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VR_Dev

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Everything posted by VR_Dev

  1. Aww yeah, my time to shine. My lack of originality means I'm pretty much only in the replica game. My best one I think visually is this Gundam. Flies, lands, and the wings move into three set positions. album This Zoid Raynos also looks awesome I think, and handles amazingly well. You can turn the top or bottom engine off for super high g turns. The legs also move up into flying position. album Those two I built with all in game parts, b9 included, with some resized parts. Then I decided to try and load in a custom made model I found by DGMM on deviantart. I know this is kind of cheating, but it's a challenge for me and I've learned a lot about game development and modeling since I started. Here is the development thread where you can see more pics, flying gifs, and all the custom animations I gave it.
  2. So here's my current IR setup and what it results in. Unity Setup .cfg Code(A tall hinge changed slightly) PART { // --- general parameters --- name = LMiddleLEg module = Part author = Sirkut & Devo // --- asset parameters --- mesh = model.mu scale = 1.8 rescaleFactor = 1.8 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 node_stack_top = 0.0, .5, -.15 , 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 3 // --- editor parameters --- TechRequired = advConstruction entryCost = 0 cost = 50 category = Utility subcategory = 0 title = Powered Hinge manufacturer = Magic Smoke Industries description = Taller motorized hinge. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 3000 breakingForce = 999 breakingTorque = 999 // toggle parameters MODULE { name = MuMechToggle rotateJoint = True rotateAxis = 1, 0, 0 keyRotateSpeed = 20.0 rotateLimits = True rotateMin = -90.0 rotateMax = 90.0 rotateLimitsRevertKey = False jointSpring = 0 jointDamping = 0 onActivate = False rotateKey = revRotateKey = fixedMesh = Base servoName = New Hinge invertSymmetry = False motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path } } .cgs notes It worked just fine with fixedMesh = base before, but not this time. I've also tried leaving it blank, // it, and using meshes from my model(Cylinder) to no avail. Also I have tried 1 & -1 for each axis with no luck. How it loads into the game Looking exactly like the hinge it's modeled after there above it And the result If the gif is too slow. Here's the gfy link Not rotating around the cylinder, but acting more like a piston
  3. Yes sir. I wanna make a whole mod of zoids to battle
  4. I thought you'd enjoy that. I haven't tried the script out yet but this thing is even more awesome in person. Wayyy bigger than I expected it to be. I really want you to take another crack at my t-rex but the IR is broken in .23.5. You still have .23 loaded anywhere? I spent a long time making it run smoother by doing what you said and removing a bunch of stuff. There's still polygons to remove but m1sz said it was much better already
  5. If all else fails, I don't think anyone would notice. Parallax's walker thread. Check it out
  6. "looks like parallax's" you say? No idea what you're talking about..
  7. Trying to catch up to parallax. thread
  8. All interesting ideas. Thanks a lot. Personally I just think this looks cooler than a big hot air balloon base, and this has yet to be done.
  9. It's not looking good for the saving in atmosphere however.... I wonder if I could trick the game into letting me jump to the space center if I actually got the thing to come to a complete stop at one point in the air. Which is probably impossible
  10. Well yeah I'm hacking it in. But Jool is a giant gas planet. And since kethane is found on every body in the solar system chances are it would be located on Jool too. So I'm saying maybe there's kethane in a gas form that could be extracted and "condensed" into a liquid. And since Jool's atmosphere is so thick, there would probably be a fair amount per every square meter. Now my ramAirIntakes just suck up kethane. Using the converters on KintakeAir doesn't seem to work, so now I'm gonna say the intakes suck up KintakeAir(which they don't) and automatically condense it into a liquid form of kethane. The ramAirIntakes now use electricity and produce heat in the condensing process. I will have to tweak all the values and what not, but I've gotten it to work on Kerbin already. Somehow I'd like to make them only operate if the atmospheric pressure is over a certain amount, so that it only works on or below the surface of jool
  11. Yeah I know, thanks a lot though. I thought I would need a lot of KintakeAir to convert but not really. Now they just suck up straight kethane, but they also produce heat and use electricity. I'm gonna add the drill kethane cloud animation to them too. I'm saying they "automatically condense" the atmosphere into kethane. I'm gonna make a new part in blender to use as an intake/condenser but right now the ramAirIntakes are doing it.
  12. yeah I don't know. I have to look into that mod that was mentioned. I figured out how to produce kethane from the air, so I could get it to fly indefinitely. How to leave it there is now the main problem. What are the chances of getting two of these into orbit, connected to form one giant flight deck, then flown out to jool? Slim to none probably huh? And I don't like how un-realastic the deck is to try and get into space. I'm thinking about having it fold up somehow til it gets to orbit.
  13. So I'm trying to create a perminant hoverbase on the "surface" of Jool but in order to do so I have to find a way to refuel my base. My idea was to suck up KIntakeAir from Jool's thick atmosphere and "condense" it into kethane. I've tried using the converters to do this, but no luck. Here is my thread post that describes in more detail my plan, and the .cfg code I've used to try and accomplish this. I'm looking for any help I can get, either from a building standpoint or a .cfg tweaking one. http://forum.kerbalspaceprogram.com/threads/79638-Using-a-Kethane-condenser-for-a-permanent-hoverbase-below-Jool-s-surface
  14. So I have a new kethane project in the works which involves trying to create a permanent hoverbase on Jool's surface. I'm working on how I could condense kethane out of Jool's thick atmosphere in order to make the base hover indefinitely. I'm really busy with other projects though so if people wanna help I would really appreciate it. I figured you are all kethane fans, so I'd post something here. Here's and alpha build of what a base could look like. I'd like to make it so that maybe several of these crafts could attach to form a bigger base. And I'd really like to see a landing deck for kethane powered VTOLS Anyway here's my thread post
  15. So I updated the main post for the first time in a while. Cool video now kind of demonstrating what I would want the end game for this project to be. I haven't really had to time to work on the IR for .23.5 but I'll find time soon. I started this thread for a side project too. If you know anything about the workings of the kethane mod or wanna help build a sub-surface Jool hoverbase, check it out. http://forum.kerbalspaceprogram.com/threads/79638-Using-a-Kethane-condenser-for-a-permanent-hoverbase-below-Jool-s-surface
  16. Awesome, thanks a lot. I knew there would be a way to leave it there. I've flown two planes at the same time before and you can fly them at the same time until they travel too far apart, then one disappears. I'd like to be able to leave the base on the surface then fly a ship out to land on some kind of landing deck it has.
