats wrong from these keyhole views of your project and aside from stepping through the whole process one step at a time i can't see a solution. As i've not already asked, do you have any warnings showing at the bottom of the unity scene or in the console? Have you tried creating a new material in unity, rather than using the imported material? It's worth trying at this point (even though the assignment looks ok) Create a new material and drag drop it either directly onto the mesh or into the material slot in the inspector, re assign the shader ( use KSP specular as diffuse is horribly flat with zero reflectivity and you want a bit of shine) reassign the texture, It's worth checking that materials are actually assigned in the renderer window, on the part tools section of the inspector, select show textures then select compile textures and export, hopefully it'll work. One more or two more things, really obvious, i should have asked much earlier, open the .Mu in a text editor, scroll down to the very bottom, you should see your texture name, should look something like this https://i.imgur.com/A2vvnud.png Finally the most obvious question of all, have you searched the KSP.log for your part and checked if the game can't find your texture or any other problem? If you aren't familiar with reading logs post a link and I'll take a look.
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Your launcher needs a probe core or some form of command module and it needs to be correctly aligned, your launcher appears to think it's upside down and this will affect BDA ai's performance
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Not done that either, wouldn't have thought that there'd be enough room, and I'd cast doubt on whether the hull is stable enough for such antics, the results of your test sort of confirm that . Scaling the hull (any of the hulls for that matter) is rarely successful as all values are set for the default size, and buoyancy gets a bit weird when scaled . I have tested helis on the Type 45 although not for a long while and not stock built ones, which by their nature would be likely much heavier . Also worth mentioning that one of the other reasons why I've not invested much time in that side of things is I've yet to find a reliable un glitchy way of easily securing and transporting the craft once they are aboard.
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Hi i haven't put any aircraft carriers in SM Marine, non of the craft in the mod are large or heavy enough to take aircraft landings (IMO) , and I've never tested any of them in such a role. The bouncing is because the hulls have been pushed into the water beyond the point of maximum buoyancy, if the load continues to be applied a viscous cycle starts that will not stop until the excess load is removed . Aircraft carriers need some special tweaks and colossal mass, so that suddenly adding tonnes of weight doesn't result in the bouncing cycle.
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I'm with steuben, even though all i do is mod test videos, and demos, its very rare to get everything to happen just as you expect it to. If it's any more complicated than flying a single ship to orbit( most of mine involve interactions between several craft) it usually takes at least a couple of runs before i'm happy with the result, and the amount of video published pales in comparison to the amount recorded
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Could be something wrong with the parts as they haven't been updated for a while, regardless of any part issues a sectional hull is never going to make a satisfactory runway, as one smooth continuous collider is whats needed and you can't have that on a sectional hull.
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Hi you'll have to define " It's not worked. " a little clearer. The missile by default is set up to engage Air and Ground targets, (although i question its usefulness in this latter role) It's not set up to engage missiles as the missile itself is not really fast enough. I've just tested the patriot launcher and the Pac 3 missiles , using the same radar and it works, worth noting though that IF the target is flying the holding loop around KSC at more than 2000 mtrs then the window of opportunity for the launcher to fire is very small, the turret has a maximum pitch of 65 degrees, if the target is outside this range the AI will not fire the missile ( It is a known BDA bug) you will be able to manually fire the missile. Having watched your video several times i suspect it's not the turret thats bugged but either your craft , does it have a probe core or similar if it does, is it the right way up, I see no indication of a cmd core in your video. or the install of BDA, as once you selected guard mode the radar and turret should have activated , which it did not.
