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Everything posted by BahamutoD
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[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Thats what I was thinking, but neither mechjeb nor the savefile indicate a change in mass. -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Haha, that was alot of work... and it still sticks T-T Also, the moduleAnimateGeneric only makes one of the 4 legs animate Edit: A video of behavior (before trying the model nodes, but same basic behavior) http://www.youtube.com/watch?v=eIqVfgw_8Yg -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'll try that. Where do I look to see how to use the model node? (or any node for that matter... I've just been winging it and looking at other part's cfgs.) -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I didn't try it exactly the way you said but I did redo the animation so it pushes the ground straight down so no possible pinching effect would occur. I spent almost the whole day today and yesterday trying to figure out this problem. The thing will stick to the ground and wont lift off if any colliders attached to animated objects touch the ground while landed. Only when the animation lifts that object off the ground will the ship be freed. It's not just the foot colliders but also if the bay door colliders are touching the ground, same issue. I'm really getting frustrated and I really want to move on to making other parts so if anyone has any idea why this is happening, or can point me to an example of another landing leg using ModuleAnimateGeneric that has or doesn't have this problem please help me out!! I'll give you cookies! Solutions I've tried: -Setting the mesh collider to an empty game object which is parented to the feet (instead of putting the mesh collider on the feet). -Trying all different kinds of colliders (the ones in unity like spheres, boxes, etc, simple mesh boxes imported from blender) -Re-animating using bone armatures instead of just parenting objects to each other, then setting the colliders to the bones instead of the meshes. -Moving the thrust transforms around in case they were getting stuck under the ground or inside colliders -parenting the thrust transforms to different objects -fixing the animation initial frame -using convex and normal colliders -setting the colliders to the foot meshes when technically only the bones are being animated (this attempt made it so parttools wouldnt write the part at all) -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
stack 8 of them up and you'll be able to escape kerbol by launching straight up at the right time of day -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The part in the available download link is using ModuleLandingGear which makes it weightless, so it is highly OP right now. Just a heads up. I still haven't figured out the issue I'm having with the generic animation module.. -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
True, I may make a MK1 sm eventually. First i wanna finish this part up because im still learning and refining the process now will make part creation smoother on the second part -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I know T-T You don't stuck if gravity hack is on though. I wonder if something weird is happening and the mass gets multiplied when its landed.. -
Jeb testing a propulsion system for the MK1-2 pod.
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[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Indeed the collision mesh of those tiny feet sink into the ground, so I use very tall and slightly wider meshes for them which fixed the sinking problem but this is when the sticking issue began lol -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Awesome! Will message you soon. -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Okay so I tried HLandingLeg as well, and it still gets stuck... I'm so stumped! Why does it work perfectly with ModuleLandingGear (besides the weightless issue) and not with ModuleAnimateGeneric or HLandingLeg??? I'm going to try the Firespitter animation module, but I'd rather have it not require firespitter =/ Edit: Tried FSanimateGeneric, same issue. So its probably some collider problem which I have no idea how to fix -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I don't think that's it either.. once it's in the air, it flies with no problem. Also, I'm now to the point where it will finally launch after a couple seconds of full thrust when in folded position, and sometimes in extended. -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
How's that? haha. But seriously, the mk1 might be too small to fit any useful amount of fuel unless the bolt-on part is much bigger than the pod itself. -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Hmm, yeah I am using boxes for the feet colliders since the foot models are too small and clip into the terrain. It seems to get stuck with either one though. I shall try a capsule. Edit: Actually... I feel like the problem is something else, since this sticking problem is only happening with ModuleAnimateGeneric... -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I used ModuleAnimateGeneric before, but for some reason the ship gets stuck to the ground when it lands (full thrust and the ship doesnt move untill you press the animation button. This happens both then the legs are deployed and when they are not), and spawns with the landing gear already out, which clips through the ground, causing it to pop like 20m into the air when physics starts. I'll try that again though. Can you try ModuleAnimateGeneric on your end and see if you have the same problem? Edit: Okay i tried ModuleAnimateGeneric again and it spawns properly but the 'sticking to the ground' issue remains. (this is why I tried switching to ModuleLandingGear) I would try HLandingLeg but I thought it was outdated or something. I heard it needs animations and parts to be named certain things so I'll need to find more info on this. Edit2: Will do this in v0.3 -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
