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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. Internals do not need colliders. Kerbals can't move around in them. If you use props the props need colliders. Or internal cameras to say look out a window. Anything that you want to click (a prop) needs one but nothing else does.
  2. No Probs. Sorry I was thinking internalmodel. Yes your change to this.part.FindModelAnimators would be correct. Internalmodel would be if animating the internal IVA model which is what I have been doing a lot of lately. Also I put active = false in the KPSEvent, which is why they didn't appear in the menu. you should make at least one of them true for it to appear (so raisecover if the part starts with the cover closed). I put the KSPEvent code there because I thought you wanted the cover player controlled which is what KSPEvent's allow (by adding to the part right click menu). Told you it probably had a few bugs. As for multiple clips on one animation. I have done this and it works just fine. AS well as changing the speed. So not sure why you couldn't get that to work. the Anim array will have each clip in it. anim [0] = the first clip. anim[1] the second clip and so on. Anyway, as long as you have it working now that's great! well done!
  3. Why don't you just animate the cover in your partmodule? [[COLOR=#2B91AF]KSPEvent[/COLOR](active = [COLOR=blue]false[/COLOR], guiActive = [COLOR=blue]true[/COLOR], guiActiveUnfocused = [COLOR=blue]true[/COLOR], guiActiveEditor = [COLOR=blue]true[/COLOR], unfocusedRange = 5f, name = [COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]Raise_Cover[/COLOR][COLOR=#A31515]"[/COLOR], guiName = [COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]Raise Cover[/COLOR][COLOR=#A31515]"[/COLOR])] [COLOR=blue]public[/COLOR] [COLOR=blue]void[/COLOR] [COLOR=#3E3E3E]Raise_Cover[/COLOR]() { Events[[COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]Raise_Cover[/COLOR][COLOR=#A31515]"[/COLOR]].active = [COLOR=blue]false[/COLOR]; [COLOR=blue]try[/COLOR] { [COLOR=#2B91AF]Animation[/COLOR] anim; [COLOR=#2B91AF]Animation[/COLOR][] animators = [COLOR=blue]this[/COLOR].part.internalModel.FindModelAnimators([COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]coverAnim[/COLOR][COLOR=#A31515]"[/COLOR]); [COLOR=blue]if[/COLOR] (animators.Length > 0) { anim = animators[0]; anim[[COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]coverAnim[/COLOR][COLOR=#A31515]"[/COLOR]].speed = [COLOR=#0000ff]1f[/COLOR]; anim[[COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]coverAnim[/COLOR][COLOR=#A31515]"[/COLOR]].normalizedTime = 0; anim.Play([COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]coverAnim[/COLOR][COLOR=#A31515]"[/COLOR]); Events[[COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]Lower_Cover[/COLOR][COLOR=#A31515]"[/COLOR]].active = [COLOR=blue]true[/COLOR]; } } [COLOR=blue]catch[/COLOR] ([COLOR=#2B91AF]Exception[/COLOR] ex) { Events[[COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]Raise_Cover[/COLOR][COLOR=#A31515]"[/COLOR]].active = [COLOR=blue]true[/COLOR]; [COLOR=#2B91AF] Debug[/COLOR].Log([COLOR=#A31515]"Exception trying to run the Raise_Cover animation"[/COLOR]); [COLOR=#2B91AF]Debug[/COLOR].Log([COLOR=#A31515]"Err: "[/COLOR] + ex); } } [COLOR=black][[COLOR=#2b91af]KSPEvent[/COLOR](active = [COLOR=blue]false[/COLOR], guiActive = [COLOR=blue]true[/COLOR], guiActiveUnfocused = [COLOR=blue]true[/COLOR], guiActiveEditor = [COLOR=blue]true[/COLOR], unfocusedRange = 5f, name = [COLOR=#a31515]"Lower_Cover"[/COLOR], guiName = [COLOR=#a31515]"Lower Cover"[/COLOR])] [COLOR=blue]public[/COLOR] [COLOR=blue]void[/COLOR] Lower_Cover() { Events[[COLOR=#a31515]"[/COLOR]Lower_Cover[COLOR=#A31515]"[/COLOR]].active = [COLOR=blue]false[/COLOR]; [COLOR=blue]try[/COLOR] { [COLOR=#2b91af]Animation[/COLOR] anim; [COLOR=#2b91af]Animation[/COLOR][] animators = [COLOR=blue]this[/COLOR].part.internalModel.FindModelAnimators([COLOR=#a31515]"[/COLOR][COLOR=#3E3E3E][FONT=Verdana]coverAnim[/FONT][/COLOR][COLOR=#a31515]"[/COLOR]); [COLOR=blue]if[/COLOR] (animators.Length > 0) { anim = animators[0]; anim[[COLOR=#a31515]"[/COLOR][COLOR=#3E3E3E][FONT=Verdana]coverAnim[/FONT][/COLOR][COLOR=#a31515]"[/COLOR]].speed = [/COLOR][COLOR=#0000ff]-1f[/COLOR][COLOR=#000000]; anim[[/COLOR][COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E][FONT=Verdana]coverAnim[/FONT][/COLOR][COLOR=#A31515]"[/COLOR][COLOR=#000000]].normalizedTime = 1; anim.Play([/COLOR][COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E][FONT=Verdana]coverAnim[/FONT][/COLOR][COLOR=#A31515]"[/COLOR][COLOR=#000000]); [/COLOR] Events[[COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]Raise_Cover[/COLOR][COLOR=#A31515]"[/COLOR]].active = [COLOR=blue]true[/COLOR]; [COLOR=#000000] } } [/COLOR][COLOR=blue]catch[/COLOR][COLOR=#000000] ([/COLOR][COLOR=#2B91AF]Exception[/COLOR][COLOR=#000000] ex) { [/COLOR]Events[[COLOR=#A31515]"[/COLOR][COLOR=#3E3E3E]Lower_Cover[/COLOR][COLOR=#A31515]"[/COLOR]].active = [COLOR=blue]true[/COLOR]; [COLOR=#000000] [/COLOR][COLOR=#2B91AF] Debug[/COLOR][COLOR=#000000].Log([/COLOR][COLOR=#A31515]"Exception trying to run the Lower_Cover animation"[/COLOR][COLOR=#000000]); [/COLOR][COLOR=#2B91AF]Debug[/COLOR][COLOR=#000000].Log([/COLOR][COLOR=#A31515]"Err: "[/COLOR][COLOR=#000000] + ex); } } [/COLOR] I just hand typed this code.. so it may have a bug or two.. anyway, KSPEvent's allow you to have part right click events to animate the cover.. which I assume is the only reason you are using moduleanimategeneric. IF you add this to your partmodule you don't need moduleanimategeneric in your config any more. Just keep the MPanimEngine and add the above to that partmodule code. EDIT: I added a couple of lines to the code, you have to enable the opposite event - so when Raise_Cover runs you must turn the Lower_Cover event on and vice versa.
  4. I've just finished making two parts using RPM transparency and submitted two updates that MOARdV has applied to the transparent pod code. It works great. The GitHub instructions are correct and complete. If you have questions PM me. cheers.
  5. It's a bit hard to follow your issue. So you have an animation (clip?) that you animate via a plug-in and another animation (clip?) using moduleanimategeneric. Are they separate animations on separate parts? I have no issue running multiple animations at the same time in my mod. I do recall something flaky about moduleanimategeneric before. You could look at Starwaster's layered animations which layers multiple moduleanimategeneric's on a single part. Or ask him if he knows of this problem. Failing that you could try firespitter's animation module which is much better (just the animation module, not the parts). Which can be re-distributed as part of your mod with appropriate license reference, etc. Perhaps that will help.
  6. http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Mapping/UV/Unwrapping http://blender.stackexchange.com/questions/6755/how-to-properly-unwrap-my-mesh
  7. That will be up to Nils277, but if he doesn't change it the CRY-2300 (10 kerbal) is 5.25 (dry weight) and the CRY-5000 (KPBS 4 kerbal part) will be 2.7 (dry weight).
  8. It's a standard KPBS part. It will be distributed as part of KPBS mod as an add-on. KPBS parts stack two parts bottom to bottom to make a standard 2.5M Part (so two KPBS parts bottom to bottom) are then inline stackable.
  9. My bad, my build script has left out a file. You are missing DFInterface.dll from \GameData\REPOSoftTech\DeepFreeze\Plugins You can get the single file here. Or, I have updated the release files and put out version 0.18.2.1 which includes this file. See the OP for the usual download links.
  10. OK, so something else we have been working on. We have created a DeepFreeze part for the Kerbal Planetary Base System by Nils277. The parts will include a base part - The CRY-5000 - with a 4 kerbal capacity and a Glykerol tank that fit in with the KPBS mod parts and styles. Nils277 will be releasing these parts as part of his mod (in the next day or two). So head over to his mod thread for more details and the release of these parts. You will need his Mod for the parts (when he releases) and DeepFreeze Continued... V0.18.2.0 if you want these glorious parts for your bases. The CRY-5000 includes a Glykerol tank on-board, 4 cryopods, animated Lightstrips, the new V0.18.2.0 pod window animations and supports RPM Transparent pods feature and props.
