-
Posts
1,039 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by VR_Dev
-
"Array Index is out of Range"
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
Whoops sorry. I should have read that first. I assume if google couldn't find it it hadn't been discussed. And that explanation is a little over my head. But it doesn't seem to be a problem. I'll drop it -
"Array Index is out of Range"
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
This is incredibly helpful. Thanks a lot. -
"Array Index is out of Range"
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
Now this is super lame, but it proves how much I don't know about debugging. But where do I find output_log.text? Quick search says its in KSP_data. But I can't find that anywhere in my KSP folder Edit: I assume KSP.log is the same thing -
"Array Index is out of Range"
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
Yeah sorry I know. I just don't even know where to look. It's obviously because of one of my custom parts. Is it something in a .cfg, or have something to do with one of models? When I get home I'll post the debug. I was just curious if someone could point me in the right direction. -
What can you guys tell me about this. It gets thrown a whole bunch of times for my Iron Man. Google search shows one other topic about this that apparently I don't have permissions to view. It doesn't break anything or seem to slow gameplay down. Any info is helpful. cb
-
Hands are all set. Actually mostly all set. The RCS points diagonally but it actually helps a little to counter rotation. But I'm putting on the final touches for an alpha release. But what can anyone tell me about Array index is out of range? It keeps throwing that and the only link I could find is here, but apparently I don't have permissions to view it.
-
In unity the pivot point is the 0,0,0. But in my experience the center of mass is set in blender. You select the mesh you want and go to object>transfrom>origin to center of mass. For multiple meshes, this will set the COM at the average COM for all the meshes. You will notice this if you try to rotate an individual mesh. It wont rotate around its own axis but the axis of the whole parts COM. For individual mesh the COM is set to it's own . Which is helpful for rotating individual meshes around their own axis, not the whole parts. This is my understanding
-
For complicated models like my iron man I place rectangular pieces in all my parts. As big as I can without them sticking out of the model. Then I make those the convex mesh collider's. I still add mesh collider's to the more complex parts so that things can be surface attached, just don't make them convex
-
Mobile Gundam Suits (MRK V kOS Footage)
VR_Dev replied to VR_Dev's topic in KSP1 The Spacecraft Exchange
The feet will probably break if you are using Infernal Robotics .19, due to the new features. I'll fix them and update tomorrow. -
-
I am super proud of the hands now. RCS flight stabilizers and rockets built into one. The RCS only thrusts in one direction but it looks pretty cool, and hopefully one day the hands will rotate in order to give more degrees of RCS thrust. So the hands can provide stabilization for flight, but they are also still rockets that can be activated for extra thrust. Those animations are the same as in all the OP pictures. RCS thrusters aren't nearly as customizable as the engines however. Which means I can't change the animation, fuel type, or consumption rate. This means I will have to include a fair amount of monopropelent in the suit, which isn't ideal. Unfortunately while updating the robotics to .19 the left hand broke. Everything else still moves except that hand. That's really the only thing I need to fix before a release. I also need to tweak a lot of stuff for smoother flying. But I'm hoping for a new video and beta release on Sunday. Also I was thinking about making the flaps work like the B9 aerobrakes instead of flaps. I'm not at home, but can anyone tell me if those require any of the included b9 plugins, or do they work independently?
-
Right now the fuel setup works perfectly, and exactly how I wanted it. The engines run on intakeAir the body collects, and electricCharge, which comes from the module generator. Right now the suit has 100 units of electricCharge, which remains full up until about half throttle. Higher than that the electriCharge starts to drain, and at full throttle the electicCharge will be depleted in a manner of minutes, unless you throttle down or kill the engines. At which point the "arc reactor" will refuel the suit. It takes in a lot of intakeAir, so you can still get into a mid level orbit, but not higher than that, which I believe is true of the real Iron Man. I'm really happy with the fuel set up right now. I didn't see that, and thanks for whoever gave me more. I understand though. This project isn't really in the spirit of the game. But it's helping me become an expert and blender/unity, and creating engines for the game. Hopefully I can use these skills elsewhere someday, as well as for my fighter jet cockpits I'm working on.
