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Skalou

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Posts posted by Skalou

  1. On 8/17/2023 at 5:17 AM, ctbram said:

    I have no option to add a hatch??????????

    ksp 1.12.5.3190

     

    What do I have to do I have to do to get the hatch to be added?

    Hello,

    The hatch is available as a part variant of the stock "MK1 Crew Cabin" part in the vehicle assembly buildings.
    You can select it directly in the left list by clicking on the black and white paint drop,
    or via the part variant in right click menu directly on the part :
    E404HTx.jpg

  2. I managed to fix it by creating a  script  in the unity project folder: right click > create > C#  Script.

    You can rename it to FixCultureEditor.cs

    open it (with a text editor is ok) and replace everything inside by  this:

    Quote

        using System.Globalization;
        using System.Threading;
        using UnityEngine;
        #if UNITY_EDITOR
        using UnityEditor;
        #endif
         
        #if UNITY_EDITOR
        [InitializeOnLoad]
        public static class FixCultureEditor
        {
            static FixCultureEditor()
            {
                Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
            }
        }
        #endif
         
        public static class FixCultureRuntime
        {
            [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
            static void FixCulture()
            {
                Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
            }
        }

     

    And it works, and you can forget it.

    I don't code, thanks to @Stone Blue suggestion, I just dumbly followed this :

    https://forum.unity.com/threads/editor-is-using-windows-locale-settings.442847/#post-3958150

     

  3. 15 hours ago, Ilya_G said:

     

     

    1)@linuxgurugamer, @Skalouthis link will contain all the necessary files on the topic of incorrectly working chassis.

    https://drive.google.com/drive/folders/1JJei_XuPb6QjbvEpld9UnWWNIIwpdg0V?usp=sharing

    2) For reasons unknown to me, my helicopter engines started working correctly.

    3)

    At the end of my last post, I expressed a desire to share a few ideas related to Airplane Plus. Can I tell them to you?

    1) you are right, i have the same issues with these gears. Was it working in older KSP versions ? Unfortunately, i am not able to fix them, too difficult for me, especially when the available tutorial is coming from blackheart612 himself :P.  but yes, these lovely landing gears probably need some rework.

    3) why not, share them here in forum ? in spoiler beacon if too long maybe.

  4. Hello,

    This mod is really great, and I would like to help to improve it too,
    so I forked the GitHub and made some changes:

    // changelog for updates by Skalou
    
    ***update v1.0.0***
    - renamed part.cfg with "partname".cfg
    - removed badly commented modules and cleaned things in .cfg, module pointing to inexistant object in landing gears etc...
    - removed some lost flag textures in folders, kerbal default flags in engines ...
    - added a model and config to add airlocks and ladders for the s1p5cabin, it was not possible to eva from this part !
    - added AirplanePlus\Updates folder with patch to store patches:
    	- MM_AirplanePlus_TWEAKS.cfg , read stuff inside to know
    	- Kerbalism_AirplanePlus.cfg , for kerbalism compatibility
    - added a changelog and tweaked KSP-AVC .version file
    
    ToDo:
    - update changelog and KSP-AVC.version links
    - change versionning numbers from 26.5 to someting like 26.0.5 as stated in the version file (confusing numbers)? use 27.0.0 for the next one to don't mess things?
    - host in github the ksp KSP-AVC .version file instead of https://ksp-avc.cybutek.net/version.php?id=660 ?

    you can download it there and help if you want:
    https://github.com/skalou/AirplanePlus/tree/skalouUpdate01

    So I am open if you have anything to report,  any help and comments are welcome, I looked at the 10 last pages in this thread, but maybe I missed things.

    @Kerbal410, i fixed the Size 1.5 cabin problem, there was no airlock and ladders in the model, there was no way to eva from this trap !  so i added them :
    eUumLER.jpg

    @blackheart612, once ready I will propose you to merge it on github, up to you to accept changes that you like of course,
    and thank you for this great mod! :heart_eyes:

  5. Thank you for this mod, really helpful !

    Funny things, i tried last days to add the real part name (not the tittle) somewhere in the description with a module manager patch, and it was a pain for me,
    latter i installed node helper:

    NQ1irQ0.jpg

    and it does exactly this, in better !
    the infos when hovering the part in the category,
    and a button in PAW: "Show part Infos" opening the window, useful when in flight.

    thank you again! :happy:

  6. On 7/16/2021 at 5:58 PM, Krydax said:

    IDK I didn't know what changed in 1.12 I've been away for quite a while now, I just thought I would report the bug!

