katateochi Posted August 21, 2012 Share Posted August 21, 2012 What I was referring to was the spasm that occurs at 6km which is visible both with or without hinges.Ah, ok, well that last vid clearly shows that. I think that spasm issue is being looked into, so it's more the "springyness" issue in the hydraulic rams that I'm focusing on.I'm guessing this is more complex that it seems, but would it be possible to remove the effect of elastic/springyness from the hydraulic rams? In RL if a ram flexes sideways the seals break and it fails but obv. it has some flex along it length (oil compression thou, not metal flex). Could rams be made to be extra strong objects with little flex but which break when exceeding a certain high load? Obv a launch with arms out-stretched should prob. not work, but even if they are folded up inside the ship they still flex quite a lot and I find this kinda nerfs their potential applications. Link to comment Share on other sites More sharing options...
Audiopulse Posted August 23, 2012 Share Posted August 23, 2012 Quick question. Wouldnt be some kinds of marks a help to show me where my hinge will turn to, if i press up, for example? After a first try with your mod I was quickly confused as to how id have to rotate my hinges to get them working the way i want them.This is not an issue if you just slap a couple of motors on and control every single one step after step - but it will be if you try to program them so that several motors listen to one button. Link to comment Share on other sites More sharing options...
CAPFlyer Posted August 23, 2012 Share Posted August 23, 2012 I agree with this idea. There is no clear indication on the parts which way they rotate, especially the hinges, to be able to setup in the VAB/SPH to ensure proper rotation when you launch, requiring multiple trips back to rotate/adjust the hinges to make them all work right, especially since symmetry sometimes mirrors the part and sometimes rotates/flips it, meaning sometimes they rotate the same direction (front/back) and sometimes rotate opposite. Link to comment Share on other sites More sharing options...
ashrutoraman Posted August 25, 2012 Share Posted August 25, 2012 0.16 Will however upscale everything 2.5 times to get around this, so this means that I\'ll be able to make a new set of much smaller parts with as complicated colliders without issues.did you have any progress on it? or did you done it alrdy? they are soo big for working on them at 1.2m radius satelits for expandig insturements after orbit... or at (Carts) Mün Rovers/ or custom little rovers like that.... like for expanding camera or deploying instrument arms they need to be small any fix? Link to comment Share on other sites More sharing options...
Arthree Posted August 28, 2012 Share Posted August 28, 2012 Is it possible to include a scaled-down version of the DR parts in the next release, so that when we use them on satellites (like the tiny probodobodynes, for example), they are appropriately sized, instead of giant? Link to comment Share on other sites More sharing options...
ashrutoraman Posted August 28, 2012 Share Posted August 28, 2012 (edited) Is it possible to include a scaled-down version of the DR parts in the next release, so that when we use them on satellites (like the tiny probodobodynes, for example), they are appropriately sized, instead of giant?yeah thats the problem i have too... at %25 re-size will work i think? is there a easy way we can do it or ? need to wait for next release?here's mineUploaded with ImageShack.usi manage to camouflage its exposed sides with bars and solar panel...do i? ... Edited September 1, 2012 by ashrutoraman Link to comment Share on other sites More sharing options...
Nuke Posted August 28, 2012 Share Posted August 28, 2012 is the robotics stuff integrated with autom8? would be awesome to have some ik scripts that could do some advanced walking and grabbing on to another space craft for eva operations. also big stompy mechs. Link to comment Share on other sites More sharing options...
sonicskater34 Posted August 31, 2012 Share Posted August 31, 2012 how would you go about modelling say a new rotatron? or is it even possible? Link to comment Share on other sites More sharing options...
KAO Posted September 1, 2012 Share Posted September 1, 2012 is it possible to scale down the rotatron?? Link to comment Share on other sites More sharing options...
ashrutoraman Posted September 1, 2012 Share Posted September 1, 2012 any response ? r4m0n ? DYJ ? waiting here... Link to comment Share on other sites More sharing options...
CrashnBurn Posted September 1, 2012 Share Posted September 1, 2012 Umm, have you tried editing the part.cfg using rescaleFactor = ?0.25 would be a good place to start of you want 25% sized parts. Scaling was added in 0.16. Link to comment Share on other sites More sharing options...
