Kreuzung Posted May 22, 2012 Share Posted May 22, 2012 Docking is implemented, but there is no part model for it, and maybe it is buggy.Let\'s see if someone already tried it out... Link to comment Share on other sites More sharing options...
zombiphylax Posted May 22, 2012 Share Posted May 22, 2012 Docking is implemented, but there is no part model for it, and maybe it is buggy.No it isn\'t. The coding is practically done, but it still needs refinement before Squad puts it in game. Link to comment Share on other sites More sharing options...
Kreuzung Posted May 22, 2012 Share Posted May 22, 2012 Well, I have seen the public parts of it. Oh wait, you\'ll see them too ;Pusing UnityEngine;public class DockingPort : Part{ public Vector3 dockingNodeOrientation; public Vector3 dockingNodePosition; public float ejectionForce; public DockingPort(); [KSPEvent(guiName = 'AutoDock', guiActive = true)] public void ActivateAutoDock(); public override void OnDrawStats(); protected override void onFlightStart(); protected override bool onPartActivate(); protected override void onPartStart(); [KSPEvent(guiName = 'Undock', guiActive = true)] public void Undock();}using System; Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted May 23, 2012 Share Posted May 23, 2012 Not really...? I play the game far more than is probably healthy.then I guess I am afreak. so I got unity figured out for everything I but emissive. Link to comment Share on other sites More sharing options...
kellven Posted May 23, 2012 Share Posted May 23, 2012 I\'m with you, CardBoardBoxProcessor. I don\'t really 'play' KSP, I just use it to learn C#, and try out my coding. Once I get something to work, I take it on a trip to visit Kerbin, the Mun, and Minimus, check the error log, then go and make something more difficult. Link to comment Share on other sites More sharing options...
Kreuzung Posted May 23, 2012 Share Posted May 23, 2012 What?If I get something to work, I play around with it for hours. If I don\'t, I play for hours because I failed.If I don\'t make something, I play for hours instead. ;P Link to comment Share on other sites More sharing options...
DeviouslyDeviant Posted May 24, 2012 Share Posted May 24, 2012 I shall miss the top hat Duck I agree :\'( :\'( :\'( :( Link to comment Share on other sites More sharing options...
Monkthespy Posted May 24, 2012 Share Posted May 24, 2012 I agree :\'( :\'( :\'( :( 'January 24'You were not even here at that time. Link to comment Share on other sites More sharing options...
DeviouslyDeviant Posted May 24, 2012 Share Posted May 24, 2012 I have only made an account recently but I have been reading post\'s since thie forum started Link to comment Share on other sites More sharing options...
Disreputable_Dog Posted May 24, 2012 Share Posted May 24, 2012 Man, it has been AGES since I last played this game, or got on the forums. Glad to see that Your going strong with all the modding!. My big question is how far do you think you will be going with animations? Lander legs and solar panels? or could you make much larger, more complicated animations for some of your sets? Things like parts that would fit inside the regular vertical rocket but could be deployed into a much larger horizontal model (I\'m thinking things like wings for space-plane type rockets) or could unfold to give access to other points that you cant build on directly (Thinking about things like building space stations, so you could send a rocket up with the parts stored in a tall vertical assembly, that will unfold after you eject the shell around it to be much much wider, something which wouldn\'t be possible before because of the huge drag on those parts) Do you think it would even be possible to have a moving part with docking points attached to them? so that you would be able to do things like 'dock' with a rocket that\'s sole purpose is to launch fuel into orbit and then 'dock' it to another ship that\'s going to blast out into space with its brand new fuel using one arm?Sorry for the absolute wall of text, I just find Silesko\'s modding work so fascinating I want to ask more and more and learn what he can do with all this! :] Hopefully when we get docking in 1.6 well get to try some amazing things with it! :] Link to comment Share on other sites More sharing options...
Nibb31 Posted May 24, 2012 Share Posted May 24, 2012 Nova, are you planning to update the BACE plugin? Link to comment Share on other sites More sharing options...
Disreputable_Dog Posted May 24, 2012 Share Posted May 24, 2012 Gah, these mods are too good xD I build a rocket, thinking ill just make it into a stable orbit, and end up orbiting minmus with half of my fuel left I forgot how much fun this game is! thank you, Nova! Link to comment Share on other sites More sharing options...
GabrielG.A.B.Fonseca Posted May 25, 2012 Share Posted May 25, 2012 Nova, I\'ve downloaded the pack, and everything is perfect, except the node piece. In the parts menu, It doesn\'t have a image, and when I try to plug it on something, it doesn\'t connect. It appears as a 'disconnected from rocket' part... Can you help me? Link to comment Share on other sites More sharing options...
Kreuzung Posted May 25, 2012 Share Posted May 25, 2012 I had problems with other nodes, try rotating them in ANY position that looks possible... Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted May 25, 2012 Share Posted May 25, 2012 So nova. I made an emissive animation in unity. not quite sure how to export it. Typically I imported animations in the file already but emissives have to be done in unity so I am a little confused. Also, can you tell me the emissive animation default name? I think I just need the default animation name for it to work. Link to comment Share on other sites More sharing options...
NovaSilisko Posted May 25, 2012 Author Share Posted May 25, 2012 You can specify the animation name in the cfg, ThermalAnim = blah Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted May 25, 2012 Share Posted May 25, 2012 You can specify the animation name in the cfg, ThermalAnim = blahah! than is all I needed was trying the one for the landing gear lol. It doesn;t seem to get as red as it does in Unity. Does it have to be a certain length or does it go by engine heat? Link to comment Share on other sites More sharing options...
Kreuzung Posted May 25, 2012 Share Posted May 25, 2012 I think it\'s the parts heat. You can find that out by stock parts ;P Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted May 25, 2012 Share Posted May 25, 2012 I think it\'s the parts heat. You can find that out by stock parts ;PIt is indeed. i assumed it was but was not sure. seems to need to get it closer to over heating to make it show. Link to comment Share on other sites More sharing options...
NovaSilisko Posted May 25, 2012 Author Share Posted May 25, 2012 It has to be one second long, I believe. Link to comment Share on other sites More sharing options...
TelluriumCrystal Posted May 26, 2012 Share Posted May 26, 2012 This is probably the ultimate noob question, but how does one jettison a shroud covering a satellite?It always stays in one piece on my rocket and I usually fly the satellite through it... Link to comment Share on other sites More sharing options...
LaydeeDem Posted May 26, 2012 Share Posted May 26, 2012 It\'s 1:31 AM but IT WAS DAMN WORTH IT I better get to bed now before I pass out on my keyboard. ??? Link to comment Share on other sites More sharing options...
Lamper Posted May 26, 2012 Share Posted May 26, 2012 Hi All,Just started about a week ago and I have been building some space stations, but the node part is transparent when I attach it and then I cant add anything to it, its like its not there. Also when attached it does move to a sequence on the right hand side like other parts.Am I am missing something?Thanks Link to comment Share on other sites More sharing options...
NovaSilisko Posted May 26, 2012 Author Share Posted May 26, 2012 That\'s a 0.15 bug, not sure what can be done to fix it... Link to comment Share on other sites More sharing options...
Tiberion Posted May 26, 2012 Share Posted May 26, 2012 I had that issue with my cargobay, it seems to be a bug in the config node code; make sure the last 3 inputs are all 0,1,0 Link to comment Share on other sites More sharing options...
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