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sirkut

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Everything posted by sirkut

  1. Generally doing what you say will resolve the issue but you must do this before saving.
  2. You can create an empty game object in unity then drag the two individual meshes from the imported model into the empty game object.
  3. I'm only thinking randomly but could it be calculating it to the actual mesh location from within unity? I know when I dealt with moving parts in Infernal Robotics, no matter that it was at "origin" and its locations/rotations were set to zeroit still had the 90degree rotation stored in the transform due to the imoort from blender causing me huge issues. Were the wings modeled together with the body hence having them off from origin?
  4. Progress report: Electric charge is now added to the plugin. Stock toolbar integration! I have one visual bug to fix but it's getting close to release time. Now for another teaser video:
  5. Quartermaster http://forum.kerbalspaceprogram.com/threads/92306-0-24-2-Quartermaster-Parts-Organizer
  6. That particular one resides at the Udvar-Hazy Center, National Air and Space Museum in Chantilly, Virginia. https://www.flickr.com/photos/leonandloisphotos/12894755713/
  7. I'll give you a hint on the VAB question. Read the Infernal Robotics thread and NOT the rework thread(this one.) read a few pages, check out the video and be sure to follow that thread along with this one.
  8. I'll do what I can on the IR side of things. Just send me a PM.
  9. As I mentioned it's not all finalized. Translation/rotation values are just there for debugging. When it's released it will only show the value pertaining to the part type. I'll be reworking the control legends to something else. Currently, 0 will just return to it's original home position (in this case the value "0") unless a limit has been set.
  10. Process is coming along. Wanted to give another preview (not all formatting of the GUI/placement of values (ie. the value or rotation/translation in the tweak menu) is finalized.
  11. No problem. I'll see what I can do to get it working for you.
  12. I'm not going to move to it but I will make you have the option. I have a pull request for The stock toolbar that I will implement in the next release.
  13. Only thin I can answer right now is if you would read a few pages worth I explain that I am working on the next update that will allow moving the parts while building your crafts.
  14. It's going and I have a close to finished version to send to a few people to test. I just have to fix two more models due to the collision mesh & rotations in import.
  15. Awesome Nazari? I unfortunately don't have time to look at the files in depth for about 2 weeks so it's nice to see you got a handle on it.
  16. When I used it at the time they masses were not scaling properly. If a part was 1/2 the size the mass wouldn't equal 1/2 it was some odd number so I went this way.
  17. By all means give it a try. My main goal is to finish the VAB/SPH movement task. Everything right now is on hold until I get this done. I'll gladly take any pull request.
  18. Maybe I could write a "debug" window that will allow you to move your parts beyond the standard range of motion to bring them back to where they belong? I just don't know what I can do.
  19. Sure there are isolated cases but until someone can give me a solid method of reproducing the issue there's absolutely nothing I can do. When I do play, which is sparingly, I never have this issue.
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