TMasterson5 Posted July 26, 2016 Share Posted July 26, 2016 @SpannerMonkey(smce) can you give me a quick tutorial on how to set up and then import multiple animations into unity for adding reverse thrust to parts? I keep only ending up with one animation in my imported model in Unity irregardless of how many I have in the model in blender. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 26, 2016 Author Share Posted July 26, 2016 22 minutes ago, TMasterson5 said: @SpannerMonkey(smce) can you give me a quick tutorial on how to set up and then import multiple animations into unity for adding reverse thrust to parts? I keep only ending up with one animation in my imported model in Unity irregardless of how many I have in the model in blender. I'll send you a pm Link to comment Share on other sites More sharing options...
Nightside Posted July 27, 2016 Share Posted July 27, 2016 On 6/26/2016 at 3:18 PM, SpannerMonkey(smce) said: Now available stand alone airpark works with the NEW ship main anchor Thanks for the cool boats to play with! One question:What does Airpark do in the context of this mod? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 27, 2016 Author Share Posted July 27, 2016 1 hour ago, Nightside said: Thanks for the cool boats to play with! One question:What does Airpark do in the context of this mod? HI always good to have another happy customer. Airpark in the context of this particular mod allows you to leave a vessel at any point, and more importantly provide protection against a vessel being launched into space any time any other vessel comes within physics range. It will also allow you to have several vessels in a harbor at one time. each one except the active vessel being tagged as landed . Using airpark will also allow kerbals and other vehicles to move about on the parked vessel. without the usual kerbal ragdoll effect or simply being spat off as the vessel moves around. Vessels when Airparked are static and unmoving, and can be left like that ( as tested so far ) for at least 100 kerbin days without any issues In the image below for example only the small vessel in the left foreground is active all others are Airparked and have been for some time Link to comment Share on other sites More sharing options...
Nightside Posted July 27, 2016 Share Posted July 27, 2016 (edited) Ah cool! Thanks. Edited July 27, 2016 by Nightside Link to comment Share on other sites More sharing options...
Commander Jebidiah Posted July 28, 2016 Share Posted July 28, 2016 (edited) SpannerMonkey where is that peir from? Edited July 28, 2016 by Commander Jebidiah Link to comment Share on other sites More sharing options...
gomker Posted July 31, 2016 Share Posted July 31, 2016 @SpannerMonkey(smce) Are the Crew hatches still in Dev? When I try and use them it says the module is full and I cannot transfer crew from other command modules. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 31, 2016 Author Share Posted July 31, 2016 (edited) 23 minutes ago, gomker said: @SpannerMonkey(smce) Are the Crew hatches still in Dev? When I try and use them it says the module is full and I cannot transfer crew from other command modules. Yup i forgot to include and add the IVA part to the update, The IVA mind you is nothing more than a broom cupboard I've got some tweaks to make and will get the fix update out this week. Also arriving is a new bridge, new catamaran hull (super stable) and frames to allow easier building of superstructures Edited July 31, 2016 by SpannerMonkey(smce) piccy Link to comment Share on other sites More sharing options...
gomker Posted July 31, 2016 Share Posted July 31, 2016 @SpannerMonkey(smce) I think the latest update of Airpark (https://github.com/dunclaw/AirPark) may have broke the anchor in SM Marine that has the plugin enabled (KAS Auto Anchor IV) The anchor has no options when right clicking on part I can confirm the anchor from airpark is functional Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 31, 2016 Author Share Posted July 31, 2016 @gomker that anchor actually was originally created for HL Airships embedded Airpark and I've removed the HL Airpark module , although not updated the description, another thing to be sorted, With the Airpark containing exactly the same part albeit with a different name one of them has to go, As SM M has a proper ship anchor now, I usually just use the AIrpark DLL . Enabling the feature again just takes the addition of MODULE { name = AirPark } to the anchor cfg Link to comment Share on other sites More sharing options...
Guest Posted August 1, 2016 Share Posted August 1, 2016 (edited) If only the Sinking About mod was updated by @kimiko He would surely add the sinking effects to this, its boring when the whole hull explodes instead of sinking If only there were robots that did stuff for us. Edited August 1, 2016 by Murican_Jeb Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 1, 2016 Author Share Posted August 1, 2016 1 hour ago, Murican_Jeb said: If only the Sinking About mod was updated by @kimiko He would surely add the sinking effects to this, its boring when the whole hull explodes instead of sinking If only there were robots that did stuff for us. Hi, working on it, not the robots, the sinking have messaged kimiko On 28/07/2016 at 1:12 PM, Commander Jebidiah said: SpannerMonkey where is that peir from? Sorry not have have answered you before now. The pier is from a load of static (kerbal konstructs) parts I made and never released. I'm seeing if i can assemble a decent harbor to the west of ksc with the parts i have and I'll make the set up available here. Spoiler Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 1, 2016 Author Share Posted August 1, 2016 @gomker et al. I sorted the IVA for the crew hatch parts today , works really well. very happy indeed with IVA, turned out to be a little more than a broom cupboard after all and as it can be placed pretty much anywhere I've not added functional windows, but clicking on the laptop on the desk switches the view to an external camera placed above the door. Also tweaked some more of the new bridge IVA that may be bare at present but I think it'll come good Link to comment Share on other sites More sharing options...
