Delvar Posted June 16, 2012 Share Posted June 16, 2012 hay i love this pack but one thing always bothered me and thats the issue with the UUI Capable Dockur Node parts not attaching correctly and requiring rotation, and then sometimes even after a rotation parts would not attach due to the nodes pointing the wrong way, after a few attempts i managed to get it working in a much better way, surprisingly the order in which the nodes are in the file affects how it works in-game, sorry if this is not new but it helped me a lot.here is an example for the Kosmos_UUI_Capable_Dockur_Node_1.5m part, repeat the same with different distances for the other parts.the forwards/backwards/left/right are based on the initial orientation of the camera in the VAB.// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Sizenode_stack_right = 0.7973061246, 0, 0, -1, 0, 0, 1node_stack_left = -0.7973061246, 0, 0, 1, 0, 0, 1node_stack_back = 0, 0, 0.7973061246, 0, 0,-1, 1node_stack_front = 0, 0,-0.7973061246, 0, 0, 1, 1node_stack_top = 0, 0.7973061246, 0, 0,-1, 0, 1node_stack_bottom = 0,-0.7973061246, 0, 0, 1, 0, 1// --- node definitions --- Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 16, 2012 Share Posted June 16, 2012 hay i love this pack but one thing always bothered me and thats the issue with the UUI Capable Dockur Node parts not attaching correctly and requiring rotation, and then sometimes even after a rotation parts would not attach due to the nodes pointing the wrong way, after a few attempts i managed to get it working in a much better way, surprisingly the order in which the nodes are in the file affects how it works in-game, sorry if this is not new but it helped me a lot.here is an example for the Kosmos_UUI_Capable_Dockur_Node_1.5m part, repeat the same with different distances for the other parts.the forwards/backwards/left/right are based on the initial orientation of the camera in the VAB.// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Sizenode_stack_right = 0.7973061246, 0, 0, -1, 0, 0, 1node_stack_left = -0.7973061246, 0, 0, 1, 0, 0, 1node_stack_back = 0, 0, 0.7973061246, 0, 0,-1, 1node_stack_front = 0, 0,-0.7973061246, 0, 0, 1, 1node_stack_top = 0, 0.7973061246, 0, 0,-1, 0, 1node_stack_bottom = 0,-0.7973061246, 0, 0, 1, 0, 1// --- node definitions ---oh wow really.. that is all the difference in the world. haha thanks I will integrate this now. Three cheers for Delvar! Link to comment Share on other sites More sharing options...
JebThrillMaster Posted June 16, 2012 Share Posted June 16, 2012 Can anyone post a pic of how you build the launchers for the pod please. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 16, 2012 Share Posted June 16, 2012 Can anyone post a pic of how you build the launchers for the pod please.launchers for the pod? Link to comment Share on other sites More sharing options...
JebThrillMaster Posted June 16, 2012 Share Posted June 16, 2012 Yes, the boosters and stages of the rocket. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 16, 2012 Share Posted June 16, 2012 not following you. Link to comment Share on other sites More sharing options...
JebThrillMaster Posted June 16, 2012 Share Posted June 16, 2012 a assembly guide Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 16, 2012 Share Posted June 16, 2012 this? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 19, 2012 Share Posted June 19, 2012 While i was waiting for Normal to return I decided to hit up the TKS a bit. here is a little bit of the normals of the TKS Taper. I have alot of detial to add still but it is looking promising. for some reason i need to reverse the normal map when 3ds max makes it but it works well now that i figured this out Link to comment Share on other sites More sharing options...
Delvar Posted June 19, 2012 Share Posted June 19, 2012 ok iv fixed a few parts so they now attach in a sane way Kosmos_Spektr_1mto0.5_taperKosmos_UUI_Capable_Dockur_NodeKosmos_UUI_Capable_Dockur_Node_0.75mKosmos_UUI_Capable_Dockur_Node_1.5mKosmos_UUI_Capable_Dockur_Node_1mjust extract the zip into your parts folder, should replace the part.cnf.it WILL break existing craft that use these parts. Link to comment Share on other sites More sharing options...
