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Everything posted by VR_Dev
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
VR_Dev replied to sirkut's topic in KSP1 Mod Releases
ugh .14 and my custom parts are not playing well together... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
VR_Dev replied to sirkut's topic in KSP1 Mod Releases
oh yeahh, about that. my bad. Also thanks a lot for the .cfg explanation. I hope having it as a part doesn't mess with the landing gear and engine parts I have that rotate. I doubt it will -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
VR_Dev replied to sirkut's topic in KSP1 Mod Releases
Awesome, I can finally upgrade to ARM. I am so jazzed for all the new options. No more .cfg tweaks and part reloading. This and the new procedural parts and I may never have to open a .cfg again. I assume the new plugin will still operate my custom parts. I'll try it out tonight. I can release my hovertank now too. Sirkut you are a gentlemen, scholar, and captain of industry -
Excellent work just running stock
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Mikoyan-Gurevich MiG-25 "Foxbat" (Replica)
VR_Dev replied to -KidWithEyeBalls-'s topic in KSP1 The Spacecraft Exchange
This is awesome. I love how people are starting to get really good at creating smooth, accurate fuselages. If you wanted eyeballs you could resize those intakes to make them perfect -
[Tutorial] Animated Landing Leg w/ Suspension
VR_Dev replied to BahamutoD's topic in KSP1 Mod Development
I've figured out how to use IR to run my custom parts. Let me know if you want some help edit: whoops BahamutoD, I thought that you were giving advice to the op. I assume you have it all figured out. Azimech I could still give you some pointers though -
Oh hey, an f-35 thread. Yours is awesome. This thing is my pride and joy. Uses infernal Robotics to lift and rotate the rear engine down and a b9 part to conceal the front lift engine. I call it f-35 inspired. The front winglets aren't necessary but I included them for high altitude flight. album
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daaamn. that is bad ***
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Not yet, I've been working on fps issues and bugs the last week or so so that these guys can give it a whirl. But as you can see, they have accomplished bipedal walking already. And even if it never walks, it still flies -
aww yeah. Guess I won't be sleeping tonight. I can't wait to learn how the scripts work
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Custom part explodes on launch
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
Also only the black cylinder has a collision mesh. The red cylinder has to sit inside another part, so I didn't give it one. I've used this technique for other parts with no problem -
Custom part explodes on launch
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
That part has no convex collision meshes. Im trying to improve fps by not using convex on smaller parts. I've tried adding convex but still blows up. -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Post concerning my exploding part problem. Once I figure this out I can move onto the lasor cannons. http://forum.kerbalspaceprogram.com/threads/79050-Custom-part-explodes-on-launch -
I'm so close to being done with this. But I went back to blender to remove extra polygons on some of the parts and now two of the parts explode on launch. It doesn't have anything to do with my blender changes, because I tried the original blender models and they explode now too. THe only thing the logs say is that there is a structural failure between the part and whatever it is attached to. Here is the .cfg that worked originally and now doesn't. I set this and the model up exactly like the other 15 parts, I like to think I have some idea what I'm doing, but this has me stumped. PART { // --- general parameters --- name = ScytheArm4 module = MuMechServo author = Sirkut & Devo & clown_baby // --- asset parameters --- mesh = NewModel.mu scale = 1.8 rescaleFactor = 1.8 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 // --- node definitions --- node_stack_bottom = 0.0, 0, 0.0 , 0, -1, 0.0, 3 node_stack_top = 0, 0.18, 0, 0.0, 1.0, 0, 3 // --- editor parameters --- TechRequired = advConstruction entryCost = 0 cost = 50 category = Structural subcategory = 0 title = Lower Fury Leg manufacturer = Magic Smoke Zoids description = Lower leg for the Fury. Is used for both legs. Rotates. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = .05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 999 maxTemp = 3000 breakingForce = 999 breakingTorque = 999 // toggle parameters rotateJoint = True rotateAxis = 1, 0, 0 keyRotateSpeed = 20.0 rotateLimits = True rotateMin = -180.0 rotateMax = 180.0 rotateLimitsRevertKey = False jointSpring = 0 jointDamping = 10 onActivate = False rotateKey = up revRotateKey = down fixedMesh = Base servoName = ScytheArm3 invertSymmetry = False motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path } Here is a download link with the .blend file, .unity file, and game folder with the .mu and .cfg. I would be so appreciative of any suggestions you might have. I'm truly stumped. thanks http://www.megafileupload.com/en/file/527116/Part-zip.html The part in question
