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Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]


NoMrBond

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Fixed a few model issues, reduced triangle count by ~28%, broke the texture again (/facepalm), but otherwise

KWF8Tdb.gif

Sort of happy with it, going to make a v2 a bit later with proper interlocking thrust petals now that I'm comfortable with the basics

Going to make a short detour through command seat (again) and wheel territory (new stuff!) first though

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Slight roadblock

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Not sure what's failing between Unity and KSP, I'm assuming some origin or rotation is messed up locally/globally for the suspension/actuation elements (maybe it's the FXModuleLookAtConstraint/CONSTRAINLOOKFX?)

Neither is the transparent texture coming through transparent /headscratch

Edited by NoMrBond
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Well it's getting there

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But the FXModuleLookAtConstraint/CONSTRAINLOOKFX stops working as soon as it goes outside so more to do there

[Edit] Look/constrain now working indoors and outdoors

Icf1bXe.jpg

Now to see if I can get it to do what I want otherwise... (and fix the glass which seems to have gone out of alignment?)

Edited by NoMrBond
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[Edit2] The next bit means figuring out how to make wheels, that's... not going so well

Is there more wheel building information anywhere, like a YouTube video or wheel making tutorial, all I have seen is the picture C7 posted

XHZoV2G.png

Which leaves a lot unanswered, which are meshes, which are colliders (and of what types), which are gameObjects, which object names are mutable?

If we pair it up with the Wheel1 part.cfg and the information in the pic we get

roverWheel1							[Parent gameObject?]
Bounds [Box(?) collider]
roverWheelBig [Mesh? gameObject?]
base [Mesh? gameObject?]
[COLOR="#A9A9A9"] susp1-2 [Fixed end of FXModuleLookAtConstraint/CONSTRAINLOOKFX part]
susp2-2 [Fixed end of FXModuleLookAtConstraint/CONSTRAINLOOKFX part]
susp3-2 [Fixed end of FXModuleLookAtConstraint/CONSTRAINLOOKFX part][/COLOR]
suspensionNeutralPoint [gameObject? is that a box-collider on it which specifies travel distance?]
steering [Called in FXModuleConstrainPosition, is a gameObject? Orientation?]
wheelCollider [collider for the wheel: Layer 27 - WheelColliders]
suspensionTraverse [gameObject? does orientation specify direction? is travel limiting collider here?]
bracket [is this a mesh or collider? does this limit travel? box collider working as a bounding box?]
[COLOR="#A9A9A9"] susp1-1 [Floating end of FXModuleLookAtConstraint/CONSTRAINLOOKFX part]
susp3-1 [Floating end of FXModuleLookAtConstraint/CONSTRAINLOOKFX part]
susp2-1 [Floating end of FXModuleLookAtConstraint/CONSTRAINLOOKFX part][/COLOR]
trackSteering [Called in FXModuleConstrainPosition, is a gameObject? Orientation?]
[COLOR="#A9A9A9"] bustedwheel [gameObject parent for broken wheel components]
bustedwheel [mesh for broken wheel]
collisionEnhancer [collider for broken wheel][/COLOR]
Object01 [Uhh?]
wheelMount [The mesh for the wheel hub that doesn't spin?]
wheel [The mesh for the wheel part that spins?]
collisionEnhancer [Sphere (?) collider for the spinning/turning wheel: Layer 26 - WheelCollidersIgnore]

On arguments;

WHEEL; wheelName = wheel

WHEEL; wheelColliderName = wheelCollider

WHEEL; suspensionTransformName = suspensionTraverse

WHEEL; suspensionNeutralPointName = suspensionNeutralPoint

WHEEL; damagedObjectName = bustedwheel

MODULE{FXModuleConstrainPosition}; targetName = steering

MODULE{FXModuleConstrainPosition}; moversName = trackSteering

So your mount is 'base' with attached suspension elements and the moving wheel parts are a children of suspensionTraverse, but the steering (object?) and wheelCollider are part of suspensionNeutralPoint even though the wheel mesh itself is part of suspensionTraverse? How tolerant is the MODULE{ModuleWheel} to the Unity hierarchy?

