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mrBlaQ

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Everything posted by mrBlaQ

  1. Get the never-expiring trial version here: http://www.rarlab.com/download.htm
  2. Xaelath, you haveta wait a little bit after the part's created for the whole part DB to refresh itself. On my blazin' fast PC, it takes about 30 seconds.
  3. Welding in EVA wouldn't work with the way parts are welded. First off, it has to create a part and then reload all part files. Database reloading can only be done in menu screens. Also, it's hard enough for the welder to place parts currently. Especially with mod parts that use different scale and positioning values than stock. Acc, if you post a screenshot of the parts you're trying to weld, as represented by the .part code you posted, I can give you a (probably) working .part example. edit: try this... You can only have one top and one bottom node. But, side nodes can point anywhere. Also, your original node "facing" directions were all 0. I set these to point up on top and down on the bottom, assuming the parts were oriented "up" / "rocket-wise" in the Vab node_stack_topMk1FuselageStructural0 = 0,0.4828123,0.2112143,0,1,0,1 node_stack_sideMk1FuselageStructural0 = 0,-1.404688,0.2112143,0,-1,0,1 node_stack_sideMk1FuselageStructural1 = 1.639177E-07,1.392188,-0.2112143,0,1,0,1 node_stack_bottomMk1FuselageStructural1 = -1.661033E-07,-0.4953123,-0.2112143,0,-1,0,1
  4. Just rotate your model to stand "upright" like a rocket would. Weld that. I bet it'll come out better. If not, find me on IRC. edit: It may help to have editor extensions and set to VAB mode as well.
  5. Perhaps I can help. Do realize that these are based on assumptions I haven't yet proven but find effective to follow.... You only want one node_attach_top and one node_attach_bottom. The rest should be node_attach_side. Welder will often place the direction of a node incorrectly. The following vectors are from a POV of inside the VAB facing out the door at the horizon. Parens for relative direction from craft. Top(Forward): 0,1,0 Bottom(Backward): 0,-1,0 In from door(Up): 0,0,1 Towards door(Down): 0,0,-1 Left(Left): -1,0,0 Right(Right): 1,0,0 So, place those in the standard comma separated list. As a reminder node_stack notation is: Xpos, Ypos, Zpos, Xrot, Yrot, Zrot, NodeSize Note: this may only get you halfway there. The object might still remain transparent red even though it'll snap in with another part. If this happens, drop in a command pod of any sort, find a spot where your welded part will attach at any angle, use SelectRoot to make the welded part the new root, delete the old command pod, select welded part and it'll snap into place. You should now be able to attach stuff to it's nodes. I'm on IRC #kspofficial on irc.esper.net feel free to ask me ?s Everything in this SS that's not a dynamic part (moving, light, docking port) is welded. I've spent some time learning how to fix Welder output and am glad to share that knowledge.
  6. Your answer may lie here. http://forum.kerbalspaceprogram.com/threads/50903-0-21-Fully-Controllable-Lights-(color-intensity-range)
  7. Rototrons start at 0 and rotate to 180 or -180 So, you only get that much range... Basically, if you set no limit, the part rotates to 180 then flips to -179. I don't know if that can be changed to start at 0 and go to 360? It's how the part is coded to begin with.
  8. The rover in "Adventures on Minmus" has hard limits set on all it's leg joints. There are a few inverted rotatron as well. This allows everything to be left in one group.
  9. Zodius, Pork, AWESOME WORK! Please get ahold of me on IRC. #kspofficial channel Cheers
  10. I have no idea how I'd do it but my next suggestion would be to interface with KOS. An insane idea, I know.
  11. sirkut, something I won't implement but might be a good idea: require more electrical power for faster motion.
  12. I'm doing my best to make sure these new variables will gracefully work with parts from your last published version. Testing continues. I don't have limits for translational items yet. edit: and honestly, I don't want to fork this into the public. sirkut, I'd rather give the source to you for your review and possible release.
  13. @sirkut, I accidentally started modifying your code. Added a invert checkbox, going to look at min/max close/open values next. Here's a demo of what I'm up to so far. I'll share my source once I'm happy with it.
  14. Do you mean bottom right? If you're using Infernal Robotics, you should know what Toolbar_000 is in the bottom left... The right window is http://forum.kerbalspaceprogram.com/threads/50736-0-22-Automated-Vertical-Velocity-and-Altitude-Control and I don't know if it works in 0.23 yet. I had just installed it before recording the video.
  15. I think we've already got that with the central rotating docking node... Seems sturdy enough, don't you think? On to my question... Sorry if it's been addressed in this very long thread (OP, consider assembling a FAQ in your first post) but, is there any way to pre-fold a design in VAB? I'd prefer the neutral position to be the "deployed" position and thus fold up and store a design ahead of time. Here, you can see how I want to fold this rover design. I like being able to hit "0" to open it to the right position. Also, I'm sure limits to rotation have been suggested already, (only open X degrees, no more.) Here's my vote for that.
  16. Thank you again, @locu for your dll offering. I'd love to know how to compile the source files, maybe fix the KW Rocketry scale issue. I can handle php, java, some C. I just don't have a clue how to set up a dev environment for Unity mods. Would you care to point me in the direction of a proper tutorial? Thanks to you, I've been able to build this fine beast in 0.23
  17. So, I've been playing with locu's dll in 0.23 with KW Rocketry. I've discovered a few things. If your nodes don't work, they may just be pointed the wrong direction in the .cfg. Ya just have to edit the direction they face. Check this post for help on how angles work. This has helped fix issues where it won't "lock in" at all or "locks" but remains transparent. Scale on KW Rocketry stuff is often off. Here's a few scale values that've worked for me. KW_Elec_SmallRadBatL: scale = 1.25,1.25,1.25 KW_Fuel_1mL1: scale = 1.25,1.25,1.25 KW_Fuel_RCS: scale = 0.833,0.833,0.833 KW_Struct_FuelAdapter21: scale = 1.25,1.25,1.25 KW_Struct_FlatAdapter21: scale = 0.85,0.85,0.85 KW_Control_2mRadialSAS: scale = 1.25,1.25,1.25 edit: adjusting kw_fuel_rcs scale
  18. I've highlighted the proper link. I haven't experimented yet but it seems to work with standard items only.
  19. KW Rocketry parts, once welded, come out at half their usual size. Is this because I'm using locu's patched 0.23 version or has it been seen before?
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