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onkelsiebdruck

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Everything posted by onkelsiebdruck

  1. it´s difficult. i have to offset the surfaceattachmentnode to a corner, cause in the middle of the tubes is no meshcollider .So you have to aim very carefully and should rotate the view for best attachment. The best solution would be using the regular stacknodes....but i think it´s not possible with KAS ...whenever i try to define a Stacknode in KAS the part disappears in EVA. But if anyone knows a better way...i would be happy.
  2. the b9 aerospace pack --->http://forum.kerbalspaceprogram.com/threads/25241
  3. You could add two virtual Engines in your cfg to one optical part....and turn them on an off...a other option ( with real toggle) would be the use of a plugin....i tried it myself.
  4. A science lab with tiny bits of machinery and workbenches? A large empty (and hollow) module where you can put KAS stuff?
  5. press f...theres a ladder leading you through the gap :-) I mentioned this, suggestions for parts are welcomne.
  6. You should help us helping you. First make some Screenshots of your craft in Unity, best one Picture per Objekt on the left side with showing the Parameters on the right side. And show your cfg-file. That would be a good start to solve your problem without looking in a crystal ball. Note the typical issue when a part is displayed in the Menu but can´t seen in VAB are huge offsets in the cfg or in unity, that means your part is far away of 0 0 0
  7. I read several threads again...and than i looked into the squad mu files, with a setup pretty identical to mine....but the model was centered a the y-axis, mine was just 0 and up....and i remembered someone in one thread wrote that he moved his model a bit below 0 . ( a small but good advise like a needle in a field of.....whatever) Ok, Thats the point....the meshcollider of your model (or boxcollider or whatever) should be with one side below 0 in my case i centered the model....so everything works now. ( In may opinion thats a math-bug in KSP.....) But after trying so many combinations and advises in dozens of threads i played again around with different setups. And surprise surprise.....many of them go straight in my personal voodoo section, cause they are not necessary at all! First...I tried to make the airlockcollider really tiny small....something like 0.1,0.2,0.1....even that works......and it does not matter if the hatchcollider intersects a bit....a bit more or even not all with the meshcollider. If your meshcollider is convex or not convex.....that doesn't matter either for the Airlock (ok it does matter for other physics in the game, but not for the hatch) Ok for all people searching the forums: Airlock Hatch obstructed blocked: Lower your Modell in Unity a bit or best with one half below 0 on Y-Axis ps: and @ frist try even the construction with my others parts works, attached dock, door closed...hatch obstructed....door open, hatch work....happy happy! ]
  8. hmm in the link i found a red extinguisher, this is working if you copy all in a subfolder (for testing putting all in one folder without subfolder, maybe better for testing) it appears in the vab and you can use it. Ok it hase no collision mesh (you can´t klick it in VAB after mounting) and even 18 of this can´t lift a plate....but...i see it :-)
  9. Thank you for your time. ok my main gameobject with parttools is "external" (screenshots) the other parts are all within...what should i change in the Hierarchy/Order?
  10. if have this odd hatch obstructed message..., would be happy if someone could look into my setup, cause after hours of reading several threads...with conflicting informations, trying several combinations (pointers to the mesh, form the mesh, triggers slightly within collkider, complete outside, convex nonconvex) . I think i´m stuck. To reduce errorcausing factors I removed the iva, sidenodes, all meshes expect the mainfilter a collsionmesh and hatch+ladder. Ok there is the filtermesh, the meshcollider, Airlock and Ladder...if i remove the collider or move it realy far away...the hatch works...so i think the Triggers should not be the problem. What should i do? Is there a special hierarchy?
  11. psst....don´t tell anyone...it´s done....also parts with build-in dockingport/hatch.....but remember don´t tell anyone, cause they will ask where is the download and is it in the techtree :-) actual cleaning up some bugs on partupdates and on new parts, and pretesting (allready integrated many parts in texturesharing folders, put everthing in techtree, optimized the collisions, switched to indiv. logos and option in plain white and some other things)
  12. The Kerbal Engineers tried to improve the Tubes! ...and than they came in Touch with KAS and Firespitter and developed something new... came in Touch with KAS and Firespitter and developed something a new testrelease will follow soon ( have to add the new features to all parts )
  13. Someone asked for KAS.... I had to add surface-attach-nodes to all parts, cause i don´t know how to handle the regular nodes with KAS, or if this is even possible with KAS. ( who knows? "Anyone, anyone"?) However...this combined with a deploy animation of the tubes, could be really nice... ( also working on nice-chatter-files from "Zwei Bayern im Weltall" )
  14. yes and yes. And maybe versions with a flat bottom for grounduse only the testrelease is supposed to be tested in sandboxmode, careermode will follow later.So suggestions, what branch will synthetic bubbles let grow are welcome
  15. This thread is just about animation access. Ok KAS ist nice, but even if it does the same like Firespitter....i´m still stuck in a plugin-solution.
