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al.bebop

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Everything posted by al.bebop

  1. Sorry I forgot about this post! I just tried to recreate the issue in sandbox mode with all stock parts except P-wings, and I didn't get the "wings falling off but not actually breaking" bug I reported; there must be an interaction with other parts from another mod or something. If I get it to happen in my career mode again I'll let you know, but due to another similar issue (with a craft NOT using p-wings anywhere as best as I can recall) I'm pretty sure I was mistaken in originally assuming the issue was with p-wings. Thanks anyway!
  2. Hey gang, I'm getting some strange behavior with P-wings on saved craft; I suspect it's an interaction with another mod likely causing it, but wonder if anyone can suggest how to proceed with diagnosing the issue accurately. All wing behavior seems to be correct with few exceptions, except that I get structural failures between the wing and the rest of the craft (the wings just fall off), however this happens ONLY after saving my game with a craft in flight, closing KSP and coming back to it later. Upon loading the craft, the wings just fall off! This will happen even in a vacuum, as I just tested it with a spaceplane on a sub-orbital path at 75km altitude. I'll try to test this under more scenarios to make certain no other wings are affected, but I know for a fact that the stock advanced canards remain attached while the procedural wings detach. Also worth noting is that when I pull up the log using F3, there is no "structural failure" message unless I quickload a craft which is in the atmosphere. If I have it in orbit or sitting on the runway the wings will just fall off, and I note that the game appears to think they are still part of the craft since the view zooms out to try and maintain the center of mass in the middle of the screen. Let me know if screenshots, log or other testing is needed! My first suspicion lies with Deadly Reentry, wondering if anyone else here is using DR with P-Wings?
  3. Anyone else seeing a size issue with the argon tanks? The nodes are in the correct spots but the model itself is scaled down to about .625m size. Is it possibly my install is messed up or is it maybe something in the .cfg?
  4. Thanks so much for the continued replies, you guys are awesome! If I understand you right Michael, I think my problem was trying to use the "override" in the function declaration; I guess the "override" function is only for adding to the base game functions? Sorry if I'm messing up the terminology here, and thanks again for the insight into C#! I hope to get back to seriously studying it for the purposes of mod-making soon!
  5. Just FYI, seems like this is running fine in .25 for me.
  6. Signing off in support of the much-maligned hexcan, I think it's a dandy of a model! Out of curiosity for those who don't like how it looks, is it the texture or the model that's the problem? I.e., is it the shape or the paintjob that you don't like?
  7. Huzzah! That's just aces, thanks Fractal! I'm off to launch some IR telescopes then!
  8. Hey all, not sure if this is still the case, but last I knew the IR telescope science was broken; though the alternate "hard-mode" experiment where you take it way out past Eeloo orbit I think may still work? Correct me if I missed an update in the change-log!
  9. Thanks again! If you happen to check back here and see this; are you able to confirm what cases not setting the "convex" to active will break things? I probably shouldn't be monkeying around with it since everyone seems to say the same as you, but I've found it doesn't always seem to cause problems when I don't do this; though I'll grant none of my parts have been really rigorously tested, just enough to make sure nothing explodes on the launchpad or on its way to orbit.
  10. Thanks to both of you for the continued discussion! I particularly appreciate the info regarding collision meshes; I think I was able to use a low-poly version of the model in this case for the collision mesh, with animations. And regarding KAS container animations, KospY himself actually responded to my inquiry to confirm he intends to include an animation component in the container module for the next version, with exactly the functionality I was asking for XD. Still, your discussion is invaluable as it's helped me to look at creating solutions from multiple approaches rather than just getting frustrated when the first plan hits a snag.
  11. Wow, you're totally correct! Not sure why I was under the impression that the stock headlights emissive textures changed color along with the light beam itself! Thanks for making me take another look before beating my head against this further!
  12. Thanks to everyone above for the help already; can anyone help with setting up the color of the emissive texture on the lamp "bulb" change color in accordance with the color of the light itself? Tweaking the RGB values in VAB changes the light just fine but I'm unable to figure out how to make it so the "bulb" itself changes color as well.
  13. I think I figured it all out, except for the reentry/FAR shielding, but I know there's another module for that available. For the collision mesh, I actually omitted the separate mesh normally used for the collider in Unity, and added a Mesh Collider component to the model parts instead, seems to work! Thanks again for the help!