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Hi again, what happens when you click on the show materials button? Ideally your file URL should point to a KSP GameData folder if part tools is to work properly, not desktop. Don't use MBM (nobody does anymore) it produces a massive file size even from a small texture sheet, use PNG instead . Also give the part a name instead of Model, it'll make it a lot easier to manage (nothing worse than 200 files all called model) Can you show a pic of your scene with the mesh highlighted and visible in the inspector window. According to your images the hpconvert is the mesh and the convertorPart is the collider? in the second image it looks as though the texture is applied to convertor part? Its all a guess as we all do things a little differently, and for a simple cylinder shape like that I'd just have the GameObject ( renamed to hpconvert) as a child of that would be the mesh hpconvert, there's no need for a separate collider as the unity applied convex mesh collider will work for that EDIT just noticed that the scene view is set incorrectly , you have selected Center and Local, It should be PIVOT and Local, huge difference between the two when it comes to engines cockpits etc EDIT 2 Just noticed that you are using Unity 2018.3.4 , the correct version for part tools and KSP modding is Unity 2017.1.3p1
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Also, i have to ask why anyone would ever want to willingly install a KSP version that lasted 4 whole days before being fixed. I do note that KSP 1.0 became the demo, which seems a bit odd considering how nasty it was, I'd have thought 1.0.5 would have been a better choice.
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Hi, we've all been there So your KSP modding toolbox should contain the following items , modelling App of your choice (blender, 3dsmax, maya, wings3d all used for this) Unity2017.1.3 and the (squad supplied) Part tools package( check out the modding sub forums for a link to the latest version) , this converts your models into a format the game can use (along with loads of other things) A decent texturing/paint app, whatever works for you but NOT ms paint . A quality text editor, many of us use Notepad ++ . Now it's great that you want to make parts, but cockpits are not the easiest things to do or get right. So for your first KSP mod, do something simple stupid, make a cube, uv map it and put a texture on it. import it into unity and set it up, export it to game , give it a simple cfg that'll allow it to show up, get that worked out and you're one step closer to your cockpits and you wont be left wondering why it doesn't work.
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Hi not a lot of detail to go on there, a pic of your unity scene and the inspector with the part tools applied would be helpful. Questions.. do you have one texture per mesh? only one is supported. Does the mesh show more than one renderer? Does the texture show in unity? Have you accidentally applied the material (shader) to the collision mesh? Whatever is wrong it's likely to be something easily rectified, usually is
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Hi. it's obviously going to depend on the size of the sub, and how much power it has . I've had versions of the Dallas and Typhoon clear of the water without too much trouble and no lag spike that I've ever noticed and no explosions on landing (I do use KJR) , not that its something i make a habit of, mainly due to the fact there's little value to be gained, especially with a large sub it takes a while for things to settle down afterward , during which time the sub is horribly vulnerable to the very efficient surface ships it usually fights. Our little dev sub can jump around like a flying fish, but again it's just for lols, it does this mainly by having a surplus of power that allows the engine to overcome the many tonnes of ballast, and by being quite small. A video of the dev sub using TheKurgans patent water propulsion sytem below. As for making something that can do this at will as part of the mod, I don't think it'd be too wise, I spend a lot of time making sure these things don't or can't fly, and you can take it from me and the team that some of them really want to. I've no real wish to have the thread full of "my sub/ship is in space" bug reports like the bad old days of ksp1.1x etc.
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KSP crash
SpannerMonkey(smce) replied to JPGSP's topic in KSP1 Technical Support (PC, modded installs)
I concur with the poster above, your install is a mess, even if we ignore the 53 copies of miniAVC non of which are needed as you have the full KSPAVC and the what looks like 6 different versions of module manager. The main issue is the number of mods that are not for KSP 131 so I'd suggest a full reinstall and carefully selecting mods meant for KSP 131. For best results, especially when it comes to BDA, don't install every mod on the planet, BDA works best in clean error free (or as close as you can get) installs. ( just noticed that you've also installed several weapon mods that are known to not work fully (if at all) in KSP 131. BDFPS was never available for 131 as it doesn't work. NKD was broken then and still is, and there are others that are sources of unnecessary problems ) -
totm dec 2019 What crimes against Kerbin have you committed?
SpannerMonkey(smce) replied to crasher925's topic in KSP1 Discussion
Missing presumed atomised