Edited by NoMrBond
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Mechanically done, just need to figure out the correct steeringCurve arguments

Can only seem to find what the first two numbers of it do though, so more experimenting tomorrow I guess, hopefully one of them controls how fast the wheel pivots as the instant switch looks goofy

[Edit] Hrm, need to be able to hide some GUI elements too

Edited by NoMrBond
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Fixed a few model issues, reduced triangle count by ~28%, broke the texture again (/facepalm), but otherwise

http://i.imgur.com/KWF8Tdb.gif

Sort of happy with it, going to make a v2 a bit later with proper interlocking thrust petals now that I'm comfortable with the basics

Going to make a short detour through command seat (again) and wheel territory (new stuff!) first though

since i'm only using the Mace Engines can i get that update :'(

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since i'm only using the Mace Engines can i get that update :'(

Oh sure, I've been spending all my spare time trying to get this steering tracking bit working and totally forgot. I'll roll it up at lunchtime.

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M'kay, as soon as I have the vectoring working on the m0625, the texture fixed on the m125 and the m250 done I'll put up a separate MACE pack as well as the total package

Or sooner with just the finished m0625/m125 if I get those finished before the 250 is ready

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Oh my gosh its perfect

This is exactly the sort of thing I'd expect Kerbals to put on their rovers

I really need to finish that, I was intending it as a gift for that RoverScience project since they were using one of the stock Science parts as a stand in for their 'Rover Brain' part

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I really need to finish that, I was intending it as a gift for that RoverScience project since they were using one of the stock Science parts as a stand in for their 'Rover Brain' part

It might also be neat to see it as a standalone, just as an aesthetic part to add some character to rover designs.

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It might also be neat to see it as a standalone, just as an aesthetic part to add some character to rover designs.

Oh sure, it's in the latest parts pack I think, it just says some funny things if you click on it because of some, err, module{} abuse to get it doing what I wanted

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  • 2 weeks later...

Minor update implementing the mesh fixes from the SI25-4 to the 3x and 2x variants

The RRAM (camera) and SADDLE (materials bay) parts aren't finished, other minor UV and texture fixes I can't remember (walkway texture fixes I think?).

[Edit] Really need to revise the UV's for the bays and do their textures, they've been stuck on flat gray for a longgg time, any ideas / preferences? (the texture itself would be editable .png in any case)

Edited by NoMrBond
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  • 1 month later...

I'm really loving the animated nozzle on the MACE. I'm using it as a jet (a J93 in this case) since it's the only variable-geometry nozzle engine for KSP of which I'm aware.

So, request time: would you consider making some variable-geometry nozzle jet engines?

Say, the Avon, or the J79, or the J57, or the F100, or whatever floats your boat.

J93 in use:

bMziLO4l.jpg

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Thanks, I'm glad you're enjoying it, I really need to get on the revision I had planned for the M.A.C.E.'s too, full petal circumference for the small one instead of just the partial cover x6, and fully articulating all the petals instead of as a big group (or maybe in subsets, the eurofighter EJ200 engine pushes groups of 6 petals I think), as well as changing the animation to pinch in during throttle up (to ~66% throttle?), then flex out all the way during 'afterburner' (66-100% throttle).

I'll have a look at the engines you've mentioned

I was thinking about the plausibility of a 2.5m sized jet, and then remembered the A380 which just has four of those huge RR-Trent 900's, so yeah, no problemo

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Yes, pinching at 66% would be great. (I use AJE, in case that wasn't obvious). I'd say, make whatever jets seem good to you; most all 60s jet nozzles are going to look alike or at most need a repaint, so if you make like 3-4 visually distinct ones, should be able to cover almost all jet age engines....

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