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Climberfx

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Everything posted by Climberfx

  1. Crew_two variante saindo do forno. (com docking port) Próximo: Crew_three (conversível)
  2. Engine gonna take some time, finishing the crew variants, then going to cockpit + intake. Crew_two almost out of the oven. (with docking port) Next: Crew_three (convertible)
  3. Great, the mod i need! Thank you. So, i manage to copy the code you create to be implemented in Command Seat Stock with Module Manager, on my Seat Part, and it worked, i could add Kerbals in SPH then launch with all filled. But some of then start of seat/ship, look!
  4. Então , avancei mais um pouco, resolvi como fazer a movimentação entre os módulos (ladder tag), e também os acentos. Agora, vou separar os acentos como partes únicas, e fazer o controle de "attach" pre definido, assim poderemos ter mais de um Kerbal usando eles de uma vez. (Agora só dá para sentar um, por limitação do módulo "Kerbalseat") Espero que estejam gostando. I hope you enjoy the evolution EDTI: Pronto, Acentos separados e agora dá para por toda a família reunida no simulador!
  5. So, advanced some more, manage how to move in between modules (ladder tag's), and have solved the Seats. Now i will separate the seats as a part alone, with custom attach to the right position on crew modules, that way i will be able to have more then one seat used at a time. (KerbalSeat limitation) I hope you enjoy the evolution! EDIT: done. Seats separated. Now all the Family together on the simulator! EDIT 2: @Papa_Joe , i found the mod for command seat, worked. sort of. I could start with all seats filled, but some of then jump out from start...
  6. Just have some patience, Papa_Joe is finding a solution for us. I believe in him!
  7. Hello Chris.

     

    I animating my parts on KSP (omicron space car), and i wanna use this "ModuleAnimate" from you on it! Can i? I will give the credits and link to your mod as license suggest.

    Cheers!

    1. stupid_chris

      stupid_chris

      ModuleAnimate is stock, not mine. My old animator module is outdated and bugged, not worth it.

    2. Climberfx

      Climberfx

      Great, better than. Than you Chris :wink:

      I mistaken, because at first, Universal Storage was using it, then i see Paul KingTiger manage to make his own dll for animations. (Stock is buggy when using more then one animation on same part)

      US use AdvancedAnimator.dll

      Thank anyway

  8. i manage to put the seat codes for 4 places in one part, but KSP only let me use one kerbalSeat seated at a time. I have the four pivots, i have the seats codes on cfg for each one (seatPivot01,02,03,04), but when i seat one Kerbal, all others got locked together. So, i believe in the actual functionality of the module, i will have to use separate parts por each seat inside the part (you can see what i'm talking about on the last post of my signature thread.)
  9. Cool Papa_Joe. If you find or remember that link, share with me. Would be great to have it working from launch with crew... Cheers my friend.
  10. So folks, here's how far I am. The passenger module, with the anim's ready. The video is a little brisk, and I will adjust the time of the anim's too, for slower. Next i finish the colliders for the module, as well the nulls for seat's and cfg part file. I hope you all enjoy it!
  11. Então pessoal, aqui vai até onde estou. O módulo de passageiros, com as animas prontas. O vídeo está um pouco acelerado, e ainda vou ajustar o tempo das animas também, para mais lento. Agora vou para finalizar os colliders desse módulo, bem como os nulls dos 4 acentos, mais o cfg da parte. Espero que gostem. Até o próximo estágio.
  12. I did it based on the ones from blender, i suppose that are the one you are talking about. Manage to convert and clean it up, because it came super high poly, out of scale, and with a lot of junk edges. But solve my necessity. These mines are in scale, i think the model the game uses will depend on the mods you have installed. Like those that remove the helmet when in atmosphere or inside the ship. The default attributes are with white full suit (helmet + jet back pack). But when i got there, i can see it more closely. EDIT: UVW of CREW Group done!
  13. Bom, terminei os acentos (modelo), agora vou para UVW, textura e colliders para o módulo de passageiros. E logo Unity/KSP para os testes... EDIT: UVW do conjunto CREW DONE!
  14. Finishing the seats for passenger module, then going to UVW, colliders and textures. Soon porting it to Unity/KSP in game for tryouts...
  15. Liboa, pastel de Belém, Cintra, Baixo Rocio, Bairro Alto. etc... Shhhhh Portugal!
  16. Base drawing to start the creation of the sections texture for the parts.
  17. Desenho base para começar a fazer a textura das secções das partes.
  18. Was doing the colliders, implementing the hollow part for the hatch where Kerbals will pass through. It's working.
  19. Aqui foi o ajuste de colliders, para o buraco permitir a passagem de Kerbais. E funcionou. Voltando agora a tocar o módulo de passageiros e portá-lo para o jogo, com as partes animada... Vamos que vamos!
  20. Perfect, so in my case, at least for now, is only user interaction, for hatches, windows... Ill do with stock animation module. Thank you Fengist. May the force be with you!
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