Jump to content

blorgon

Members
  • Posts

    348
  • Joined

  • Last visited

Posts posted by blorgon

  1. Another possibility would be to "lock" the procedural adjustments into specific intervals (much like how engine plates and fairing attachment nodes are implemented right now).

    At the very least, it's very clunky and annoying selecting between several very similar looking models in the parts list where the only difference is their diameter and length.

    I do like the idea of limiting part selections in career mode, and either having procedural be an "advanced manufacturing" tech upgrade, or limiting procedural to sandbox only.

    Not only would having procedural tanks and wings streamline the building process, but it'd cut down on loading times quite significantly.

    I hope to god we get procedural STRUCTURAL AND UTILITY parts, too. Procedural trusses would be an absolute godsend for station building.

  2. On 12/28/2018 at 5:42 AM, blackrack said:

    Preview of next release features (incoming image wall):

    <snip>

    Oh my god. These enhancements are something for which I've been waiting a very long time. I don't think I've been this hyped for a mod since the first time I heard about Scatterer :D

    Simply fantastic news.

  3. 2 hours ago, RealKerbal3x said:

    I kind of want to go back to the roots of KSP and remind myself how it is to play without mods.

    I've tried that a couple of times now. I never last more than an hour. The stock skybox and sunflare alone are enough to bring me to tears of frustration.

  4. Now that fall semester is over I've been working on a heavy rover delivery system for an unmanned ballistic aerocapture Duna mission. Heatshield + aerocapture, then drogues, then a short propulsive maneuver to bring the puck down to about 0.5 m/s, all using bits from an old kOS script I wrote last year.

    Now that I've done the proof of concept, I need to go through the Duna script and overhaul it because it's a mess and I'm using a new library system. Still lots of work to do.

    n7w5SiX.jpg

  5. Would anybody consider tackling something like this? It'd be a drive-on/drive-off rover docking platform, with retractable ramps and an extendable docking port (the orange cylinder, shown in its fully stowed position). The idea would be to connect to a docking port attached to the undercarriage of a rover, and when it comes time to deploy, would retract out of the way to let the rover drive off.

    Ideally there could be a 3.75m and a 1.25m variant, for fitting rovers of different sizes.

    ByIJh56.png

    Here's a mockup of a potential use-case:

    YJEs5X2.png

  6. 1 hour ago, linuxgurugamer said:

    You can adjust it yourself.

    In the HullCameraVDS folder, there is a file called: DockingPortCameraPatch.cfg

    Find the section which looks like this:

    
    @PART[dockingPort3]
    {
    	MODULE
    	{
    	    name = MuMechModuleHullCameraZoom
    	    cameraName = NavCam
    	    cameraForward = 0, 1, 0
    	    cameraUp = 0, 0, -1
    	    cameraPosition = 0, 0.0, 0
    	    cameraFoVMax = 60
    	    cameraFoVMin = 60
    	    cameraMode = 1
    	
    	}
    }

    The line you want to adjust is cameraPosition

    and, i would suspect that the middle number needs to be adjusted just a bit.

    Oh, sweet. I figured adding cameras to parts was a Unity thing. Thanks!

  7. 1 hour ago, linuxgurugamer said:

    The center, I believe

    That's what I figured. I removed the lights and drogues to no avail, then I moved the port itself up a little and the issue went away—the part underneath the port was clipping into the camera.

    If you ever find yourself messing around with the docking ports in unity, could you consider moving the camera a little further forward so that it's closer to the docking port face? I'm assuming the camera is just attached to the CoM of the part.

  8. https://gfycat.com/MaleAnimatedBichonfrise

    https://i.imgur.com/8CC8NPc.png

    Inside that tapered fairing is my Munar lander. The debug console shows that the game engine is packing both the SKII (the whole ship), and the SKII Lander for orbit when my kOS script timewarps.

    So the game tries to pack the lander for timewarp, then I get a NaN orbit error in the debug console, and the game engine despawns that whole part of the craft.

    It seems like the game engine thinks it's dealing with two separate crafts, maybe?

    Packing SKII Lander for orbit
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    ObT : NaN
    M : NaN
    E : NaN
    V : NaN
    Radius: NaN
    vel: [NaN, NaN, NaN]
    AN: [297572.414810425, 777178.226544812, 0]
    period: Infinity
    
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    [OrbitDriver Warning!]: SKII Lander had a NaN Orbit and was removed.

     

  9. 8 hours ago, EpicSpaceTroll139 said:

    Nice work! I like the precision! Out of curiosity, does it aim for a specific geographic coordinate next to the flag that it lands on, or does it target the flag itself and land close to it? Either way it's cool. :D 

    Anyways, I might have the guidance logic behaving now.

    I'm aiming for the specific geoposition.

    You using a PID to land the boosters?

×
×
  • Create New...