  16. thank you, that was a good hint! In the stock-solarpanel cfgs if found nothing. but in B9 that very simple and self-explanatory availableInEVA = True EVArange = 10 update: ok....B9 uses Firespitter.....a solution i keep in mind, but i would prefer a workaround without it.
  17. I searched a lot, but did not find what i am looking for. I have a Part with a animated door, but i have to switch to the connected vessel to control the open/close function of the door. Is it possible to control the door from EVA with a trigger or something?
  18. Update 9-20-14: small bubbletastic update Downloadlink: http://kerbal.curseforge.com/shareables/224275-bavarian-aerospace-emergency-bubble Bavarian Aerospace e-Bubble Preview by Onkelsiebdruck is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. usage and known issues: to use the iva buttons and easier gameplay please configure following actiongroups -> 1 for undock, decouple / 2 for the parachute deploy / 3 for toggle collar after deployment of the parachute i recommend to turn retrograde off on first spawn there is an errormessage in the VAB , it´s an known RPM issue and harmless ( RPM checks for the actions groups, you usually define after spawning your vessel....) there are two "control from here" entries, ksp creates two of them one for the vessel one for the build in docking port, it does not matter witch one you use, both have the same node FAQ: Q:the floating collar raises my vessel not enough out of the water A:it depends on the amount of fuel left, next time use fuel ;-) Q: the bubble runs out of energy A: you should do an emergency burn to land after undocking instead of hours of siteseeing changelog: some optimizations of texturemaps changed iva layout, added custom more or less self explanatory buttons changed RCS-animation to RCS funktion via RPM, no Actiongroup required added heatshield heat animation and support for deadly rentry added a boardvoice with several anoying messages added a floating collar (firespitter.dll requried for animation and bouncy) changed main engine to 4 nozzles with different fx and sound adjusted resources and thrust ( less, just enough to rescue yourself from a keo..but not from mun ) changed center of mass to a setup that fits for reentry and floating Update 9-14-14: Here comes an update after a long long time. The old tubes have many bugs and can break your spacestation....so you need an rescue vehicle until i fix some bugs and update all the tubes an stuff from last year. This is the preview-version of the emergency bubble. a very small pod for one kerbal with a integrated ( stock type1 compatible) docking port. It supports mechjeb and Rasterpropmonitor, but both are not required ( but recommended) Here a little demonstration: ------------------------------------------------------------------------------------- Bavarian Aerospace - Tubes! is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. update: 13.11.13 -> Here is an raw-in-dev-release of the new tubes (old tubes are not included, mixing old and new setup not recommend but may be possible) weight and size-values and descriptions still more or less placeholders, some issues with welding/optical and some colliderissues. But, for first feedback it is useable. In the science-section there is a first "minipart". a plant without animation. Those miniparts will be furnitures, devices whatever....that could be placed via KAS in your facilities. You are welcome to develop your own miniparts. Larger Habitat (expandable) in development. As mentioned i still have some problems with colliders....but after 5 weeks my handling with untiy is getting better ;-) History2 29.10.2013: New Testrelease is online: [URL="https://www.dropbox.com/s/8xvih2bg8dqwyb2/Bavaria.zip"]https://www.dropbox.com/s/8xvih2bg8dqwyb2/Bavaria.zip[/URL] [IMGUR]LSDbX[/IMGUR] Changes: Optimized collsionmeshes on many parts, Kerbals should fall less often or in case they do get bounced back .... changed the textureconcept . Most Parts now are more white and your VAB or Gameflag will be shown on the parts. If you want white parts: go to bavaria/parts/tubeshare and expand the whitepack.zip (overwrite old files) with whitepack.zip you can change the still change the flag.png put many parts in one folder to share textures changed many Textures in 2K-PNG (will be changend in future) new parts: added a second 45° tube for better attachment in VAB (one left, one right) added a flextube (recommended for EVA....makes no sense in VAB) added a dockingport with door. added a small storage container added 4 modules, habitat, science, storage & power added a small dockingport for the modules ( integration the docking port in the modules does not work well) notes: You need the firespitter.dll from [url]http://kerbalspaceprogram.com/firespitter-propeller-plane-parts/[/url] and KAS from [url]http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1/[/url] there are still cases, Kerbals fall in the tubes...in case of emergency just grab the ladder ( the inner floor is also a ladder) it´s not recomended to open the door form the docking port, with no free space behind the door...that means place it on tubes..... you shoud use the ladderfunction to go trough the docking ports the iva form the habitmodul...is more or less a joke....tell me what you want the sciencemodul and the powermodul are placeholders.... the flextube is very experimental ..... all parts (all? ...maybe) are in the techtree "advanced exploration"...why there? cause some people asked for the techtree but none made suggestions where to place the parts... in the lab: a small module with legs and RCS and some logic to land the cans sorry for my chaotic half-bavarian writing....i´m a bit lazy today :-) your questions and suggestions are welcome...and maybe even your help for the part-descriptens, the cfgs and whatever..if you have a better idea History ----------------------------------- 10/21/13 [URL="http://forum.kerbalspaceprogram.com/threads/52139?p=716490&viewfull=1#post716490"][COLOR="#FF0000"]new Features in the testlab![/COLOR][/URL] ---------------------------------- Bavarian Aerospace presents Tubes!. a lightweight modular system to build walkable tubes to connect your vessels Parts: 45° turn tube - 1 m straight tube - 1 m straight tube - 0.5 m straight tube - 0.2 m straight tube - 0.1 m door part - 0.1 m cube connector - 1.3 m walkplate - inlay for cube flat cap Cupola cab hatch-connector - for 2.5 parts update - lift inlay in focus: hatch-connector for conic vessels 2m & 5m tubes maybe KAS...... and something special 10|14|13: update note: added a brand ,changed the crappy design of the tubes to a modern variant. I think the polycount is a bit to high, but....i love details. Still have attachingt-problems in the VAB with the 45°-part and i have to discover how to use the doors from EVA. Cuuld fix the GFX-flickering. a first Video with all parts + stock [video=youtube_share;hqOLjj2b30I]http://youtu.be/hqOLjj2b30I[/video] [img=http://img34.imageshack.us/img34/1290/or5o.jpg] update 10|18|13 Now an early [URL="https://www.dropbox.com/s/vimailhifsi3ru2/Bavaria-Tubes.zip"]test-release is available [/URL] 12 parts and an included .22-version craft-file . Some notes: The hatchconnector should be placed with the node on the middle of the hatch...to get a safe EVA. Something is wrong with the nodes of the 45°-part, need some help here. The inlay-parts should be placed on the inner nodes of the cube-part. The Textures are quite large and unoptimized.To use the lift and door from EVA you need the firespitter.dll from [url]http://kerbalspaceprogram.com/firespitter-propeller-plane-parts[/url], it´s not included. If you don´t have it...it works also with generic animation. Don´t use this for you regular playing, future changes will break your safegame. ( i´m bavarian...so my english is bavarian-style....)
  19. O Floh i have "LMP3 Lander Peg" oviously not stock and Hendl uses Lt-1. I think all other parts are B9 or stock + b.o.s.s ,fuel balancer and mechjeb On Floh i use two Sabre S on Hendl one Sabre M + six D-30F7...and so i don´t know how to calculate any reliable delta v. Floh uses air-breathing up to 27.000m an 1680 m/s .
  20. Here are some of my HTHL SSTOs, they work more or less ....but the take off is a pain, the wings to large... so exclusively for the Oktoberfest the bavarian space agency switched to a new line of VTVL SSTOs Floh is just a SpaceTaxi, for fast transfers to LEO Hendl is a crazy chicken that lifts a 15 ton payload into LEO with a total mass of 98 tons
  21. I have installed the dll and also in the PluginData folder the folders \subassemblyLoader\subassemblies with the 3 folders Laderrs, Lifters, Probes. Now if i I select a part an try to safe it, the next window asks me to select a category, but there is nothing i could select.
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