-
Hey thanks a lot dude. Haven't seen you in a while, thanks for the info. Maybe the MRK 42 will be limited to the atmosphere with IntakeAir and the gemeni will get spaceflight. The MRK 42 is super close to Alpha release. Just gotta fine tune some nodes and fix the fuel problem. I changed the jet animation too. I still don't know what to do with the hands. I was thinking of making them RCS thrusters. In other news I added mechjeb to the helmet, so it can land easily. I'll release a mechjeb helmet and a stock one. Also I started making these built in flaps functional. They will be doable, but the problem is that when the rotate down the disappear into the suit, which looks bad. I'm pondering a solution. Flaps probably won't make the first release.
-
What can anyone tell me about all electricCharge engines? I thought I had it figured out by simply changing the resource in the .cfg, but it turned out I had left the "infinite fuel" cheat on which was making them work. Now the engines just say "electricCharge deprived", despite the fuel bar being full. Can engines not run on electricCharge alone"? I haven't found any after a quick search. The Ion engines use it as a resource but they also use gas. Why can't I just remove gas from the equation? Also back in the day when I was building kethane jets the liquid fuel engines would flame out if I tried to run liquid fuel engines while also converting kethane to fuel. This might also cause a problem while producing electricity while running the engines. This was many versions ago, maybe that bug has been fixed.
-
Perfect. I'll play with the rates to try and achieve the draining effects I want. I don't want it to just have unlimited full fuel all the time. Even in the movies the armor has some power limitations.
-
Anyone have any ideas on how to generate power without engines or the sun? There's an "alternator" module for the engines and I assume something similar for the sun. But I want the arc reactor to generate it's own power. I'm gonna make the engines run on electricity, like I think they do in the movie. It would be cool if power was unlimited until you hit full thrust, and then it would slowly start to drain, then once you reduce the thrust or turn off the engines the arc reactor starts charging back up to full power. Also firing the hand cannons will hopefully take out a chunk of the power supply.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
VR_Dev replied to sirkut's topic in KSP1 Mod Releases
Yeah I've thought about that. But just to be clear I wasn't talking about just having "rotateAxis = 1, 1, 0", but two separate modules in one .cfg, like so Part{ name = MRK42RHand module = Part author = NovaSilisko mesh = NewModel.mu yada, yada, yada, MODULE { name = MuMechToggle rotateAxis = 1, 0, 0 fixedMesh = Base servoName = R. Hand Rotate } MODULE { name = MuMechToggle rotateAxis = 0, 1, 0 fixedMesh = Base servoName = R. Hand Lift } } When that part is attached to something in game it loads both "R. Hand Rotate" & "R. Hand Lift". Only moves on one axis though. It would still have a single stationary attachment point. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
VR_Dev replied to sirkut's topic in KSP1 Mod Releases
Hey Sirkut have you ever successfully loaded two modules into the same part? Each with a different access of rotation? When I try i get both names to end up in the table, "rotate" & "lift", but only one of the motions ever works. Is that something the plugin just wont allow? -
Yeah dude, I know. Here the first example of what I mean when I say the suits could be customizable. It is the head, body, and upper right arm from the MRK 42, completed with the existing gemeni parts. The MRK 42 has built in flaps as separate meshes which will look pretty cool when I get them working. Also I messed up the texture on the gemeni and haven't fixed them yet. It entails re-writing all the parts in blender which I'll do eventually. This is what it's supposed to look like. I need to figure out how to eliminate the gaps in the armor when the joints moved, which is kind of challenging.
-
Yeah I could definitely do that. I'd love to have flaps that work like in the movies though I just use animations from pre existing engines though. The particle emitter is hard to use. If anyone with any experience with it wanted to make animations for me I'd be al for it.
-
Yeah I gotta tweak flying. Right now SAS controls it, but it's really jerky. I gotta tune SAS, mass, and I'm gonna make the legs wings so it has some lift to help make it smoother. Flaps would be nice but they will be hard to make them look nice with the mapped texture
-
The beam saber works perfect now. Here it is. https://www.sendspace.com/file/mbcdl6 I also updated the OP with detailed instructions of how I created this. If you want the unity setup let me know