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KSP2 Release Notes
Everything posted by OrbitusII
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Quick 1AM Update: took a stab at the docking ports earlier and I wasn't a big fan of how they were turning out, so I just now drew up an idea for what I might do in the end: The alignment system will be able to switch between active and passive so you don't need to worry about putting the wrong version on a particular node, plus the central cavity ought to be large enough to allow Kerbals to pass through. I'll post more updates as I get that done. Edit: scratch that, I did some research and I was totally doing the docking port wrong, so I'll start over and try again.
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Are all of the models in the same directory? If they are you'll have to do some trickery with the config files to get them to work from the same directory. I would recommend taking a look at the KSOS configs for examples of how to do that. If your part models are all exported as one .mu file then you can't get different chunks of that model without a plugin like Firespitter and your best bet is to just re-export everything individually after you split them up.
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So it looks like it launches on the top of a stack, then glides back to KSC like Dream Chaser or something along those lines. It then has an orbital module that can launch with it or on another rocket and then dock with the main capsule to expand living space. Is there a chance you could make another view of the craft, preferably a side view? It's fairly easy to make cylindrical parts but something like that would have to be a lifting body with a more complex non-cylindrical shape. I'll finish up the basic Orange series parts (the crew capsule is what I really need to do), make docking ports, release those, and then I'll take a look at doing this new craft. I can't guarantee I'll be able to devote as much time to this as I have been since Helldiver just got back and I'm sure he'll want me to work on game stuff over the next few days. I'll open up a thread in addon releases when the docking port is done and dusted. That could theoretically be tomorrow.
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I can probably find a picture of the Unity hierarchy somewhere, the Internet is a fantastic resource, after all, but I'll take all the help I can get. As for the spheres, they looked really disproportionate to the amount of power they put out and the amount of fuel carried in that part. Since I opted to make the engines run on Monopropellant and thus don't need fancy combustion chambers, I figured I could make those spheres into fuel storage to improve the range. As it is now, the Orange has about 700 m/s of deltaV and it holds (between engines and service module) 600 units of monoprop. Now I just need to decide which way is up... I'll probably put the branding on the bottom (it's currently on the side).
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I think it's about done, I kinda wanna do solar panels but they're a pain to set up in Unity. Engine even has its own fairing! I also did a tiny RCS thruster block but I kinda wanna redo it since it looks like crap.
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Added more details to the meshes, shrunk down the engines to fit the scale better. I'm gonna hold off on texturing until the models are finalized, changing UV maps constantly makes textures obsolete super fast.
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Some parts based off of Sauron's Concept Rockets.
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Awesome! That Saturn V analogue does look pretty awesome, I like the colors. I rescaled the parts already so the width at the top of the cargo module is 1.875 meters, which I like better than 1.25 and 2.5. It's bigger but not so big that it feels out of place. It'll also be easier to make the fairing for the engines this way. Edit: Yep, that scale will work just fine. Engines might need to be downsized to match their thrust better though.
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What a deal! You not only get soup but you also get a whole planet! Waiter, there's garlic in my soup and I'm allergic!
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The parts I'm working on now are just anti-stress parts. Seriously, I am so done with AALG that I'm making another mod to calm myself down from making the first mod. It really depends on how much time I can find. I have stuff I need to be working on for college, I have other mods to work on, and then I'm also developing a game with Helldiver... But I'll see what I can do.
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Cool, good to know. For the prototype parts I'm making for KSP I settled on a body diameter a bit over 1.25m. I might scale them up later but I think it's good for now. I definitely need to spruce up the textures, they're really dull at the moment but I like the idea of having a hard-body cargo system. I'll reserve the blankets for when I get around to the crew module. I simply need to add some more texture to the textures.
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Fortunately no. That would be terrible. The user below me is/plans on becoming an engineer of some sort.
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Sell it, I suppose. A jet engine that can work while submerged in soup is undoubtedly pretty advanced. Waiter, I'm in my soup.
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Of course not! I'm already enjoying my break and experimenting with ambient occlusion for texturing models. Never idle, this one. What I cranked out over about an hour is on page two of this thread. Needs more detail on it but I'm liking it so far. I don't know if I'll ever make it an actual, complete mod pack but I can work really fast if I care to.
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Decided I would try and work on something while I'm taking a break from other stuff: This is the top part of the cargo module, I need to add details to it (both mesh and texture stuff) but I kinda like it so far. I think it looks better with a less glossy surface (you can kinda see how that would look by switching render mode to "Shadeless" in the bottom right corner) but it's up to you to decide how you want it done. I was also unsure of the size, is a little more than 2.5 across at the widest part about right? It seems like it would be a bit big for use in KSP.
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Ok, at this point I am completely and utterly stuck with no hope of moving forward, much like the cursed landing gear. I'm going to contact Squad (probably Mu or HarvesteR themselves) and ask them what the heck is up with the runway compared to the terrain and other parts of KSC when their work week starts again tomorrow. I've stripped down my code to the bone, even removed it from the config file to let the wheel roll around without any code messing with it and still no success. Until I can get this figured out I'm going to leave the code alone. This does not mean that I am abandoning the project, I am only going to take a break from it because without more info, no progress can be made. I'll post a link to the current part, .dll, and source code in the OP shortly so that anyone can take a look at it to see what the problem could be.
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Pretty cool stuff there, lo-fi! So the wheel colliders are made unhappy by not being last in the hierarchy, huh? I'll check that out with my stuff. Edit: I kinda expected it, but the hierarchy order isn't the problem. It's something about the runway and launchpad. Gonna start pulling code out of the plugin until I get it working fine Edit 2: No idea what's going on. I'm removing every bit of code to see how it works as just a plain old wheel collider. Edit 3: Aaaaaaand of course the wheels are still rooted to the runway. Removing every collider except for the wheel, Bounds, and a collider to allow for interfacing (although at this point I don't know why I bother)
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Don't worry about it, our techniques for achieving the functionality is different enough to be distinguishable, especially during part setup in Unity. I do have to ask you what the wheels in your module are doing differently, or is there virtually no difference between our operation? Having some sort of idea about what might be different between my code and something that works might help solve that critical bug.
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Don't worry, when we figure it out (and if we determine what the underlying problem was) I'll explain it as simply as possible. On the subject of math, I think Calculus is a lot easier than Algebra once you get a handle on the basics, so keep working through those classes and know that even in programming mods for KSP math plays a pretty key role. Real world applications are not hard to find if you look.
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, who Not the doctor
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NO.
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Help for an aspiring modder.
OrbitusII replied to herrozerro's topic in KSP1 C# Plugin Development Help and Support
Reversing thrust is quite easy to do with an animation. All you have to do is rotate the ThrustTransform used by your engine 180 degrees during the animation. -
Your best bet is to try and make peace, but there's no guarantee they'll listen. WAAAAAIIIIIITER I still haven't gotten my soup!