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Aniruddh

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Everything posted by Aniruddh

  1. If you want relatively high TWR and relatively high isp (a compromise) for interplanetary travel, the best is the Poodle imo, or only for 3.75m, the Rhino.
  2. My part is finally working! It shows up in game correctly. However, there are a few errors, the collision mesh I am using was created in blender, and is in the wrong orientation, how would I rotate the collision mesh from within Unity? Also, my part looks quite bad, which KSP shader do I add to make it shiny and reflect it's surroundings (like the stayputnik probe texture in recent versions). I'm not talking about the KSP specular shader, that just reflects light of a particular color that is pre-determined, not changing based on surrounding light
  3. Are you sure those are new errors? For some reason, for me the errors messages persist even after fixing the issue. Press Clear at the top right of the window and reload the project, if the error messages still show up then only are they actual errors. Btw, I'm working on a part right now, so have got the Unity window opened.
  4. I don't know a whole lot about creating fonts, I'm using the guide on the forums. This is a guess, but have you installed parttools correctly? Either that or something to do with the TMPro version (you have to remove the latest version and download an older version). More details in the thread below (if you haven't read this already):
  5. @P_samru, Go to Assets/Plugins/KSPAssets, and click on KSPAssetCompiler.dll and you should see a checkbox called validate references on the inspector tab, uncheck this and click apply if unity asks you to. This fixes this error for me.
  6. Where would I find this? I'm new to the Unity Editor UI. The animations don't show up in the inspector or hierarchy tabs. Figured this out. EDIT: I compiled the part model and tried loading it into the game, but it doesn't show up at all. It's also very difficult to narrow down the problem, the log file doesn't say anything about why the model wasn't loaded. I was using this guide: But it seems to be very outdated, could anyone tell me what I have to do different from this guide? This is rather frustrating, why hasn't anyone updated this guide? Also, I saw some errors when importing PartTools, such as nullref errors. I also can't seem to use the KSP shaders, they come up with further errors. All the KSP shaders (like Diffuse, specular) are all under the failed to compile dropdown, looks like I've made an error in the installation of part tools, but I followed the instructions exactly, so I don't know what's going on.
  7. I finished making the model/texture for my photon-sail and am unsure what to do next. I know that I have to import them into Unity, but this raised some questions: 1) The model is made of multiple blender objects, do I have to join them into a single object before importing? 2) If I need to join them together, how will that affect the animation I created (animations have been created for each of the blender objects separately, that happen simultaneously)? 3) How do I add a thrust-vector transform to the part to make it an engine? 4) I also need to have ModuleDeployablePart on the part, how do I assign the animation I have created to this module. Thanks in advance.
  8. Sometimes KSP's memory use spikes during scene change, this tends to happen a lot in modded installs. I'm still finding a hard time in locating the cause of the problem. If it always happens when clicking the launch button, you could try remove 5 mods from your install at a time and see when the crashing stops. If it does stop, the last 5 you deleted are the cause of the problem. Repeat this with one mod at a time within those 5, then you narrow down the problem and can then report it on the mod's thread. When removing the mods, make sure you take into account their dependencies (CKAN should do this for you). I understand this can be tedious, but out of memory exceptions are tough to resolve as they aren't specific to a mod when shown in the log file/crash report.
  9. 0.9.0 is out, and should hopefully be the last version of this plugin. After this it's mostly going to be making parts and KSPedia pages. Those two take much longer to make so those will likely be coming in October (unless another modder adds parts to this plugin in their own mod by then). Anyways, I've added support for warp-drives that depend on the USI warp-drive plugin. Instead of using multiple if conditions to check if warp-drive is on, I used a different method (that saved many lines of code). As you may know, the USI warp-drive plugin moves the warping spacecraft, but there is no acceleration involved (and thus no change in velocity). This method (for checking for warp-drives being engaged) first calculates the change in position of the craft between two physics frames, divides that by the time between those two frames to calculate the 'actual' velocity. If the 'actual' velocity is greater than the velocity of the craft used in the game (the one that is unchanged by warp-drive), then warp-drive is on. I noticed this did work when teleporting using the cheat menu, so it *should* work with warp-drives. If anyone wants to test with their favorite warp-drive mod, please report whether it worked or not, and if it didn't work, what went wrong.