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
I am so close to being done. I fixed the foot problem, but I went back and simplified the hip joint in blender and now it explodes at launch every time. I'm confident it has nothing to do with the .cfg. I'm stumped -
man, that is so awesome
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
So I've been going over every part in blender and deleting extra polygons which is slow and boring, but it runs really smooth now on my computer. I tried painting it black which looks ok in the hanger but not so great when launched. My biggest problem is the feet. The thing slides all around town. I've tried naming the meshes that touch the ground "foot" hoping I could trick the module into thinking those were the landing gear feet. I did get the gear button to lower the stableizers, which is pretty cool. Here's the code PART { // --- general parameters --- name = LfootAnimRWS module = MuMechServo author = Sirkut & Devo & clown_baby // --- asset parameters --- mesh = NewModel.mu scale = 1.9 rescaleFactor = 1.9 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 // --- node definitions --- //node_attach = 0.0, -0.254, 0.0 , 0.0, -1.0, 0.0 //node_stack_bottom = 0.0, 0.2, 0.5 , 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0, 0.1, 0.0, 1.0, 0.0, 5 // --- editor parameters --- TechRequired = advConstruction entryCost = 0 cost = 50 category = Structural subcategory = 0 title = Foot for the Kerbserk Fury manufacturer = Magic Smoke Zoids description = Foot for the Fury. Is used on both legs. Has toggle for foot stabilizers. Rotates. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 2.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 200 maxTemp = 3000 breakingForce = 9999 breakingTorque = 9999 // toggle parameters 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 = up revRotateKey = down fixedMesh = Base servoName = Foot invertSymmetry = False motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path //MODULE //{ // name = ModuleAnimateGeneric // animationName = Default Take // startEventGUIName = Down // endEventGUIName = Up //} MODULE { name = ModuleLandingLeg animationName = Default Take wheelColliderName = foot suspensionTransformName = piston orientFootToGround = true landingFootName = foot // Axis is aligned forward instead of up alignFootUp = true suspensionUpperLimit = 0.47 impactTolerance = 450 suspensionSpring = 5 suspensionDamper = 2 } } -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Hey guys, I appreciate everyone keeping an eye on this thread. PM if you wanna give this thing a try and I'll send the first couple people the download link -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
So it seems to work if I add the mesh collider, but don't click "convex". Whats the difference. Can I just do that for all the parts? edit: convex seems to have to deal with ground collisions -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Sure. But from what I can tell they're pretty much the same thing. It blew everyones mind in the chat that I was using mesh colliders. But I don't know what the other option is. Maybe they thought I was applying it to the whole part, but I just apply convex colliders to a couple individual meshes -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
turns out my mesh colliders might be slowing everything down. I have to figure out what the difference between mesh colliders and node_colliders are -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Well I changed the textures to tile only once instead of a 100 times or whatever and that doesn't seem to have really helped. I also removed the cast and receive shadows for a lot of the meshes. Does anyone know what the smallest texture format in unity is to write the .mu file? I've been used TGA_smallest but maybe the one that just says "smallest" is lower? What about the shader setting? I've been setting them as ksp/specular but maybe some of the other ones will run smoother? I still have to redo the head but because I can't find the .blend file I have to reanimate it before I can change it to TGA_smallest. Maybe that will help still, but I dono. Anyone have any other suggestions as how to make a .craft run smoother? -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Well I took out a bunch of meshes, compressed the rest in unity, and wrote them as the "smallest" mu file. I think it runs pretty smooth but I sent it off to m1sz, so we'll see what he thinks. I can do more to make it run smoother, but I can't find the blender file for the head so I would have to redo it. If he thinks it runs ok I'll send it off to the rest of you. It's also smaller and lighter. Anyway, I added these rockets too. It really is way smoother, my fps just plummets when I record. -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Yeah I already started in blender. Its a pain in the ass though. And mind numbingly boring. So it might take me a couple days, but I appreciate the effort man. I'll hook up you with a new craft when it runs smoother -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
I assume I'm able to disable physics calculation for meshes? Skipping over things like the teeth would probably make it run much smoother. Or does it calculate physics for parts as a whole? I'll look into it