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Eskandare

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Everything posted by Eskandare

  1. Mostly a cut and paste, delete and fill project. I'm still working fleshing out the terrain.
  2. Just a teaser for the BD Armory combat zone. Behold! Kerbaania! Abandoned city rife with war between the Western Kerban, and Northeast Kerban. Yes, an AO for BD Armory.
  3. I noticed in the 1.1 test update I couldn't get rid of air race. I removed AirRace and duplicate assets and it still was persistant. O.O Edit: I found the rest of the assets but it still won't let me remove assets in game, even after the save.
  4. Take your time. 1.1 just dropped. Kerbal Konstructs needs to be updated. I just prototyped a combat zone for BD Armory players, It is based off of an already existing ruined city model but edited and cleaned up for KSP. The original model is actually by the same guy who made the paris model. Another modder used the Paris model for his mod (Kerbin City Pack, I think), but he barely made any eddits in fact he didn't even change it's name. Mine is a derivative work based on the original work. I'll have pictures soon. I chose to use the model as a base model to build off of because it looks so damn nice that I just couldn't resist. I plan on placing it somewhere northeast of KSC.
  5. Low poly is good Edit: Look at Kerbin Side for example.
  6. Nothing at the moment, just think city. I currently have a bridge, road blocks, street lights, trees, streets... working on buildings...
  7. Buldings, roads, geometry, whatever you feel like you can contribute. Meanwhile, I'm currently updating Oceania for KerbinSide, Minus the Carrier because it will now be made derivable and has had its mesh cleaned up. I plan on developing the rest of this once I have a few of my Cities of Kerbin cities completed. My new plan is that I will be developing this as a sister to my two larger cities Jool and Duna (ok Village of Duna isn't really large) Pictures soon, I don't have any textures on my meshes right now. The modular hex block city system is going to use some of the lager city assets.
  8. Check out the edit to my post above. Edit: The old Carrier cleaned up geometry.
  9. Hi everyone, I put this on the back burner for the moment. It hasn't been forgotten, I'm waiting for 1.1 to be released and I'm redesigning the setup, again. I'm currently finishing Thermonuclear Turbines and planning out a ship mod. A few old assets I made for Kerbin Side are being reconstructed. You're always welcome to contribute. That is certainly an idea, I'll look into adding that to my to-do list,
  10. BACK!... ish... What did I miss? I've been optimizing the the models in my spare time. The carrier is being converted into usable craft made up of a few parts along with a couple of cruisers and a couple of patrol boats, this is for 1.1 once it is released (hopefully water is fixed, right now ship hulls are bouncing into orbit). Also, I cleaned up much of the geometry. The buoy is going through a reconstruction as well as parts of Odyssey. I'm planning out a comprehensive dry dock design with KAS installable cranes for loading cargo (can be mounted to the dry dock). This will be in scale with the carrier. All in due time. EDIT: My concept art for the second ship (the fist is the old carrier).
  11. @Nils277, I found an odd conflict with KPBS and BDA. When I have KPBS installed it prevents BDA from displaying it's parts. If I remove KPBS, BDA shows up again. Is there any way to fix this?
  12. I figured out the problem. Something in Planetary Bases Inc screwed with BDA.
  13. Anyone having trouble with BDA parts not showing up in the SPH/VAB?
  14. For some reason I'm still having trouble with the animation, it keeps activating and not obeying FXModuleAnimateThrottle. I didn't have any trouble with the other engines in the pack or the previous version I released for 1.04. This one engine is giving me the most trouble overall. I keep getting frustrated and working on my other two mods (ship hull parts mod and Sperry-like Ball Turrets for BDA), taking a break from this one. I want to release the update to this mod first before I get too into the others.
  15. Ahh! This! This is my problem! I forget, how many animations does KSP support? I have heating effects on the control nozzle parts for my engine. Now I have a new problem... My hierarchy in unity is fine This is may config markup. MODULE { name = FXModuleAnimateThrottle ThrustAnimationName = masamuneThrust disableGimbalToggle = False dependOnEngineState = True dependOnThrottle = True responseSpeed = 0.007 preferMultiMode = True // bind to the parent multimode module, not the actual engines. } MODULE { name = FXModuleAnimateThrottle ThrustAnimationName = vaneAnimation1 disableGimbalToggle = False dependOnEngineState = True dependOnThrottle = True responseSpeed = 0.007 preferMultiMode = True // bind to the parent multimode module, not the actual engines. } MODULE { name = FXModuleAnimateThrottle ThrustAnimationName = vaneAnimation2 disableGimbalToggle = False dependOnEngineState = True dependOnThrottle = True responseSpeed = 0.007 preferMultiMode = True // bind to the parent multimode module, not the actual engines. } MODULE { name = FXModuleAnimateThrottle ThrustAnimationName = vaneAnimation3 disableGimbalToggle = False dependOnEngineState = True dependOnThrottle = True responseSpeed = 0.007 preferMultiMode = True // bind to the parent multimode module, not the actual engines. } MODULE { name = FXModuleAnimateThrottle ThrustAnimationName = vaneAnimation4 disableGimbalToggle = False dependOnEngineState = True dependOnThrottle = True responseSpeed = 0.007 preferMultiMode = True // bind to the parent multimode module, not the actual engines. }
  16. Excellent! I noticed KM Gimbal was used in that config. I've been having trouble with KM Gimbal not working with the animation, or not working in general. My mover name is correct but for some reason the gimbaling doesn't happen.
  17. I'm referring to: MODULE { name = AnimatedThrust ThrustAnimationName = masamuneThrust disableGimbalToggle = False dependOnEngineState = True dependOnThrottle = True } The after-burning engine has it this way: MODULE { name = FXModuleAnimateThrottle animationName = TurboJetNozzleDry responseSpeed = 0.05 layer = 1 dependOnEngineState = True dependOnThrottle = True engineName = Dry weightOnOperational = True } MODULE { name = FXModuleAnimateThrottle animationName = TurboJetNozzleWet responseSpeed = 0.08 layer = 2 dependOnEngineState = True dependOnThrottle = True engineName = Wet weightOnOperational = True } I tried to replicate it, but it wasn't doing as I wanted. EDIT: Looking at it now I think I just answered my own question... EDIT 2: What I thought didn't work. I must have missed something
  18. I have a multi-mode engine where the animation works in one mode, but stops working in the second mode. How do I make the animation work in both modes?
  19. I seem to be having a problem with KM Gimbal. Once I've loaded my mod up into KSP, the initial test works but once I load and test it again, it stops working. I think it may be my engine animation that is causing the problem, although it worked before but now it flat out doesn't work together.
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