Jump to content

raidernick

Members
  • Posts

    1,737
  • Joined

  • Last visited

Everything posted by raidernick

  1. Still don't know what was causing this but after editing other parts of the model and re-exporting a dozen more times it seems to have magically fixed itself. I would've been nice to know what the issue was as I have seen it crop up several times before in other mods.
  2. I still don't know if I am ever going to pick this up again but here is what you all WOULD have had as an update for Luna 9/10, had I not been verbally abused by a member here. I'm going to decide in the next few days whether or not to continue with these mods and release or just keep all of them for personal use.
  3. I am having an issue with an animation. I have done many animations and for some reason the most simple one ever, extending an antenna, is causing in game fps lag. There are no errors in the debug window or logs that I can see related to this. Once loading the craft the physics warp turns from green to yellow and there is noticeable fps drops. The only way to fix it seems to be deploying the retracting the antennas. The physics warp then goes back to green and all lag disappears. I remember this being an issue before with other mods, most specifically the JEM from the ISS pack but I can't figure out what is causing it or how to fix it.
  4. Updated V0.6 -Added Luna 9 probe and craft file New Dependency: Kerbal World Cup YOU MUST VIEW NOTES AND WARNINGS IN MAIN POST BEFORE USING LUNA 9!!!!
  5. Updated V0.32 -Tweaked TAC life support values for pre-release version
  6. Updated V0.52 -Tweaked TAC life support values for pre-release version
  7. I'm not having any trouble with 64 bit at all, it works fine. The only problem I had was the cockpit mfd with RPM giving me errors. This was easily solved by changing all references of exampleMFD and exampleHUD to basicMFD and basicHUD in the internal file, since rpm has been this way since 0.17
  8. I know you can use a skeleton, but that won't work for what I was trying to do, making it useless. I would not an absurd number of skeletons to make a cone unfold evenly.
  9. Well for anyone wondering, apparently you can't import shape key animations into unity. I ended up just converting it to use rescaling, it doesn't look anywhere near as good but at least it works with no errors.
  10. Updated V0.4 -Added Molniya-1 satellite -Fixed molniya 8k78 fairings -Updated block L COM, replaced subassembly file -Tweaked thrust and weight values -Tweaked luna 2 color
  11. I'm having a problem with a skinned mesh using shape keys for animation. Every time I load the part in game I got log spam of SkinnedMeshRenderer requires a mesh with skinning or blendshape information and the object with the skinned mesh doesn't show up. I'm not exactly sure what this means and there seems to be very little help around the internet.
  12. I would check this thread out as it isn't fixed in 0.24.2. It's completely unrelated to the no ejection force thing. http://forum.kerbalspaceprogram.com/threads/88026
  13. Actually I did try bobcat's and it explodes when you decouple the same as mine. It's a known issue with radial decouplers in 64 bit. The fairing separates weirdly because I just copied the stock config for it without changing the values for direction so one of the sides jettisons inward then bounces off making the rest fly around.
  14. I have the rcs thrusters already placed you can't really see them in the picture but they are there. There will be an IVA. I got bobcat's permission again to use his. I just need to remove the middle seat in the cfg and move the other 2 closer together, good enough. I have textures for the thermal blankets already it won't be flat green. The solar panels will either be temporary to be replaced later or I'll do away with them entirely and someone can just throw bobcat's or whatever on it. I'm not including that white ring on the 7k-ok as to reduce part counts and simplify the mod I'm making most of the parts interchangeable so in the case of the 7k-ok you would jsut switch out the orbital module.
  15. 1) I'm not a great texturer, this rocket is just a placeholder for me to test the probes so it may not even be in the final release. I will look at creating normal maps and a full body texture for it after everything else is done. 2) The vernier motors actually do move, but again I got lazy and just threw the stock gimbal module on them. I am aware they only move on one axis each. 3) Again, the rocket is just for testing, I may or may not fix this. 4) I had to include these because the stock decoupler module is broken, making my own plugin is not what I had in mind and making a new part wouldn't solve the issue as it would still use the anchored decoupler module. As for the probes, yeah they are too dark. Seeing as they are just silver all over there is really nothing I can do but make it a single grey color and reflective.
  16. I would like to point out that the issues going on with the stock radial decouplers are affecting this mod. Right now there is an issue with the radial decouplers where ejected parts are flying back into the main body and causing explosions. The fairings on this mod use this module and as such are breaking the solar panels and sometimes the entire ship when jettisoned. To solve this, for now only decouple the micrometeorite shields and fairings when NOT accelerating or in physics/time warp, otherwise you WILL break the solar panels and perhaps the entire ship. There is no known fix at the moment.
  17. This mod has been merged into my Salyut/Soyuz pack Visit the Development thread HERE Visit the Releases thread HERE My next project are the Soyuz 7K-OK and 7K-T. The 7K-OK models will come in two variations, probe and drogue. This will allow the player to simulate the Soyuz 4 & 5 docking as well as Salyut 1 if converted to oks which I will eventually do. For the 7K-T the player will be able to simulate any of the later Salyut missions as well as the ASTP. The 7K-T will also come in two verisons, with and without solar panels. Without solar panels are for the Salyut missions and with is for ASTP and some test flights. NOTES: -This will be compatible with my Molniya-8K78 rocket as well as bobcats Soyuz U CREDITS: -Some original models by Castorp: released under LGPL LICENSE: https://creativecommons.org/licenses/by-nc-nd/3.0/us/ This license does not cover mod packs. Putting my work into a mod pack is prohibited.
  18. THANKS FOR THIS! I was able to fix it for good, I hate constantly moving around the origin because it screws up any in orbit stations for anyone using the mod every time they update.
  19. Updated to V0.31 -Fixed EVA hatch location -updated craft files You will need to delete any current in orbit stations before updating this or their parts will be all over the place.
×
×
  • Create New...