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Blaarkies

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  • About me
    Senior Specialist Surface Sample Sampler
  • Location
    https://github.com/Blaarkies/Volynov
  • Interests
    https://forum.kerbalspaceprogram.com/index.php?/topic/202030-ksp-commnet-planner/

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  1. Blender plugin for importing/exporting .mu files When adding it as a plugin, there is a tiny KSP reference you need to setup in blender to get access to the KSP/Unity concepts like colliders, shaders, ... You can learn a lot from youtube tutorials on how to use Blender, it just takes time and practice
  2. That would be awesome, more than welcome to contribute! You can have a look at the repo here, I have some readmes setup there to explain the plan. If you are not familiar with Git, I would be super happy to give you a walkthrough, just message me and we can setup something. Else you can always use the download as zip to get the project files
  3. @ColdJ Fixed the video. Sorry I know random links look sketchy Im not using the CFG modules to make this work, but i might try it as an alternative, maybe it's a workaround. How would I trigger any of the ModuleAnimateGeneric from c# code using this method? The animations in my model are part of a long running sequence where the user only clicks once to start it. (it does ring a bell for me as a property on Part Class Reference) But yes I do use a unique layer id (in c# code) for each animation on the model, it is the same system used for the other animations that function properly. In Blender all the animations work fine. I export using the .mu plugin, but I see some devs use Unity as the final export step. If i could find a way to make such lights turn on/off using only the ModuleColorChanger you mentioned, i wouldn't even need the movement animation, this would be great! I'll give that a shot soon and see if i can get it going.
  4. TL;DR The orange light on the far right should light up, but it does not. (in the video) In order to make independent lights, I used thin layers of orange emissive material hidden under those chevrons (the v-shape objects around the ring). To turn on the light, I simply animate that orange-light-object upwards out of the body to become visible. It works for the top(12 o'clock) chevron light, and also the first chevron on the right(2 o'clock), but not any others. The 2nd chevron on the right (3 o'clock) is supposed to light up after the 1st but just doesn't. They would all stay on as new lights turn on in sequence, going clockwise until everything is lit up. I had no issues with the previous animations (spinning ring; top moving chevron; event horizon; unstable vortex;), but these extra lights just don't function. The 2nd-6th lights are all the same as the 1st light(2 o'clock), and each one's animation has a unique name to reference it. Counting the amount of animations in Blender shows that the first 8 animations are fine...the 9th and onwards are not responding (unity does not limit the count of animators, does it? ) Github repo: https://github.com/Blaarkies/ksp-mod-stargate/blob/8866e6c052c9b13c936ad8ad95773ebe7c9657e8/Src/Utilities/StargateDialer.cs#L94 Please pay no attention to the horrendous textures...I learned blender through 3d printing, I never had to work with textures for that
  5. Even if agencies just use KSP2 for rendering their video feed, it would already be a huge step up from the low quality renders typically seen after the rocket leaves the camera's view. Such API idea would greatly simplify the process for them
  6. The harder the difficulty, the more important reusability becomes to save fund (or profit more from contracts). For each mission, funds are used/gained to accomplish a few contracts. In harder difficulties, the Funds Rewards multiplier is lowered. This makes the rocket launch cost become a significant part of the total cost. Recovering most of this cost via reusability makes a huge difference in harder difficulties, but less in easy difficulties. On max difficulty, you only receive 10% funds rewarded by contracts. This means that some contracts are needed just to break even on launch cost, paying to get a craft into orbit. This craft can then complete some more contracts for actual profit. Doing this is quite easy after the first few tries from the Desert Launchpad
  7. I completed my NCD run without external savegames, you can do it too! Trust me it really adds a lot to the gameplay when every launch starts with you nervously tapping spacebar, not knowing if the launch will go according to plan. Sure I tried testing what I can, making a capsule do an unmanned launch here and there before putting kerbals in it. I actually preferred sticking with the older less efficient designs, just because they were well tested by then. I had a magazine-type fuel tank system on my Mun lander. Only when i got to refueling reloading the fuel tank, I realized it is really difficult to do docking with the setup i designed...so i learned how to do it by kerbal-hand in EVA to make it work, something I would have never spent time learning. The same goes for many other situations, things you only discover when there are no shortcuts.
  8. "Remember to like and subscribe"
  9. Yeah completely agree. All time-based mechanics have this problem, but in normal difficulty you can already make 5 million funds every 20 minutes by just doing the rally contracts. If players want near-infinite money, they can certainly get it without this. If there was a way to sell a service by having a specific craft, it could motivate players more to build proper surface bases instead of the bare minimum to fulfil the contract.
  10. Making funds in KSP would be nice if it followed a frontier model, where you do the first few boundary-pushing launches of a complicated mission, and then get the opportunity to "automate" it, letting it run in the background. Much like how SpaceX is using starlink to get funds. It gets boring by the 5th launch of the same vehicle just to make some funds, and by that time the player has proven that they could get infinite funds from just repeating that. As long as it requires some setup and effort on the player's part to get the system going at first, it would be great to just automate that later.
  11. I completely agree with this, i would be happy with chop-chop helicopter sounds on the electric motors, even in space, with broken-off propellers...anything is better than the deafening silence they produce now good idea with the Juno...that hum sound might fit really well into the liquid fuel motor. I haven't looked at sounds in mods yet, i'm still figuring out textures and animations now, i'm working on something that I should probably expose on the forum as a pre-alpha version for some help
  12. Been looking for this as well. Im guessing a part module on the motor part can detect if propellers(or any lift-generating parts) are connected, and then play a propeller-engine sound. It might get bad if many motors are on the same vessel. Is there something like VesselModule instead? Something like PartModule, but one level higher? It can quickly get quite complicated considering atmospheric pressure (in orbit, or flying at duna vs taking off at KSC runway) motor used as a wheel, or with propellers, or underwater count and size of propellers added (does it sound like a quad-copter, a bi-plane, or a helicopter) airspeed and airflow direction (maybe, i don't know enough about that though)
  13. Maybe this can help? It doesn't handle RemoteTech parts yet, but it has everything sorted for stock KSP
  14. Almost always happens in the "SpaceX Discussion Thread" when there are tons of new posts, and I move over to the newest page (using the paginator). Then "https://forum.kerbalspaceprogram.com/" shows this error for the next few hours
  15. Hi @Ande, sorry about that issue. The website is definitely made to support tablets and phones as well. I did most of my hands-on testing with a Pixel 2, and that tiny screen made the calculator quite constrained but still manageable. The off-screen issue is something I have only seen on a friend's phone, I couldn't replicate it on my local development environment, so it was hard to track down the root cause of the issue. I'm speculating that it might be some scaling feature, but haven't been able to test it out. For now, a workaround might be to try landscape mode. The website is designed to work on a "sideways" phone screen as well. Now, if you are up for it, I would greatly appreciate it if you can put some screenshots and details in the github issue tracker (https://github.com/Blaarkies/ksp-visual-calculator/issues/new). Thanks for the feedback
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