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Vertibirdo

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Posts posted by Vertibirdo

  1. 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?

  2. Your model itself looks over detailed (too many polygon, too smooth cylinder) than may explain convex colliders nightmare you have.

    I not yet did it myself but use four simple cylinders (1 height segment, 10-14 faces max) that mach location and size of your object, save at a separate object and import it in unity then use it as collider (by adding a physics/mseh collider component then select this object, by clicking on small circle next to collider mesh box)/

    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.

    idoImFY6TLs.jpg

    JsdlMMk135w.jpg

    Everything is running smoothly. And animation works, huh...

    Now on to fixing that connection node displacement and texturing the model! =)

    KXTVKF21nS8.jpg

  3. 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.

    lEwMb3385Ag.jpg

  4. Are you familiar with the creation of new PartModules in plugins? It sounds like you'd have to make a new RetractableWing part module, and in your code, when the extract wing event is fired, not only would you trigger the animation, but you'd also play with the drag and lift. (Alternatively, in the onFixedUpdate() method, check if the wing is retracted or not, and set the drag and lift accordingly)

    I haven't done anything with lift, but for drag, you can modify the maximum_drag property on the reference to the part to dynamically change the drag of your part.

    Aha! So i have to write a custom .dll as well. I have never done that before =)

    So much to learn, oh so much...

  5. 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

    6HkqjYN7l94.jpg

    Zo_gWCoZd1Y.jpg

    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?

  6. That pretty much answers my question.

    But why would I want a probe core and rcs on the "update module"? It would go up with the 'service mission', get docked to the station, I'd just pick it up with the lander and be done with it..? So I'd have sandwiched between two docking ports one whatever structural part/oscar tank/something small and light, with the sciency bits put on the sides, why include anything else..? (Adding unnecessary parts on a lander being generally a bad idea).

    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.

  7. I see. Thanks for the details.

    Sadely for me, and luckily for you, it's not the same case, as I just have concern regarding attaching part to an animated one in the VAB/SPH (and for the record, the attach nodes and probably the collider object don't physically follow the animation, leading the animated part to be merged in the connected parts). Don't know if it's just a design limitation or a Unity 4.3.3 "mysterious" issue, as some claim it's has some without telling anything about this alleged fact.

    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.

  8. Not really helpful to people who will face the same problem, could you be more specific, as there is a lot's of way to add a "dummy object which control the whole animation" and more importantly how to deal with it after and the other objects/parts involved and do the job in Unity. Maybe I don't see the trick here but I have some doubts on how to make this works, so thanks to explain a bit more.

    (I've seen too much people on these forums says "oohh it's ok now I did this and that it's easy" and ? no real added value without some explanations).

    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.

  9. Just a sec ..

    @Vertibirdo & Justin Kerbice: No cook book recipe here. It would need some research and probably help from the Infernal Robotics devs. And yes i thought about using the stuff in the InfernalRobotics Dll. I just looked at the IR part definition and i'm also confused because there is no module reference in there, just plain parameters ...

    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.

  10. 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!

  11. Perhaps you could use the Infernal Robotics plugin.

    It allows you to attach parts to movable joints, rails and things like that. So my idea is to make a wing setup which uses an IR module for an integrated hinge. Or just model a "stand-alone" hinge.

    Not sure if it will work though. IR joints are pretty wobbly. They may not stand the load of a wing. So make a mockup with existing parts.

    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?

    You should talk to BahamutoD about this. He recently started a thread in the dev section about a custom plugin for animation modules, and while it doesn't seem to include exactly what you are looking for, he does have a module for engines that have a stowed and a deployed state (which your request brought to mind, as they seem similar)

    He also mentioned that he is taking requests for specific animation modules for him to try making, so...

    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 =)

  12. I know almost nothing of modding, but making it so the entire wing acts as a control surface, like a winglet, sounds like a quick fix, but that's just my 2 cents.

    Thank you for your answer, but no. Whenever i describe an object as control surface, it cancels any animation, other than animation via key controls in game. So i cannot make it foldable. I guess i should be able to, somehow, make two instances of an object, like one object with custom animation, and another object with control surface animation. But i cannot understand how to make it possible, as i don't even know, where to start and how to make one part consist of several models.

  13. Hello everyone!

    I have a question, if someone can point me in the right direction.

    I am making a set of foldable telescopic wings and engines for aeroplanes and i'm stuck at the point of animating control surfaces. I know, that you cannot attach stuff to animated objects, as that stuff will just hang in the air, when its parent object moves.

    So i had an idea to make control surfaces as part of the animated model. The problem is- as soon as i describe control surface in the Unity as obj_ctrlSrf, it breaks its animation. The control surface object hangs in the air, while all other parts behave as they should be.

    Is there any trick to make control surfaces move in space? Or is there any way to make the part use two separate models- one with animation, and the one in its "working" state?

    Sorry for my poor English.

  14. As for KAS, it's on the list of mods that I typically use, however am not currently using because it's still [0.20] and I've heard there are a few bugs with it currently, I just wasn't sure if there is a way to hook up to the Launch Pad without KAS?

    The only bug i have encountered with KAS is the problem with dismountable connector (Sometimes they send stuff flying and exploding). Everything else is totally fine.

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