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Vertibirdo

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  1. Excuse me, i have a question regarding EVA. If this was already answered, please direct me to the post, as i was unable to find it. As soon as i exit my ship on EVA, i get message, that all my resources are depleted, and kerbal has only EVA propellant on him. Is there any fix to that?
  2. Here is the thread, that can be of some use. http://forum.kerbalspaceprogram.com/threads/49318-Deep-water-kethan-mining
  3. AFAIK you can turn off collision within one part, when importing it from Unity, but to disable specific collisions, you have to write a .dll
  4. Hello everyone! I have a question considering forces, applied to the object. The problem is- i am getting some weird phantom forces. I have made a winglet. It is properly aligned and everything. I have made sure, that no collision boxes overlap. But still, when i speed up my craft on the runway, it starts to violently slip sideways, tear off winglets and crash. If i manage to bring it in the air, it behaves nicely, until the landing gear touch the ground. After that it loses control and slips sideways again. Here is the link to the part. https://www.dropbox.com/s/7m5vhzucyrs4d6j/TraCom.rar Maybe someone has encountered that problem?
  5. I have solved the problem without having to lower the detail of the model. I have set unity to use simple box colliders (except for the cylinder itself, which uses convex mesh collider). And i have found out, that you can turn off collisions within the layer, by simply using the project physics manager. Everything is running smoothly. And animation works, huh... Now on to fixing that connection node displacement and texturing the model! =)
  6. Hello everyone! I have a question regarding collision mesh. I have made an inline telescopic legs, and now i am stuck at making a collision mesh for it. Can you please give some advice or anything? I have tried to use convex collision mesh in unity, but it literally kills fps. Is there any trick to it? I have tried to use simple box colliders, but they overlap, and crash each other, when the parts start to move. Or is there any way to ignore collisions within the model? I want it to collide only with other objects, not with itself. Here is the screenshot of my model.
  7. Aha! So i have to write a custom .dll as well. I have never done that before =) So much to learn, oh so much...
  8. Hello everyone. I have a problem, understanding how one thing works. I am making a foldable winglet, and i have run into a problem. So, here is my part I works alright, folds and extends, and the control surface is working as well. But the thing is- i don't even understand, how to make the part change its behaviour. Animation is just a simple animation, it doesn't affect part physics or anything. The reason i was making it- is to fold the wing, when it is not needed, to minimize its drag. So when it is folded, it should behave like a simple structure part, the control surface shouldn't work, and this part shouldn't generate any lift. As i'm thinking, it should behave similar to kethane drills, or solar panels, because when they are folded, they don't work and are just simple structural parts. Does anyone know, how do you make something like that?
  9. If you use KAS, you can also mod small probe parts to be grabbable and placeable, so you can essentially construct probes in space, using spare parts. (You can in fact make anything grabbable, but that won't make any sense) I have used this technique to assemble rovers and probes for my missions on place, instead of ferrying them around. Also you can use Extraplanetary launchpads, as it allows you to build ships on planets and in orbit.
  10. Um... you want to attach object to another object, which has moving animation? AFAIK it is impossible, unless someone manages to make a script, which dynamically alters connection nodes and object relevant coordinates (I have totally no idea, how that's possible, because attachment rules and nodes are loaded from .cfg files on game startup and are stored in the memory). Also regarding colliders- they do move with the animated objects, as that kind of stuff led to some pretty magnificient explosions, while i was testing my part.
  11. Sorry, as i said, i am pretty bad at English. At first i made custom animations for all objects in the model. So when i told Unity to count some object as control surface, it was breaking its custom imported animation. Control surfaces have their own animations, which are built-in. The built-in animation was "overwriting" the prefab animation. So i have made an empty, non-renderable object (3d max dummy object), which i linked to my control surface part as the parent object. Child object (control surface) movement animation is controlled through the parent object (dummy object). The child object therefore has no animation of its own, so Unity doesn't break it.
  12. Not an issue anymore, there is a simple workaround, which i have described. It is always nice, when there is a "stock" solution available. I want to make a stand-alone mod, not dependable on other mods.
  13. The question is solved, thanks to BahamutoD. I have made a dummy object in 3d max, which controls the whole animation, leaving other objects clean of it. Oh, what unlimited possibilities that can bring... Now i have another problem, but that's a matter of another discussion. Thread can be closed, thanks, all of you!
  14. Unfrotunately i am too dumb to be able to use firespitter dll, but BahamutoD gave me a nice idea. I'll see how it works out.
  15. Unfortunately i don't quite understand what do you mean. I want to make a stand-alone part, not dependant on other plugins. Or do you mean to try to use infernal robotics dll? Thank you very much, maybe he will at least give me some advices =) Still no time is wasted, as i can work on texturing, while trying to solve control surface problem =)
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