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DYJ

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Everything posted by DYJ

  1. Since the new partools are not out you can\'t add hatches or ladders yet, simple as that.
  2. Question1. Short answer is: you can\'t make airlocks without the either devhax or the new yet to be released parttools. Long answer: 1. Create a box around your airlock in your modelling software 2. Load your stuff into unity 3. Add a unity tag named 'Airlock' and a layer named 'Part Triggers' 4. Assign the tag to your airlock and move it to the Part Triggers layer you just created 5. Use the new yet to be released parttools or devhax to export your part. I\'ll try to make a tutorial video on this stuff unless a dev makes one first as soon as the new partools drop. Question2. Like this: http://kerbalspaceprogram.com/forum/index.php?topic=13450.0
  3. If the crewtank isn\'t attached to a pod they seem to have trouble exiting, I have however had some success spam clicking the portrait EVA button.
  4. Colmo - Never actually tried the aerospace pack in 0.16 yet will take a look at that. And for the love of boosters don\'t wait for me to do anything, I don\'t have time to finish all projects I start and I get distracted easily. Emilio - Just adding the crew capacity .cfg bit will give any part crew capacity the tricky part is adding a hatch and/or ladders, that requires the new yet to be released parttools (or in this case devhax, thanks again C7). RayvenQ - A smaller version would indeed be good, its on my list. Was testing stuff when suddenly, science happened! The crewtank can control carts! Time to revive the old APC project.
  5. This topic has been moved to Support. [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=16707.0[/iurl]
  6. Crew module, just waiting the updated parttools.
  7. :Shamelessplug: http://kerbalspaceprogram.com/forum/index.php?topic=10138.0
  8. I have yet to figure out where I want the CM, but since all my stuff relies on r4m0ns code anyway this thing might aswell. I\'m not entirely sure what I want it to do but I reckon I can give it some doors that open and internal space for users to put stuff in if the cart plugin can handle the .mu format, internal fuel/rcs tanks, batteries,science,crew compartments things like that. As always I appreciate suggestions.
  9. Did you forget to invert the G channel? http://kerbalspaceprogram.com/forum/index.php?topic=13542.msg231914#msg231914
  10. Still have yet to get around to finishing the fenestron, but I made this last night:
  11. [mod]Do not quote pictures, if you are uncertain how to use the quote function read the forum conduct post, http://kerbalspaceprogram.com/forum/index.php?topic=14875.0[/mod] Creative staging.
  12. [mod]One sausagetrain is enough.[/mod] The picture doesn\'t get any funnier no matter how many times you quote it. If you feel uncertain on how to quote a post please read this thread: http://kerbalspaceprogram.com/forum/index.php?topic=14875.0
  13. That someone on IRC would be me, and yes multiple colliders are supported in the unity parttools. Just add multiple mesh colliders (or any other kind) in the part tools, their names does not matter. I\'m currently using it for my Tristar tail and it works great. And since it\'s not actually a Blender question so would likely have gotten a better answer faster if it was posted elsewhere.
  14. The reason your parts look like they don\'t belong together is not because of unity but because your smoothing is borked, if you are using Blender the easiest way to fix this is with a 'Edge split' modifier since the 'mark sharp' function is currently not working very well. Modifiers are found in object mode in the wrench tab. Example plane, the fuselage is made up out of 4 identical pieces with the same color.
  15. It does work in 15.2 Just make sure you have the latest mumechlib.dll installed. Played around with radially attachable engines.
  16. Aqua Teen Hunger Force hands down, non sequiturial humor at its finest.
  17. Judging from the pictures the extendy bits are extremely low poly, so deleting them wouldn\'t have much of an impact. And this is KSP, not minecraft a few thousand tris is fine. Still looking great. Everything except the sat body texture, the hex texture doesn\'t really fit on a sat imo.
  18. Monetizing a KSP video won\'t take profit away from Squad. Publicity will however do the opposite, and if monetizing your videos help you produce more content then thats great in my opinion. But since the moderator-team is in no way capable of making business decisions on behalf of Squad you\'ll have to wait until a Squad employee can give you a answer, I\'ll do my best to poke one of them as soon as I get the chance.
  19. Everything is looking nice and simple this far, good job. You might want to split the main body into multiple parts to allow for more customization, simply having the larger end-caps as separate bits might be enough.
  20. Before this turns into an angerfest I advice everyone to once again listen to this interview. Interview with HarvesteR: Part 2
  21. Fairly certain I can make a fenestron/tailrotor now by having a looped rotation animation via the unity parttools and using the mumechrcs code module. I\'ll try to get a helicopter parts update released before 2.0 My plan for 2.0 is to have a set of aircraft parts allowing you to build relatively 'realistic' analogs of most larger aircraft out there today, the tristar is just going to be the one of many possibilities.
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