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BahamutoD

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Everything posted by BahamutoD

  1. Its just a kerbalized "Aerojet Rocketdyne". Any similarity with another modder is coincidental. I'm the author of all the parts in this pack.
  2. It's fixed by removing the "LoopedKConverterAnimation" module from the config. (there won't be an animation though) I edited it out in the download. Since 23.5 my animation plugin has been going haywire; I'm still figuring out whats wrong.
  3. I have two questions: 1. The running sound effects don't work for me on my RSS/RO install. The engage and flameout sounds work fine though. What could be wrong? 2. How do you make it use custom sounds?
  4. There appears to be problems with the loop animation modules. Disregard them for now.. I need to fix them. Edit: While trying to fix some things, I found that v0.3 isn't working at all now... I'm pretty sure it was working when I released it though. Not sure what's wrong.. sorry about that. Working on it.
  5. I tried TankSteer but it wasn't working (most likely because there's a bunch of wheels on one part, while tanksteer is programmed to handle a bunch of separate parts depending on where they are on the craft), so I ended up having to write my own steering code. I don't even know if overriding them to manual steer is necessary if I'm overriding the steering itself anyway. The front left and right legs were named differently at first when I was testing the stock steering options and I may have needed to know which one was on the left or right, but there's nothing different about them. I don't remember what the orientation of the leg transforms are; they're just empty un-animated parents of the legs that I was going to use as targets for the modulewheel's suspension traverse transform, so the legs move up and down to conform with terrain. I haven't done that yet. Its kinda tricky! Legbase_ is just the mesh of the block in the 'hip' of the leg that moves down when it deploys. Armature and bones are the IK rig; the meshes are the Leg_ and LegCylinder_ etc objects that have no family. LegBoneTarget is just an empty transform used in the IK rig. I just animated that transform around and the leg automatically points it's toe at it. So, yes its the tip of the leg that touches the ground. The wheel colliders come out to where the legs go when deployed. I tested this and didn't run into that problem. Have you made sure that you're putting the probe cores on the right direction? (its hard to tell)
  6. Oops I didn't see this post before I sent you a PM, tiberion. I tried that solution with the Odin leg and it didn't work; the leg always hovered above the ground because the suspensionTransform (lowerPiston) can't be animated. You can animate the parent of it though. The working hierarchy was as follows: upperPiston(rotating animation) =lowerPiston(sliding animation, no mesh, no collider) = = wheelCollider (WheelColliders layer) = = piston(mesh, no animation, suspensionTransformName points to this) = = = foot(rotation animation, mesh) = = = pistonCollider (WheelCollidersIgnore layer)
  7. Looks like a simple but very useful addon! Once you get far in career mode its hard to keep track of everything... this will help.
  8. I'll join a team if there's room! I can do a little bit of everything except remembering to quicksave before a crucial rapid disassembly.
  9. Only one leg worth of stuff expanded, just imagine the same for the other 5 legs.
  10. Sorry, I forgot to take the crew capacity out of the config. I don't know how to get the crew out other than editing the save file.
  11. It's just as messy and complicated as the source and cfg! I'll post a screenshot when I get home later.
  12. Exactly. Because of this, I wanted to make a mod where you can adjust the attachment depth of parts so you can make them fit perfectly anywhere... But I think one exists already. Also, sorry for having them 90degrees off. That was just sloppy Real fuels: sure, but as pointed out before, I'm rubbish at balancing lol. Perhaps a volunteer with some real fuels knowledge could help? Eddie, it hasn't happened to me before but I'll look into it. Hopefully other fixes I make will prevent it from happening by coincidence (limiting the speed)
  13. Added to wish list. The old docking rings I had were ugly; I'll probably make new ones since they were really useful. If it's possible, I was thinking of using the translation keys for strafing. I'm already planning on doing that . Did that actually work? I didn't write any code to handle placement of the crawler in different places. I added this to the todo list. Yup, known issue. Added to the todo list. I wrote custom steering code so no, not yet. Good point; added to todo list. You mean like the F-35's front vtol engine? Or the one in the back that folds down? As for the requests for larger bases or attempts at tweakscaling, there's no support for scaling right now. I can see about having the animation/torque/sticky feet stuff scale in a way that would work with tweakscale, but making a new base designed to be larger from the beginning would be better. It would take a while though and I still need to fix issues with the one we already have. The issue with the crawler sometimes running away on its own: I thought it had to do with sticky legs, but someone mentioned that turning sticky legs off made it run away faster(?) so I'll see what I can do to make the legs act more like legs and less like wheels (so they don't move unless you're pressing on the keys).
