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nli2work

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Posts posted by nli2work

  1. v1.2.1

    adjusted Grappler JR grapple angle to +/- 60 degrees.
    added EVA tether (KAS winch) for Grappler JR. part; will load if KAS present
    added mid stack node for attaching command parts instead of using external command seat.
    specified controlTransforms for all docking/grappler parts, should be transparent in game. 

     

    also due to small bug in KSP, don't use grappler units as Root part. 

  2. I noticed my grappler parts are unable to reattach after release for some reason. checked model and config setup against stock grappler unit; all checks out. far as I can tell they should behave identically in game...

    I've removed all other Mods; all part functionalities except ModuleGrappleNode and ModuleAnimateGeneric. set to same exact index order as stock grappler unit. in game everything is normal until releasing the grapple unit. first click on Release generates the following error

     

    NullReferenceException: Object reference not set to an instance of an object
      at ModuleGrappleNode.Release () [0x00000] in <filename unknown>:0
      at BaseEvent.Invoke () [0x00000] in <filename unknown>:0
      at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0
      at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
      at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
      at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
      at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0
      at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
      at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0
      at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
      at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 
    UnityEngine.Debug:Internal_LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
    UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
    UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
    UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
    UnityEngine.EventSystems.StandaloneInputModule:Process()
    UnityEngine.EventSystems.EventSystem:Update()

    "Release" button remains active, clicking Release once or twice more will generate same error as above, after that game spams
     

    ArgumentOutOfRangeException: Argument is out of range.
    
    Parameter name: index
      at System.Collections.Generic.List`1[PartThermalData].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
      at FlightIntegrator.UpdateOcclusionSolar () [0x00000] in <filename unknown>:0 
      at FlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 
      at FlightIntegrator.FixedUpdate () [0x00000] in <filename unknown>:0 

     

    Any ideas?

  3. Assuming I understood your question

    Transforms: Pos/Rot/Scale

    Material Color properties; Light Intensity/Color/Range/Angle properties.

    Everything else is at your own risk. Definitely never key frame anything in Mesh Renderer and any Collider components.

  4. ninjaed

    remove everything on the collider except the mesh collider component.

    Transform component is required on all game objects, without it there'd be no gameobject.

    Mesh Filter selects a mesh object for Mesh Renderer component, without Mesh Renderer there's no point having a Mesh Filter component.

    Mesh Renderer makes mesh object in Mesh Filter visible and have visual surface properties based on the Material assigned.

    Mesh Collider doesn't need any Mesh Filter or Mesh Renderer. Colliders shouldn't be visible. and the component has it's own Mesh filter field. The material field is for Physics Material (not implemented in KSP) that define physical properties like friction, bouniness.

     

  5. 50 minutes ago, jlcarneiro said:
    • I had to hit the debris I intended to deorbit at least at 2m/s. Isn't it too hard? Shouldn't it grapple with less force?
    • What's your suggestion on grappling a rotating part? I could grapple and deorbit a slow rotating pod but could not do it to a slightly faster cockpit.

    speed is usually not a problem anything less than 3m/s should stick. the angle to the surface is harder, especially for a spinning piece... it's at +/- 15 degrees right now I think. I originally saw it was a construction tool with KAS/KIS with it's container, you pack the parts you need, then stick yourself at the work location. since kerbal is still considered EVA while in the command seat, saves the hassle of EVA and boarding the part when you have to reposition or restock on parts.

    grabbing rotating part? I'd probably just remove it from flight tracker... or timewarp a wee bit to stop the rotation? although with the new deploy limit slider... a manual controlled claw is possible... hm... interesting idea.

  6. Removing the command seat would remove the point of the part. It's a command seat with other stuff on it. not a grappler with command seat. It's easy enough to stack a disc probe on the back node... or add this to the config node_stack_top2 = 0, 0.87, 0, 0, 1, 0, 1; the pods will fit over the seat. I'll shrink down the roll bars a bit so they don't poke out slightly.

  7. there're plenty of different tanks out there I'm sure some will fit in that space? if there's one thing KSP doesn't lack it's fuel tanks... and engines... the radial resource tank fits rather well. I'll set up a config for a variant with FS fuel switch for next go.

    The Grappler Jr. is intended for orbital construction with KAS/KIS; it'd be redundant without the command seat as there are already 3 other parts with grappler functionality.

  8. if you want windows to light up at the same time as the spot lights combine them all into 1 anim, and drive with 1 ModuleLight. Compile the color animation clips before adding the Light Intensity/Range properties. This will respond to "U" key.

    if you want them separate, use AnimateGeneric for the windows, and ModuleLight for the spotlights. You can have multiple light objects in a single anim, but Unity will complain if they're same names as Animation Clip won't know which is which. Name them differently and point ModuleLight to one of them. AnimateGeneric doesn't respond to "U" key.

    the animated objects have to be child of the object hosting the Animation Component, or the host object itself is animated. how they are arranged below doesn't matter.

  9. Ahh... Okay, it's the wheelColliders then. They get placed at deployTgt at run time (when the piston rods pop into place at the beginning). LT2 has large wheel radius so that lifts up the tank before the suspension raycasts hits the ground.

  10. There're few others, not sure how up to date they are. Cacteye Telescope mod... can't rememeber the other other ones.

    I have a gravioli core part with some science activity, but might now be your cup of tea if you are looking for more conventional game play science.

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