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sirkut

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Everything posted by sirkut

  1. I only updated the title so people won't ask if it works for 0.22 I haven't updated it for the tech tree yet. Too busy with personal stuff at the moment.
  2. standalone http://kerbalspaceprogram.com/mbm-to-png-file-converter/ or if you prefer unity http://forum.kerbalspaceprogram.com/threads/47068-mbm-Texture-File-Converter or if you want to import the model AND the texture (except for Version 3 of .mu files) http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon?highlight=tool
  3. I hear ya. I'm the same way with some other mods.
  4. Woops. That was for external seats..not IVA. I don't have that one here at work.
  5. Recalling from memory but I think the blue arrow should be pointing in the direction of view.
  6. Waiting for the legs to be finished. Hopefully the end of this weekend.
  7. Check out firespitters plugin. Snjo did a great job with his plugin and you may be able to bounce off that plugin to get custom sounds. I know it's being done with the propellers.
  8. Btw if anyone has any suggestions for where the parts should fall into please let me know. I'm open to all suggestions.
  9. Yes. I'm going to add an update that supports the tech tree. I'll have it ready this weekend.
  10. Is what? It's a mobile crane with a boom arm and a claw. Or do you mean the Soyuz?
  11. Switching between scenes has been a big improvement, since I do mods I switch/refresh a LOT this has made me one happy camper.
  12. Magic Smoke Industries Infernal robotics and Reflaginator both work without an update. I will however release an update for Reflaginator because of a harmless exception that occurs that I missed but it all works fine.
  13. Devo is back from a break so we are gearing up to release the parts pack and the animator plugin. Should be ready in the next few days! Here is a teaser shot of the claw doing some work. What makes the animator plugin special is we now can build fully functional claws without having to build it in pieces. The claw you see is one self contained part. using rollkage(front wheels,cabin, rtg engine), Catepillar (tank tracks), Infernal Robotics (lots of things), B9 (flat platform, headlights), Alchemy Technologies Modular Girder (rail & counterweights), KAS (winch) and lastly soon to be released MSI Animator (the claw!) Can pick up the Soyuz capsule.
  14. Well if you can do modeling and animations the unity part is a snap. I can walk you through it. It's the easiest step in the process.
  15. Fair enough. The msi animator allows you to incrementally play an animation as if its similar to robotic parts. I tried attaching stuff to it but it wont work. Its great for leveling landing legs or a claw(!!!!) that MSI is releasing with the parts pack. I figured i would save you some grief. Can't say I didnt try to save you some time with using IR but you can certainly do a redux that does 90 degree increments rotationally. Good luck!
  16. I like the dodec as an intro too but I was actually thinking of a weather balloon type model packed in a parachute style container. Then you could attach it to kerbals. I may create this model for fun anyway. I'm thinking balloons on a commandseat...
  17. I was thinking a smaller balloon model would be nice addition as an intro science part.
  18. I wrote a custom animator plugin based off of the Firespitter plugin that will be released soon that allows playing forward or reverse of animations similar to infernal robotics. The only problem you will have with using animations is you can't attach anything to the surface of the actual moving animation. This is why you can't surface attach anything to the cargo bay doors of the B9 parts pack for example.
  19. It should work fine in 0.22. Let me know if you encounter anything.
  20. No just been on hold until I get parts from Devo. I've been spending time actually playing the game for a change. It will come out shortly.
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