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[WIP] KerbTown v0.13 Beta - Place static buildings, cities, launch sites & more!


Razchek

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How are you setting your colliders up? Static does not follow same rules as part do FYI.

You're going to have to elaborate that statement by a lot.

The runway and the ramp are separate convex colliders, but Taniwha is helping me to try some different things

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You're going to have to elaborate that statement by a lot.

You said you were having issues with colliders in your runway. Was asking what type of colliders your using, what setting, how many?

When I said statics dont follow the same rules it was in regards to mesh colliders (set in Unity) having to be convex for parts. Not so with statics (at least all the tests I have done).

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You said you were having issues with colliders in your runway. Was asking what type of colliders your using, what setting, how many?

When I said statics dont follow the same rules it was in regards to mesh colliders (set in Unity) having to be convex for parts. Not so with statics (at least all the tests I have done).

I can confirm that this is correct. Unity would not be used by anyone if it could not handle arbitrary static collision meshes.

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Have at thee!

http://www./download/95ea6k4c1knd1ts/Runway.7z

http://www./download/u326yroysj2ni23/Runway.zip

Put it where ever in gamedata

Razchek, bug report, because it takes the spawn location's name from the transform, you can't have more than one lanchable instance of a static, because they'll have the same name and the game will use the first instance regardless of which you pick.

2zk57dG.jpg

I23CHpO.jpg

The second image is messed up because KSP decided to make the screenshot flipped upside down for some reason.

Edited by Greys
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Have at thee!

http://www./download/95ea6k4c1knd1ts/Runway.7z

http://www./download/u326yroysj2ni23/Runway.zip

Put it where ever in gamedata

Razchek, bug report, because it takes the spawn location's name from the transform, you can't have more than one lanchable instance of a static, because they'll have the same name and the game will use the first instance regardless of which you pick.

The second image is messed up because KSP decided to make the screenshot flipped upside down for some reason.

Does this runway use proper (non-convex) colliders?

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Here's an idea that hopefully shouldn't be too much trouble - add the ability to place launch pad markers. This would mean adding a model that is only visible in editor mode so that we can see where the marker is. We could then, for example, place launch pad markers on the other end of the KSC runway, on the helipads on the KSC roof, on both ends of the island runway, on the launch pad at the 2nd KSC, etc.

Also, is there any way to make the camera follow the object you are placing?

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That would be pretty easy to do yourself, make a mu that has a _spawn, and non-collider single face mesh, then when you place it, sink that single face into the static you want to make into a launchpad, using it to position the _spawn

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That would be pretty easy to do yourself, make a mu that has a _spawn, and non-collider single face mesh, then when you place it, sink that single face into the static you want to make into a launchpad, using it to position the _spawn

Yeah, I could do that (and it is in fact what I am doing in the mean time), but that is more of a workaround. A proper feature for it would be nice.

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http://www./download/vk7mv1xs2y98qkx/SpawnFlag.zip

A proper feature would work exactly the same way

Orienting is a little arbitrary but it works

No offense, but no it would not. A proper feature would make the marker only visible in editor mode.

By the way, I tried launching from one of these placed 100m off the ground and my Kerbal X was obliterated as soon as physics kicked in. It didn't properly explode, it just disassembled and then those parts "exploded" away from each other, without breaking.

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No offense, but no it would not. A proper feature would make the marker only visible in editor mode.

By the way, I tried launching from one of these placed 100m off the ground and my Kerbal X was obliterated as soon as physics kicked in. It didn't properly explode, it just disassembled and then those parts "exploded" away from each other, without breaking.

Sure your running the latest version of plugin? Raz updated it just a couple hours after last feature release. I have done a fair number of launches from the skyisland included in the content pack.

Also, when your doing the Unity setup..is the 'launch transform' as it were, below the local origin?

Edited by KhaosCorp
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Sure your running the latest version of plugin? Raz updated it just a couple hours after last feature release. I have done a fair number of launches from the skyisland included in the content pack.

Pretty sure - I only downloaded the latest version today, about 3-4 hours ago. And the island in the sky works fine for me.

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Here's an idea that hopefully shouldn't be too much trouble - add the ability to place launch pad markers. This would mean adding a model that is only visible in editor mode so that we can see where the marker is. We could then, for example, place launch pad markers on the other end of the KSC runway, on the helipads on the KSC roof, on both ends of the island runway, on the launch pad at the 2nd KSC, etc.

Also, is there any way to make the camera follow the object you are placing?

The latter I'm working on at the moment.

As for placing launch site markers, I think it's only ideal to place them on KerbTown objects for the sake of the PutShipToGround() method.

They should be set up in Unity in my opinion because the vessel's bottom most point (collider-wise) is set at the spawn point.

If you're spawn point was in the middle of the air when physics resumes.. interesting results are likely. But then again we're all looking for some interesting results.

I can't guaruntee I'll add the feature but I will definitely test it out to see if it's a feasible option.

For the bug Greys mentioned - I could set up an automatic renaming system to allow for multiple instances of launch sites.

What would you all like the visible format to be? LaunchSiteName (01, Kerbin)?

By the way. Dat runway! :blush: I'll be using her for sure. <3

Edited by Razchek
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I have been using the island launch site to great effect.

It begs the question what about an orbital platform in geosync? Technically it would be "moving", but it would be a static object similar to the way the moons are implemented -- you cannot move or deorbit a moon

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I have been using the island launch site to great effect.

It begs the question what about an orbital platform in geosync? Technically it would be "moving", but it would be a static object similar to the way the moons are implemented -- you cannot move or deorbit a moon

Haven't tried that, but with the camera following the object in the next update you should be able to test this a little easier. :)

Back on the topic of modeling a static for KerbTown... do you do the animations in Blender or in Unity?

I do them in Unity for preference and ease. But you can do them in Blender. Whatever works for you.

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That was literally the second thing I tried, when I spawned a ship on the geosync platform there was nothing there and the ship was locked in preflight because it couldn't be settled onto something, then after poking the ship a bit I was accelerated to 661 times the speed of light. If you can get it to work it's probably a matter of having exactly the correct altitude at the point the ship spawns in such that it is stationary to the ground.

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That was literally the second thing I tried, when I spawned a ship on the geosync platform there was nothing there and the ship was locked in preflight because it couldn't be settled onto something, then after poking the ship a bit I was accelerated to 661 times the speed of light. If you can get it to work it's probably a matter of having exactly the correct altitude at the point the ship spawns in such that it is stationary to the ground.

Probably from the velocity of the platform at that altitude, it is spinning slowly with the planet after all.

So I tried Greys runway and I must be doing something wrong. The runway is only visible for the object it was spawned on. Any flights going to it cannot see it. Any help?

Did you forget to save the session and reload the database after placing it?

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