Guest Posted August 1, 2016 Share Posted August 1, 2016 15 hours ago, SpannerMonkey(smce) said: Hi, working on it, not the robots, the sinking have messaged kimiko I don't think kimiko has time anymore, he didn't update his wildfire mod since April and "absolutely nothing in May" so it might be unlikely Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 1, 2016 Author Share Posted August 1, 2016 Just now, Murican_Jeb said: I don't think kimiko has time anymore, he didn't update his wildfire mod since April and "absolutely nothing in May" so it might be unlikely Hi, didn't ask him to update, asked for permission to recompile, fix if required (if i can understand whats broken) and poss make use of in this and LBP Link to comment Share on other sites More sharing options...
Guest Posted August 1, 2016 Share Posted August 1, 2016 Just now, SpannerMonkey(smce) said: Hi, didn't ask him to update, asked for permission to recompile, fix if required (if i can understand whats broken) and poss make use of in this and LBP Oh. Can you ask him if you could maybe recompile wildfire? you don't have to if i'm asking too much/ being annoying. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 1, 2016 Author Share Posted August 1, 2016 (edited) 13 minutes ago, Murican_Jeb said: Oh. Can you ask him if you could maybe recompile wildfire? you don't have to if i'm asking too much/ being annoying. You want to try the smoke and flames on joint break plugin, it doesn't need the adding of modules etc to make it work. I've just added some new terms to it to make it work better for ships. Under a new maintainer and again looking for a new home.. Edited August 1, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Guest Posted August 2, 2016 Share Posted August 2, 2016 7 hours ago, SpannerMonkey(smce) said: You want to try the smoke and flames on joint break plugin, it doesn't need the adding of modules etc to make it work. I've just added some new terms to it to make it work better for ships. Under a new maintainer and again looking for a new home.. I already know this but wildfire has realistic flames and stuff. While this activates on joint brakes, wildfire activates when a part overheats... oh my gosh, all I have to do is combine these two and hope that DestructionFX gets more realistic flames... Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 2, 2016 Author Share Posted August 2, 2016 22 minutes ago, Murican_Jeb said: I already know this but wildfire has realistic flames and stuff. While this activates on joint brakes, wildfire activates when a part overheats... oh my gosh, all I have to do is combine these two and hope that DestructionFX gets more realistic flames... It does quite a bit more than that now, but what it really does and how it works is a topic for that thread not this, however much i like what it does. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 5, 2016 Author Share Posted August 5, 2016 Coming soon, currently conducting sea trials. Link to comment Share on other sites More sharing options...
Kottabos Posted August 5, 2016 Share Posted August 5, 2016 took a look at this on my channel, had a blast with it. You've got some awesome parts in the mod (I especially loved crew quarters part, cool interior) and I can't wait to see how this moves forward. Keep up the great work. Link to comment Share on other sites More sharing options...
andreasblom Posted August 5, 2016 Share Posted August 5, 2016 19 hours ago, SpannerMonkey(smce) said: stuff How did you get Kerbal City working in 1.13? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 6, 2016 Author Share Posted August 6, 2016 20 hours ago, Kottabos said: took a look at this on my channel, had a blast with it. You've got some awesome parts in the mod (I especially loved crew quarters part, cool interior) and I can't wait to see how this moves forward. Keep up the great work. Thanks for that review, great that you enjoy/ed using SM Marine and even better (for me) to get some feedback on the newer parts 17 hours ago, andreasblom said: How did you get Kerbal City working in 1.13? Hi, somebody, knowing my necromodding habits, mentioned that they'd really like to use it again, Once i found a copy it was the easiest wake up i've done for a while, simply a little tweak in the cfg's to bring them up to the current KK specs and launched it, it all works fine, it's sad that it's not a current mod as it's great looking. It'd be a good candidate for revival if it wasn't ARR'd to the dozens of contributors, and i really dont fancy tracking each one down and asking for permission. I'll drop you a pm Link to comment Share on other sites More sharing options...
theonegalen Posted August 7, 2016 Share Posted August 7, 2016 On 8/6/2016 at 8:43 AM, SpannerMonkey(smce) said: Hi, somebody, knowing my necromodding habits, mentioned that they'd really like to use it again, Once i found a copy it was the easiest wake up i've done for a while, simply a little tweak in the cfg's to bring them up to the current KK specs and launched it, it all works fine, it's sad that it's not a current mod as it's great looking. It'd be a good candidate for revival if it wasn't ARR'd to the dozens of contributors, and i really dont fancy tracking each one down and asking for permission. I'll drop you a pm Also interested. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 3, 2016 Author Share Posted September 3, 2016 Hi all, still no update ,but this next bit is worth waiting for and other things are afoot that need to brought to your attention. Rather than writing the same thing twice I refer you to my recent post in The Large Boat Parts thread Good eh, it does have another trick up it's sleeve as well but we are kicking that into life right now. The next thing, as you know I maintain a few mods and have gained some infamy as a necromodder, with this many things sort of related it seems to make sense to have some of these things that can work better together. One of the most obvious things i have are the two marine mods, very different for very different players, but perhaps not, I've taken to using SMM in conjunction with LBP to make some very cool ships and to serve as smaller pests, large "go fasts" kind of thing. There's a running snag though and that is the color schemes, they are very different , although slowly the LBP is getting more detail and noisy textures as work through and re texture them all , but the main grey color is unlikely to change, mainly because it looks right on those ships. I'm going to have a run at some texture swaps for SMM. (using firespitter texture switch that I'm finding interesting, ) so that the light grey will become the dark blue grey of the LBP, it would be nice to be able to swap, but if it's a hassle i may just switch out the textures until i find a neater way. So it's likely to look very different, I'll post pics of how it looks if i think it's going to work. So if you care do let me know what you thing of all the stuff. Link to comment Share on other sites More sharing options...
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