  14. I'll fix that. My anim module will play the animation automatically when you activate/deactivate the engine, and you can make it so the engine wont fire until a certain time index in the animation (like wait untill a door opens before the engine can fire). You don't need to deploy the engine, then turn it on; it deploys when you turn it on.
  15. To those who wanted the parts seen in the test videos, I've released them here: http://forum.kerbalspaceprogram.com/threads/82341-23-5-Bahamuto-Dynamics-CritterCrawler-AnimatedEngines-etc-v1-0-%28Jun7%29
  16. Thanks sumghai for the logo! Cool parts for you! Critter crawler, and those animated retractable engines you kept bugging me for! And other stuff! Download from CurseForge Source on GitHub v1.2.0 -KSP 1.0+ compatibility -Minor improvements to Critter Crawler -New velocity and atmosphere curves for xj-48k vector jet v1.1.1 -updated BDAnimationModules.dll for AnimatedEngines dV and heat issues fix v1.1 -added 1.25m 'Vector' jet engine -added mouse-aim spotlight -rescaled ILX-40 -fixed ILX-40 collider -fixed ILX-40 center of mass & attach point (may break crafts) -fixed TRR engine causing rotation -fixed Mini-vector thrust gimbal -fixed RCS rescaleFactor typo -fixed mini-vector offset -balance tweaks -added Gimbal toggle button to vector jets -reduced mini-vector thrust -set prices and techtree locations -updated BDAnimationModules.dll v1.0 -Initial release [table=align: center] [tr] [td][/td] [td][/td] [td][/td] [/tr] [tr] [td][/td] [td][/td] [td][/td] [/tr] [/table] Videos: [table=align: center] [tr] [td] [/td] [td] [/td] [/tr] [/table] License CC-BY-SA
  17. Cool. Till then, I'll work on building crafts that can use it.
  18. I was thinking of making a comprehensive video on the mod. Should I wait till the next update?
  19. Cool. Not sure I'd be able to figure it out but I'll try. (edited) activeVessel.vesselSAS.LockHeading(activeVessel.rotation, true); Will set the sas target to wherever it is currently facing, to prevent the jerk when coming out of timewarp after rotating.
  20. Did you stick the latest source code in the download? I want to see if I can look into the rotation speed accumulation issue.
  21. I spent alot of time fiddling with it, and I got it to work while facing in any direction. Now, the only problem is that if the warp rate is less than 50x, the rotation between updates is so small that it just registers as zero. I'll post the code once I figure that bit out. edit: In case it helps, here's the important bit: Vector3 rotAxis = Quaternion.Inverse (activeVessel.transform.rotation) * activeVessel.orbit.GetOrbitNormal().xzy; activeVessel.SetRotation (activeVessel.transform.rotation * Quaternion.AngleAxis(-deltaRotAngle, rotAxis)); edit 2: Strange.. this only works in equatorial orbit. In a polar orbit, it works fine until you cross over the pole, then it goes crazy. edit 3: Nevermind, I think it does totally work. It just looked weird because of the way the camera and navball orientation rotates when you cross a pole. Also, the delta rotation angle issue I mentioned had to do with the way I was calculating the angle. I went back to use the method that NathanKell suggested and it works better. void FixedUpdate() { activeVessel = FlightGlobals.ActiveVessel; if(TimeWarp.CurrentRate > 1 && TimeWarp.WarpMode == TimeWarp.Modes.HIGH) { float deltaRotAngle = (float) (360/activeVessel.orbit.period * TimeWarp.fixedDeltaTime); Vector3 rotAxis = Quaternion.Inverse (activeVessel.transform.rotation) * activeVessel.orbit.GetOrbitNormal().xzy; activeVessel.SetRotation (activeVessel.transform.rotation * Quaternion.AngleAxis(-deltaRotAngle, rotAxis)); } } It shakes alot in Update; works better in FixedUpdate
  22. Update: V1.3.1 - Added config value for disabling the "Auto" camera (requested) - Added config value for automatically snapping camera to default angle (like the v1.1 behavior) (not in iva) - Attempt to improve vtol mode - Added experimental mouse control (Right-alt while ICC is enabled) -- (Experimental) Mouse control: Press right-alt while ICC is active to control plane with your mouse. Plane will pitch/yaw towards your mouse (you still need to roll with keyboard).
  23. He hasn't gotten back to me so I don't know what the problem is yet. Like I asked him, if you could send me the unity files I could take a look.
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