DYJ Posted September 1, 2012 Author Share Posted September 1, 2012 0.25 would be a place to start if you want 31.2% sized parts.rescaleFactor defaults to 1.25If you want smaller parts then I advice you to mess with the rescaleFactor, but anything lower than 1 and it won't be certain that the parts work.All assets in this pack are in .DAE format, so if you want to make your own parts you can simply import the .DAE and check how everything is set up. Link to comment Share on other sites More sharing options...
ashrutoraman Posted September 1, 2012 Share Posted September 1, 2012 (edited) ''rescaleFactor = ...'' working ty so much for help... now i can make some progress Edited September 1, 2012 by ashrutoraman Link to comment Share on other sites More sharing options...
sonicskater34 Posted September 1, 2012 Share Posted September 1, 2012 Am i allowed t ouse your pack to power a canadaarm for moving kerbals? Link to comment Share on other sites More sharing options...
ashrutoraman Posted September 1, 2012 Share Posted September 1, 2012 (edited) have a little bug with rescale... they are looking giant at part selection tab any fix? anyway its not big deal at last they are working... another thing is how can i make small (equal to object size) that connection bubbles (green ones) they are bigger than object i cant see beyond them to align attachments Here Some Progress; 1, 0.75, 0.50. 0.25 scales of DRrotatronLooks like only 0.25 one is bugging part tab ? and theres that green challenge things they all working no bug yet... except this little ones... Edited September 1, 2012 by ashrutoraman Link to comment Share on other sites More sharing options...
ashrutoraman Posted September 1, 2012 Share Posted September 1, 2012 (edited) thinking to study all parts with these (page34) 4 scale base... and you may put them to first post so ppl can easly reach ? Edited September 1, 2012 by ashrutoraman Link to comment Share on other sites More sharing options...
DYJ Posted September 1, 2012 Author Share Posted September 1, 2012 Adding a 0 to the end of the stack node line makes the connection node smaller, 1 is default size and 2 is bigger.node_stack_top = 0.0, 0.25, 0.0, 0.0, 1.0, 0.0, 0 Link to comment Share on other sites More sharing options...
CrashnBurn Posted September 1, 2012 Share Posted September 1, 2012 To make a small node connection "bubble" use a 0 size on the end of the node_stack line in part.cfg.Typically the node stack has 6 numbers separated by commas, the seventh number is the node size.For example: node_stack_bottom = X, X, X, X, X, X, 0Will give you the small "bubble".Oops, DYJ beat me to the post. Link to comment Share on other sites More sharing options...
ashrutoraman Posted September 1, 2012 Share Posted September 1, 2012 (edited) it works when i add 0 all the lines ty for help// --- node definitions ---node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 0node_stack_top = 0.0, 0.25, 0.0, 0.0, 1.0, 0.0, 0isnt it? btw 0 is the smallest posibble? whats its range? (0-2) or it can be nuber like (0.5, 1.75)? nvm trying atmwhat about part tab bug with 0.25? may i try 0,26? also lol Edited September 2, 2012 by ashrutoraman Link to comment Share on other sites More sharing options...
CrashnBurn Posted September 2, 2012 Share Posted September 2, 2012 The parts tab display size is a problem, I haven't found a fix for it.The node sizes are whole numbers, I've tried 0.5 and it doesn't work, 0 and 1 work. I haven't tried anything bigger. Link to comment Share on other sites More sharing options...
ashrutoraman Posted September 2, 2012 Share Posted September 2, 2012 (edited) ye 0.5 is not working... anyways 1 is still useful at scale 1 i go ''0'' 0,75 and lesser ones here it is;oke really need to fix that part tab display bug i cant see any other parts when i rescale other parts too lol tab display getting bigger when actual part going smaller ... :Z i made i quic fix temporary removing 0.25 scale parts from folder Note:btw why dont you let Hydraulic Cylinder attachRules = 1,1,1,1,0 i tryed and didnt get any bug? and why did you not allow Hinge's to turn 90degree? they doing it good also ? are they causing bugs for futher applications with this shape? Edited September 3, 2012 by ashrutoraman Link to comment Share on other sites More sharing options...
KAO Posted September 2, 2012 Share Posted September 2, 2012 I've tried going as small as 0.25 with the rescale of the rotatron. Problem is that it does scale the things down but the model stays the same size Link to comment Share on other sites More sharing options...
Pirate Posted September 2, 2012 Share Posted September 2, 2012 Is it just me or do the textures feel too.... plain... :/ Link to comment Share on other sites More sharing options...
ashrutoraman Posted September 2, 2012 Share Posted September 2, 2012 (edited) All parts are done and all of them working well .. i will ask DYJ for his permission, gonna send change list to him and post that list here also... but before im seaching how to fix tab bug atm... need help couldnt find yet :Z and working on new textures here some quick trials; Edited September 3, 2012 by ashrutoraman Link to comment Share on other sites More sharing options...
Am4nn Posted September 3, 2012 Share Posted September 3, 2012 Any word on a fix for the twitches while in orbit?This is a great mod and I want to use it to make a docking arm but this makes it impossible. Link to comment Share on other sites More sharing options...
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