  11. V0.18.2.0 is out. See the Changelog in the OP for all the changes. Should not break saves, but as always backup your save before upgrading. You do not need to re-download my TACLS workaround if you already have that installed. It should work fine if you upgraded it with the last version. For those asking and wanting to create their own internal-less Freezer parts, instructions can be found on the WIKI. NB: Why you would want to do this and miss out on MerlinsMaster's amazing internals, well that is up to you. Support for your own created internal-less parts is not provided.
  12. Short of modifying the DeepFreeze code, or any other mod code, I am not aware of any way to make a hard dependency between one part (mod part, with mod partmodule) be reliant upon another part. You just have to enforce your own rules upon your own save game manually. People are free to modify and create their own Module Manager changes/configs, etc as they see fit. All I ask is that if you intend to re-distribute DeepFreeze Continued... code, configs, models, etc you must do so within the rules of the License agreement (see the OP). Or, if you intend to just distribute your own module manager change config files, that you clearly state that it is their own configs/changes and that I will not support said re-distribution/configs/files. But you are free to post them here or anywhere else. I fully support those who want to do things like this and am happy for you to do so. but it is too much of an overhead for me to manage and distribute and support all these modified configs, etc.
  13. Unless there is a disaster should be out by the weekend.
  14. Progress update. v0.18.2.0 is on the horizon. It will include updated support for your own internal-less DeepFreeze parts - yes add DeepFreezer module to any crew able part as long as there is no internal. New internal camera support/modes/switching. Cryopod windows that actually are clear when open and freeze over when closed (animated). we have not had time to work on the radial single kerbal pod the past two weeks as we have been busy preparing some DeepFreeze parts that will be actually released as part of another mod (more on that soon). But the radial single kerbal pod is next on our list. stay tuned. Cheers.
  15. Ampyear has a bit more than FuseBox. AmpYear requires the AmpYear Manager function to be Active/ON in order to be able to use RCS and SAS. When you say "unable to control unmanned pods" what exactly are you trying to do? If it is RCS and SAS actions then ensure you have the AmpYear Manager ON by bringing up the AmpYear GUI and turn the Manager On (click the first toggle button). If it is something else you are trying to do please explain fully what it is you are doing and what is occurring. AmpYear correctly reports RemoteTech antennae electrical charge usage.. But that is all it has to do with RemoteTech. It currently only works with version 1.6.7 of RemoteTech (as per the change log), but if you have another version of RemoteTech installed it would not and should not have any issue. It would just not report RemoteTech Electrical charge correctly. So if you are having other issues other than above, I would require the detailed log to check for other issues and errors. Please refer to the Opening Post link for how to get support. Cheers.
  16. TST (see my sig for link) has a chemical cam that you can attach to rovers and do biome science with, includes contracts.
  17. Just swap the shaders in your code. PM me for an example if you need one.
  18. Yeah you probably want to ship a DeepFreeze freezer over to them so they can chill out and have a good nap.
  19. Well to me it looks like a .NET issue. Are all the DLLs you are referencing compiled against .Net 3.5? and the latest/same Assembly-CSharp (KSP) IE: RealFuels, AJE, SolverEngines EDIT: Ninja'd by Diazo. Like he said.
  20. Ah, yes. Ship Manifest - currently there is a bug (see the known issues). Waiting for Papa_Joe to update SM. So if you are using that, could be the cause. CLS - Shouldn't matter.
  21. You are positioning a cylinder inside the internal I assume to do your rendering trick through hatches etc... RPM makes the internal visible from the outside... so the cylinder becomes visible. You probably can fix this by not rendering your cylinder if the camera is in flight mode. EDIT: Actually your cylinder is also clearly visible in internal mode as well.. would have to look more at what your code is doing to understand what is going on but clearly not currently compatible with RPM - - - Updated - - - Yes it is. I would recommend looking at using RPM transparent pod feature to rotate your internals to match the external and incorporate that into this mod.
  22. Just a note: This is incompatible with Raster Prop Monitor transparent pods.
  23. Although I am not near my PC right now, the code looks fine. So you have compiled this against the latest KSP assembly using .net 3.5 Have you been through the log to look for what errors you are getting?
  24. I do run an EXTREMELY heavily modded game and I am running TACLS but have pulled down your .dll fix and was running that. I don't know if there is some conflict arising with one of the many mods I have or what but figured I'd drop this in here for you. Just for info's sake, I tried each one of the freezers after getting this initial error and it repeated for all parts. None of them are working for me at all. If you'd like to see log files I've got them saved and can get them to you if needed. I understand the error - as in it would seem DeepFreeze can't find your kerbal to make him disappear (ahem) Freeze... But why it is happening I cannot tell just from the error message. I'd guess it's some mod conflict to do with IVA's or the actual Kerbals given no one else has reported this error. Do you have any mods that modify Internals, IVAs, or Kerbals (like texture replacer) installed? Please post a output_log.txt (not the ksp.log) (as per the modded install support steps) if you want me to look at your issue any further.
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