That is on the to-do list. Most important for right now is figuring out why it is weightless :S -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Okay I've run into another weird thing. I was wondering why stacking the new part (v 0.2) was giving me so much TWR (3 of them gave me twr of 12:1), and I found that the parts were magically becoming weightless upon loading to flight scene. Mechjeb displays the weight correctly in the VAB, but once I go to the flight scene, mechjeb shows only 4t (which is the weight of only the command pod) no matter how many parts I stack. What the?? -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Ahh I could have used your help yesterday! Spent hours and hours but I finally got the animation working. The animation itself wasn't actually a problem, but things got weird when I exported from Blender to Unity. Thanks though! Haha, at least you make parts that are useful I have finished the RCS and landing legs. Although drilling holes into the hull for the RCS made that face get all distorted... Also the retexture ain't as smooth with the separate moving parts and stuff. I'm learning -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Okay so the built-in landing legs are slowly coming along. I've overcome tons of random and strange problems and finally have the part in game with the animations working, but now it gets stuck to the ground whenever it lands. Whether or not the gear is down, it will be stuck to the ground even at full throttle and wont be released until the extend/retract animation is played (hitting G). So odd... Edit: Using ModuleLandingGear instead of ModuleAnimationGeneric or w/e seemed to do the trick. On to RCS. -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Thanks! I was going to do add RCS but thought the reaction wheels were more than enough... Forgot about docking though! I'll add that next along with possible legs. Ah, not sure how I missed those lander leg links. Thanks. The bottom fits 2.5m still. After I finish this part, I'm thinking of making a big brother version that's larger with stronger engines and goes from 2.5m to 3.75m. Which parts look odd? I did smooth shading with edge split, but I will probably learn how to use smoothing groups (I assume that means choosing which parts to smooth). That was the inspiration! -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD posted a topic in KSP1 Mod Development
Hello everyone. You may have seen me post videos and craft files on the forums, but one thing I've always wanted to do was create parts and addons. This is my first real attempt at modeling and texturing ever, and so far it has been quite fun. The first part I've made is an engine/fuel tank/RCS/landing legs combo which is intended to fit seamlessly with the 3 man Mark1-2 Command Pod. It's gonna have a bunch of different modules crammed into one part to serve as a platform for me learning how to implement them all. Eventually I will create a bunch of different parts and release the package, but for now, one part at a time. The goal is good balance, stock compatible appearance, and functions with style. Heatshielded Senior Docking Port Download v0.1 Included are 3 configurations of the large docking port. Two that start closed (one of which opens 180 degrees and one opens 270 degrees), and one that starts 270 degrees open. Hollow Docking Rings/Fairings Download v0.2.1 These are parts in which things can be mounted. The black rings on the rim also work as docking ports, allowing you to dock rockets with the engines hidden, or hide small parts within a stack. Comes in 1.25m, 2.5m, 3.75m Also includes a 1.25 hollow docking ring which, among other things, can be used to mount directly under a rocket while still allowing thrust through. You can also part clip a parachute unto it so you can have a docking port and parachute in one piece. Short Demo: Todo: Texture/model improvement. Mk1-2 Propulsion System Download v0.3 0.3 Notes: Switched to a more modular setup to fix leg and thruster problems. Now has 4x 0.625 engine mounts. Included new Engine with swiveling nozzle. 0.2c Notes: Did a workaround for the pesky sticking problem. Thanks, Cheebsta, I used your 'one large collider' solution for now. You were right, it does land a little funny but its the only solution that works right now. I guess you can't have more than one moving collider touching the ground. v0.2a video: Open to suggestions. Some of the parts in action: -
Infernal Robotics Bipedal Challenge
BahamutoD replied to elind21's topic in KSP1 Challenges & Mission ideas
Tada. Threw this thing together. Works like those walking wind up toys. -
When I launch large and delicate rockets where even the new SAS causes deadly wobble, I just keep vectoring on but turn off SAS and use as little control as possible. You're supposed to use gravity to steer your ship in a g-turn anyways Edit: Also, like the guy above me said, using aero surfaces (I just use non-controllable ones) will keep the rocket pointed pro-grade. Gravity will naturally pull the prograde marker toward the horizon if you do a small steer in the right direction.
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I ran a mission with my latest insect inspired craft.