  17. Well I'm glad you dig it. I'm super busy with this, so if you wanna help build after I get the condensers working I'd appreciate it.
  18. So I'm pretty obsessed with Jool. It has no surface which makes it impossible to hang out there, which makes me really want to do it. I want to build a floating base on or below the surface a la the cloud city in Star Wars. Obviously it has to be much smaller, but several of them connected would be pretty cool. And ultimately I'd like to fly a kethane powered VTOL out there to land on a flight deck. Here is a proof of concept that you can hover below the surface. And the original request thread I made I went much lower than that as well, and as you can see, it requires very little thrust. Here is an alpha build of a base. I know it's a big ol ship to get out to Jool but it doesn't matter where I land so I just have to hit the thing. The atmosphere and some chutes will slow it down. I figure I just get the base into orbit around Kerbin, then blast up a ship with some nuclear engines and a bunch of fuel to fly it out to Jool. The ramAirIntakes all suck up KIntakeAir. Now my plan was to use the converters to "condense" Jool's thick atmosphere into kethane to maintain permanent flight. And I changed the .cfg to look like this. However it doesn't work. My guess is KIntakeAIr probably isn't defined in the plugin, or for some reason it just simply wont let me output kethane. PART{ // --- general parameters --- name = kIntake_2m_condenser module = Part author = Keptin // --- asset parameters --- mesh = model.mu rescaleFactor = 1.15 node_stack_top = 0.0, .308, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -.310, 0.0, 0.0, 1.0, 0.0, 2 cost = 3500 category = Utility subcategory = 0 title = KE-C190 Heavy Condenser manufacturer = Organization of Kethane Equipment Producers description = The KE-C190 features deployable heat sinks to aid in keeping the unit cool during operation. When it's not overheating, this heavy unit can rapidly and efficiently process Kethane into other fuels. TechRequired = veryHeavyRocketry entryCost = 50 attachRules = 1,1,1,1,0 mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 5200 fuelCrossFeed = True MODULE { name = HeatSinkAnimator HeatAnimation = M2_converter_EmissiveAnimation OpenAnimation = M2_converter_converting OpenTemperature = 300 MaxTemperature = 3600 InternalDissipation = 0.04 HeatSinkDissipation = 0.28 PressureDissipation = 0.14 AirSpeedDissipation = 0.007 RadiatorNormal = 0, 0, 1 } MODULE { name = KethaneConverter HeatProduction = 600 InputRates { KIntakeAir = 1.75 ElectricCharge = 12 } OutputRatios { Kethane = 1.03 } } } Now I don't want this condenser to work anywhere else but on the very surface of jool where the atmosphere is so thick. So somehow I'm going to have to make it just barely work on the surface so that it's too inefficient to work on any other planet. I don't want people to be able to just pop into a planet's upper atmosphere, refuel, and be on their way. My new plan is to try and suck kethane straight out of the atmosphere from a part then say it just automatically condenses the KintakeAir into kethane. The part will use a bunch of electricity and produce heat as well to make it seem like its doing that. I'll probably just use the ramAirIntakes like I've been doing but maybe one day make a custom part. Another, much harder idea, is to have a refuel vessel that flies out to a moon, drills for kethane, then delivers it back to the base. So what does anyone think. Sound like a cool idea? Or does it sound impossible? My biggest concern is you wont be able to jump back to the space center, so technically it wont ever be permanent. I've heard of ways I think maybe to leave ships in the atmosphere, but I'll have to look into it
  19. I have played with the axis values but still doesn't help, but I'll try and figure it out today
  20. Yeah I get that. And I tried it like: { name = module = part model = MODULE { name = MuMechToggle } } And that didn't work at all, the servo names wouldn't even show up in the editor. Then I opened up the .cfg for your .14 parts and noticed it was still laid out like { name = module = MuMechServo model } Which is why I thought maybe you were referring to future cfgs. So then I copied the whole .cfg for the tall hinge and just changed what I needed like I had done before for my custom parts. And they move, just not really correctly. I'll figure it out, I just thought maybe there was some other change I was missing
  21. Well everything has come to screetching halt since upgrading to .23.5. Gotta go back to making IR work agiain. Should be possible, just a lot of work
  22. oh you mean thanks a lot.Yeah my plan is to make a whole mod of custom, walking, flying, fighting zoids. Here's my first one. It's the big ol t-rex there in my signature. It requires the IR plugin though. Which is why I'm here. But enough shameless project plugs. Sirkut I assume the changes that need to be made to the .cfg you showed me will be in the next version with tweakables? Because all the .cfgs of .14 look pretty much the same. For some reason though my parts act differently. They still move, but not in the correct way. It's gonna be alot of work to get each of them working correctly again, but I don't wanna spend a lot of time fixig them if .15 is gonna change them all again. Currently I have 7 parts calling the plugin, which is just a lot of work to change.
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