    I think this isn't the mod I thought it was, as I was remembering one that simply reduced torque as you continued rotating in a single direction, and then it would slowly regenerate once you stopped rotating in that direction, and that was it. It didn't track all the axes and regenerate based on reverse direction or anything.

    Thanks for the response!

    Mandadory RCS ?

     

  7. New version 1.0.0 available, at least compatible up to KSP v 1.9.1.

    See the Change Log and the 1st post of this thread for more details.

    BACKWARD COMPATIBILITY:
    In previous versions older than v1.0.0 the option was toggle-able in the editor via the part's right-click menu "Add Top Hatch".
    There is a compatibility patch file for the transition named "DEPRACTEDcompatibilityPatch.cfg.txt" located in "Kerbal Space Program/GameData/MK1CabinHatch", you have to rename it to "DEPRACTEDcompatibilityPatch.cfg" (remove the .txt extension at the end) to activate it. So you will have both versions of the hatch model and time to migrate your crafts and finish your running missions. Once none of your crafts have the old model you can rename the compatibility file back with the .txt extension.

     

  8. 11 minutes ago, Tonka Crash said:

    The modified TweakScale patch works fine, thanks. Lisias, that maintains TweakScale, is aware of the issue with part variants. I pinged him above when I posted my bug report here. It's been discussed in his thread quite a bit, so I knew what to look when I ran across the bug.

    Ok, as this is really a TweakScale specific bug, @Lisias could add a patch like this for the checking all the parts until this bug is fixed.
    I will integrated this patch in the meantime  however.

     

  9. 34 minutes ago, Tonka Crash said:

    @Skalou @LisiasThe dark variant modifies the weight and cost of the part.  This is currently Kraken bait for TweakScale.  Changing either of these in part variants is a no-no for use with TweakScale.  TweakScale currently just can't handle scaling variants when the cost or mass are modified as part of the stock variant system.  TweakScale logs an error that the ablative-airbrake fails its sanity checks during load but doesn't fully disable TweakScale on this part.

    Just adding the part to a craft throws exceptions. Two different scaling sliders appear in the PAW menu, but neither are correct for the free_square type. Trying to change one of the TweakScale sliders on this part (in either variant) causes the part to disappear in the VAB for me and more exceptions get thrown.  Tested in a new clean install of 1.9.1 with just Ablative AIrbrakes, TweakScale and ModuleManager. 

    To deal with the issue I just deleted the mass and cost changes in the variant definition and it works fine with no errors.

    Thank you for the report , strange bug as this is a stock feature, can you report it to the tweakscale mod?
    In the mean time, i made an updated compatibility patch for tweakscale, it seems to work, can you replace it with it and check on your side too please?

    // Module Manager patch for "Ablative-Airbrake" to be compatible with "TweakScale".
    // Needs the mod "Module Manager" to work.
    //Author:Marcelo Silveira, Skalou
    
    @PART[AblativeAirbrake]:FOR[Ablative-Airbrake]:NEEDS[TweakScale]
    {
    	MODULE
    	{
    		name = TweakScale
    		type = free_square
    	}
    // Remove cost and mass modifier for part variants when TweakScale is installed because of bugs.
    	@MODULE[ModulePartVariants]
    	{
    	@VARIANT,*
    	{
    	-cost = dummy
    	-mass = dummy
    	}
    	}
    }

     

  10. On 3/15/2020 at 12:27 AM, MrFancyPL said:

    Hello, If creating windows on my model generates bunch of shading artifacts, it is acceptable to not attach them to the mesh? For example, i have made a 'can' designed for kerbals. when i try to make windows on it (via bevel, insets etc) it creates bunch of shading artifacts that are unremovable (model is autosmoothed via corner angle normal averaging).  Can I make windows seperated from the mesh  (somewhat like 'stickers' sticked to the main body of this 'can'

    yes, i'm not a pro but at least some of the stock parts are like this (mesh in multiple separate pieces etc..),

    i also use this trick in one of my mod, so no problem :P

  11. On 3/22/2020 at 11:35 PM, Box of Stardust said:

    So I may be incorrect here in how it's supposed to work, but I can preview the animation in Unity, so I'm not really sure what's happening.

    I have a gradient emissive set up in Unity as per the stickied thread in this forum, and I want it to work as the engine is throttled (engine color changes through the throttle range and all that). However, in-game it doesn't seem to do anything at all, and the texture is stuck showing the emissive texture itself. Like I said though, the animation can be viewed in Unity and the colors change through the gradient range.

    Is this a config issue of how I'm setting up the animation? Or is it an export/model setup issue?

    maybe, but how do you want we know it? you don't show your model, config, etc...

    (p.s: i made some engine working with emissive)

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