  14. Very cool stuff! Thanks for this; I'll definitely consider implementing this same technique for my part; with a little re-working it will definitely work as a small "miscellaneous science/utility" part container. Two questions about the part you've shown above (very cool btw!): 1) Regarding the collision mesh, do you mean it should fill the entire internal space? (because your screenshot seems to negate that, unless the animation plugin works around that) or is it instead a "sleeve" that occupies the same space as the walls of the container, with a void in the middle where the cargo/kerbals fit above? If you can provide a SS or further elaboration I'd greatly appreciate it! 2) Do you know if this implementation shields internal items from Deadly Reentry and FAR effects or does that require an additional module? Thanks and great work once again! edit: Remembered what #2 was
  15. Have you turned of SAS on the ships you're connecting? It sounds like this may be your problem, not an issue with the mod itself, try connecting again but first get relative velocity as close to zero as possible, let the ships stabilize with SAS, then turn SAS off before you connect the pipes.
  16. Hey all, Love, Love, LOVE KAS; it's been one of my "must-have" mods pretty much since I started playing. I wonder if KospY, Majiir or any others here can assist with a simple plugin I'm trying to write to extend the part storage capabilities of the KAS containers to an inline "part bin" which I'm making. I have the .cfg setup to allow part storage, and I would like to combine this functionality with a pair of animated doors which I've added to the model. As it stands now, I have two separate buttons in the right-click menu, one which activates the animation and another which opens the standard container GUI. If possible, I'd like to combine the functions in some manner, either: a) lock out the EVA-access when the doors are closed OR activate the door animation whenever the container contents are accessed on EVA (and then reverse the animation when the storage GUI is closed) This is just a learning exercise for me so I've no intention of violating any licensing by releasing the part, the model is fugly anyway so I couldn't bear for people to see it; I just am trying to learn the basics of plugin writing and thought this was a decent place to start. I've also created a thread about this in the development forum (see here: http://forum.kerbalspaceprogram.com/threads/93445-Beginning-mod-maker-and-developer-requesting-assistance-on-first-plugin-code) so feel free to respond there and avoid cluttering up this thread. Anyway, even if no assistance is forthcoming on this I just wanted to say great work and thanks again for the awesome mod!
  17. Perhaps it would be easier to go ahead and keep the animation separate from the KAS container module, but maybe I could "lock" the container plugin when the doors are closed?
  18. Hi everyone! I'm new to C# (though I studied Java in the past) and KSP mod making; and I'm unfortunately stuck already! I've got a simple goal in mind to start me off: I've created a "PartKannister" part which uses the Kerbal Attachment System module "KASModuleContainer" in the .cfg to allow storage of extra solar panels, batteries, etc. This function works fine. I've also setup a simple door-opening animation which uses the built-in "ModuleAnimateGeneric" to allow you to toggle the doors on the launchpad. Both of these functions work currently, but there are two separate action buttons in the right-click menu and of course I'd like to tie the actions together, such that when a Kerbal on EVA accesses the contents the doors will open, and when you close the container GUI the doors would then close. It seems like I need to write a plugin to override the "ViewContents" action for KAS for this part. I've tried looking into how the stock Materials Bay and Goo Cannister work, as the functionality of these parts is similar to what I hope to accomplish, but have run into dead ends here as well. I'm sure an experienced KSP mod developer will find this task laughably simple (at least that is my hope!) so please forgive my nubbish post. Any pointers or suggestions on where to look for further inspiration on this is greatly appreciated! Heck if someone could even just suggest the correct logic to accomplish this in a plugin I will work out the code needed! I just need to make sure I'm at least following the right track here.
  19. I (finally) registered an account here just to post and say thanks to Fractal and WaveFunction for all their hard work! I can't imagine how difficult it is to keep up with an ever-changing game to maintain a mod of this complexity. Hope everything is going well and thanks for all the help you give!
  20. I just wanted to post to thank Wavefunction and FractalUK for all the awesome work they've done on this mod, as well as anyone else who has contributed in however small a way to this mod, it's my absolute favorite and really makes the game for me. I registered just to post this, as well as to hopefully chime in occasionally to answer the more obvious repeated questions (I know how annoying it is to try and read through pages of posts to find a solution, but I can also imagine how irritating it can be to those working hard on it when less-than-favorable posts are made which can be resolved through known means). Thanks again Fractal and Wavefunction, you guys are rockstars!
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