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BahamutoD

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Everything posted by BahamutoD

  1. It depends only on the animation. In the cfg, you just tell it the name of the animation, the type of resource to measure. Then the percent of the resource in the part directly translates to the percent of the way through the animation it displays. Edit: 2 problems with the plugin remain. 1. It only checks one specified resource in the part, so parts that have more than one (LFO tanks or modular fuel tanks) wouldn't be properly animated. In a lfo tank, you can set it to check the level of liquid fuel but if that runs empty and theres still alot of lox in it, the animation will show it as empty. This will probably be easy to fix. 2. The animation doesn't update in vab/sph when you scroll the tweakable sliders for resource amount. Not sure how to fix this one... Anyone got an idea?
  2. Once I finish the 3D printer, I'll release it along with the expanding part container (with ore, metal, fuel and maybe kethane versions) and the launchpad. Expect it some time this weekend if I get around to it all.
  3. Here's a test run of the parts container. I disable allowing surface attachment so that you cant put stuff in the way of the expanding container. Think of it as a trade-off for having almost double the capacity for the same starting size as the original 2.5m container.
  4. News! I wrote a tiny plugin that allows containers to have an animation state depending on how full they are, so I'm making a container that can expand to fit more of your fluffy rocket parts! Also in the concept stage is a rocketparts workshop that will resemble a large 3d printer. (good idea? bad?) Anyways, check out the rocketparts container:
  5. I had an idea to animate the settings of the emitter (like random velocity and size), then write a plugin to scroll through the animation (this affecting the settings of the emitter) depending on atmo pressure to make it so the exhaust expands, but KSP didn't even recognize the file exists as long as there was an animation in it. Deleted the animation and it worked just fine.
  6. Just when I start planning for a unique and complete part set, I stumble on this and start having doubts about my ability.. haha. I love the art style! Ambitious and promising project you've got here.
  7. I did all the animations in blender, and imported to unity. The rotations are fine during the deploying animation. I even just did 2 keyframes (one at 0 and one at 3,600 deg.) No problems there. Its only during the repeating part where problems arise. Anyways, I feel like I've gotten it as fixed as its ever going to be, so I'm not going to worry about it anymore.
  8. and landeTLS and Majiir It worked! I threw some more keyframes in there, and now its rotating all the way. Sorry Majiir for assumin there was something wrong with your animation module. I assumed you knew about it because the kethane drills were behaving the same way. After I apply this to both drills and smooth things out, I'll post an update. Edit: So it turns out that it didn't fix it after all. It was still jumping back after 180 degrees, but since the large auger had a double helix screw (which has 180 degree symmetry), it didn't appear like it was jumping back. For now, I made the smaller drill a double helix as well to fix it..
  9. Thanks taniwha! Down the road, when models become your priority, I'll be happy to help.
  10. You can just write up the ModuleAnimateGeneric module yourself. The animation is called "idle".
  11. I'm using stretchy tanks, so the first couple stages are much wider.. perhaps 7 or 8m. I switched to hydrogen and cryo balloon tanks for the upper stages to make it lighter, and removed the launch clamps. Was able to get a launch off without anything breaking unexpectedly, but had to make adjustments to the craft to squeeze out more DV. Now, the connection between second and third stage are breaking on spawn T-T. I can never win. I don't get it, its the same method of connection between the first and second stage, which doesn't break anymore. I'll keep trying..
  12. I agree. In fact, the augers I made are no smaller than the original EL augers; they're actually much much larger since the collision mesh of the orig augers are only in the little yellow part. My only complaint about the parts is the aesthetics . It looked silly driving around with an auger dragging 3m under the surface. To expand on taniwha's comment, currently all you really need to lift into space is a construction dock (which is tiny) and some rocket parts. Then, you can start building the big stuff in orbit.
  13. Well yes, but I adjusted the start/end frames in unity so that they line up properly to have smooth continuous rotation in the preview. Its just that in-game the rotation only goes half way or so before restarting.
  14. I guess you could call it a bug, but its because of the functionality of the stock science parts. The stock materials bay and goo container remain open when you keep science data, and the drill is using the same module. The only other way I know of is having the animation separate from the science, but that would mean that you could collect a surface sample without deploying the drill at all.. I'm only using 2 keyframes (from 0 to 360) over several frames. Do you think splitting it up would help?
  15. I'm trying to build a rocket to take a lander to the moon and back (taking cues from apollo of course), and even with KJR 2.0 and no matter how many heavy struts I use, the connection between the massive first stage and second stage breaks when physics loads. How do you guys keep your heavy crafts together without breaking on the launchpad?
  16. Sorry, but mining in EL requires Kethane. The surface sample drill doesn't require it though.
  17. Sure. The problem is that rotations in the loop of the deployed state animation are being cut off. Its strange because translations in that loop are working fine so its not like the whole animation is being cut off. Demonstration: (you can see from the top part that the translations up and down are looping fine) http://www.youtube.com/watch?v=Pf_WrLwzaFM It looks fine with the screw rotation smoothly looping in the preview in unity. This only happens in game. I also noticed it happening on your rotating drill heads in your kethane drills.
  18. Oops, sorry I didn't realize people were posting here. No the models are my own, although they are based on the same SRBs that the KW ones are based on of course. I've abandoned this project since I stopped playing RSS a while ago (got frustrated with the super massive rockets) but I might come back after I finish my regular ksp career, lol.
  19. I know what you mean. I tried it out a long time ago but wasn't impressed with the part models. I picked it back up recently to add more depth to me career mode, and now that I know how to model, I figured I should try making it more usable.
  20. I have considered that actually, but I'd rather make a separate part as a science drill. Some day maybe. Well it didn't take long to do a quick resize and retexture, so here you go: Download Surface Sample Drill (Mediafire)
  21. The tech tree tags should already be in there. The small one is in advConstruction and the large one is in advMetalWorks (the same as kethane). Is it not working? I was thinking that a KAS port could be attached to the tank or whatever you attach underneath the launchpad. I'm trying to come up with a way to fit a folding ramp onto it. The launchpad is still in the concept/design phase so any suggestions are welcome. I think taniwha is releasing some new parts by Aeon in a future EL update, including a new smelter which I think looks just fine so I probably wont do that, but I may try to come up with something for the rocketparts workshop. The second launchpad in the pack has its own command unit, thrusters and fuel tanks for landing it, but I feel that the attachment nodes are still awkward (anything attached to it will interfere with its deployment), so I'm trying to overcome that with my version. I still want it to be modular rather than a standalone part.
  22. Glad you all like it! I'm also trying out a compact launchpad design. The colored parts underneath represent a 2.5m tank and the small radial engines for scale.
  23. I've released v1 of my auger parts in this thread. Yey.
  24. No longer supported BahamutoD's Drills & Parts for EL These are a pair of animated augers (one large, one small) for the Extraplanetary Launchpads mod by skykooler and taniwha. They do not overwrite any parts from the mod and aren't officially part of the mod, just my own addon for them. -Known 0.23.5 bugs: -Launchpad dances while being deployed -3D printer falls through things/things fall through it Version 1.2 -Added expandable containers -Added Launchpad -Added 3D rocket parts printer Notes: Includes an early version of my Animation Modules plugin that allows the container and 3d printer animations. I'm not entirely satisfied with the 3D printer yet but I thought I'd let people play with it for now. Source for the plugin: bdanimSource0.1.zip Download: EL Drills and Parts v1.2 Download =========================== New ============================== Surface Sample Drill Also, a science drill was requested. I wanted to make a separate part for that eventually but for now, a rescale and retexture: Download Surface Sample Drill (Mediafire)
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