Extemporary Posted June 19, 2012 Share Posted June 19, 2012 Any tips on getting the Angara parts to load? They keep getting stuck trying to load the engines. I\'ve really found SSPP and LK useful, so I\'d definitely like to finish the set, but I just can\'t get it to work. Link to comment Share on other sites More sharing options...
Phoenix Aerospace Posted June 19, 2012 Share Posted June 19, 2012 Perhaps, in the future, we could get repaints? (ie. extra texture files that could be replaced in the part folder) I would especially enjoy Excalibur Almaz and olive drab repaints of the TKS/VA. From what I recall, it was originally meant to be finished in an olive paint job, as was the Soyuz. Link to comment Share on other sites More sharing options...
Normak Posted June 20, 2012 Author Share Posted June 20, 2012 Perhaps, in the future, we could get repaints? (ie. extra texture files that could be replaced in the part folder) I would especially enjoy Excalibur Almaz and olive drab repaints of the TKS/VA. From what I recall, it was originally meant to be finished in an olive paint job, as was the Soyuz.Actually, the whole pack was originally going to be green and white, but we got a lot of complaints about it so we changed to steel blue. I like it better this way, but we have discussed other color schemes.Also, I just downloaded Delvar\'s versions of our parts, I\'ll put them in the main downloads tonight.-edit: It will have to wait until tomorrow. Link to comment Share on other sites More sharing options...
Delvar Posted June 20, 2012 Share Posted June 20, 2012 cool glad you found it useful.hopefully this can be fixed in KSP at some point, it really shouldn\'t matter about the order connections appear in the config. Link to comment Share on other sites More sharing options...
Guest Posted June 20, 2012 Share Posted June 20, 2012 Any tips on getting the Angara parts to load? They keep getting stuck trying to load the engines. I\'ve really found SSPP and LK useful, so I\'d definitely like to finish the set, but I just can\'t get it to work.Just wait. They\'re quite enormous polycount and texture wise. We really need that lo-res pack, CBBP. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 20, 2012 Share Posted June 20, 2012 Just wait. They\'re quite enormous polycount and texture wise. We really need that lo-res pack, CBBP. ??? if only it was so easy. Link to comment Share on other sites More sharing options...
royying Posted June 20, 2012 Share Posted June 20, 2012 where is the 'big' solar panel? :-[ Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 20, 2012 Share Posted June 20, 2012 big? not designed on yet. still working on mech jeb Link to comment Share on other sites More sharing options...
DeCi Posted June 21, 2012 Share Posted June 21, 2012 I\'ve tried that too. I just get 'Deploying' and nothing happens.This is a great mod for making space stations. As soon as I can get the panels working, it\'s going to be part of my persistent network of flying stuff.Arrr!Capt\'n SkunkyUse the Powertech plugin. You should get an option when you right click to deploy panels. It also works for legs and engines/fuel tanks (shuts them off or turns them on). If it doesn\'t work try a re-install and make sure you are using the latest version! it works right outta the box for me and im not using a particular clean install for KSP (alot of mods.) Link to comment Share on other sites More sharing options...
CanadianTaser Posted June 22, 2012 Share Posted June 22, 2012 Hey! I am new here..Well when I try and attach my UII docking nodes...They wont attach to the space craft in the VAB...any help? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 22, 2012 Share Posted June 22, 2012 Hey! I am new here..Well when I try and attach my UII docking nodes...They wont attach to the space craft in the VAB...any help?hit W once. but they should be fixed in the next version 0_O Link to comment Share on other sites More sharing options...
CanadianTaser Posted June 22, 2012 Share Posted June 22, 2012 Oh okay...And...How do you actually dock when you\'re in another ship? Sorry to bother you with questions...This is a very cool pack Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 22, 2012 Share Posted June 22, 2012 no docking at this time. Link to comment Share on other sites More sharing options...
CanadianTaser Posted June 22, 2012 Share Posted June 22, 2012 Oh! Thats too bad We need docking Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted June 22, 2012 Share Posted June 22, 2012 If docking is not in 0.16 i will be making the docking rings have collider animations that would allow for you to sort of dock them. but only on a one 2 one scale. I found a problem in which i need to invert 2 of the three channels of my normals maps. for some reason in unity 3d up is actually down in KSP and vice versa. so now that i have done this. things look amazingly better on the VA. Link to comment Share on other sites More sharing options...
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