  10. It might've something to do with the mod that adds Explodium or Raptium as resources, but there are a lot of exceptions in this log that are unlikely to cause the problem. It is unlikely to be a memory issue either. You sure all your plugin based mods are updated to 1.10? When my game used to crash (this was a while ago), it was easier for others to help me out, if I also posted the crash report file. These files should be located under here: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\Crashes Just post the most recent file in there. Unless I'm missing something obvious, I really can't seem to find anything in your KSP.log that would cause the game to crash (other than non-updated mods).
  11. You're right, using the photons resource to power an engine on its own works perfectly. I commented out a few lines of code in my plugin (which had a part module controlling the engine module) and it still worked perfectly so these were the problem. These lines were: double fuel_rate = engines.maxThrust * 1000 / (9.81 * engines.realIsp); string fuelname = engines.propellants[0].name; this.part.RequestResource(fuelname, -fuel_rate * Time.fixedDeltaTime); I was thinking of replenishing the photons resource, but yeah then again, the consumption rate is tiny. I could just replenish the resource when it actually runs out rather than every frame. And yes the density is huge, since I had just copy-pasted the resourcedef for Ablator. Anyways thanks for testing this so thoroughly!
  12. Both of those points make sense and should've worked, but it still comes up with the same errors. I also just now noticed the engine I make consume the Photons resource, it's thrust becomes trillions of kN. It also spams the log file with Nullref exceptions.
  13. I'm trying to create a custom propellant for engine modules on parts such as photon sails. I called the resource 'Photons', and created a Resource Definition for it. For some reason when I make an engine consume this custom resource, the engine breaks completely (the right-click menu stops working and the log file shows errors to do with it not finding a propellant resource definition). Here is the resource definition: RESOURCE_DEFINITION { name = Photons displayName = Photons abbreviation = γ density = 0.001 unitCost = 0.001 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true volume = 5 } Is there an extra parameter I have to add to make it an engine propellant? And yes I tried to make LiquidFuel the propellant for that engine instead, and it works perfectly. I also tried adding hsp and vsp parameters and that still didn't work. Thanks.
  14. I think at this stage this mod is very close to a 1.0. I finished work on the thermal engine and ablative engine part modules, and have released them in v0.8.0. Instructions for applying this part module are given on the OP, as well as in the README file in download. Ok, so here is the development process for these propulsion concepts: The main problem I initially ran into is that the stock ModuleEnginesFX doesn't allow it's maxThrust to be scaled based on the power received (I'm guessing it's a constant). So I found a clever (not really) workaround to this problem, now the code dynamically adjusts the thrust limiter of the engine based on the power received. This makes it look like more power received means more thrust from engine, although it' just the thrust limiter being adjusted. Then the code locks the thrust limiter. This means to reduce thrust yourself, you either use the throttle, or the received power limiter in the right-click menu. All of this applies both to the thermal engine and the ablative engine. Here is a screenshot from testing (notice the right-click menu): Obviously this isn't my part model, this is actually the antimatter-induced microfusion engine from the old FFT. I applied the thermal engine part module to it, and it works great. The model is fit for purpose as well. Anyways, I still have Photon-Sail left to do, after which I will say this mod is feature-complete. Support for warp-drives are also coming as well as Localization, hopefully in 0.9.0.
  15. I've tried UbioWeld mod before, however, it won't work in this case, as the welded parts are new parts that are saved to a folder under GameData, and not to the save folder. This means just passing the save folder around will cause errors due to the welded parts being missing. This mods overcomes that problem, but it is very WIP so is risky to use:
  16. Yes, but I'd recommend waiting till @epicfailure2020's module is on first, and then you can dock yours onto that (since yours has only one docking port on that axis). Just leave one medium docking port that is inline in that axis to spare, so I can dock the nuclear tug to that.
  17. Well I just looked at the core module, as long as the next module is added to one of the medium docking ports on the side, I should be able to haul both of them together to Jool in one trip. The asymmetry isn't as bad as I thought.
  18. @Space Nerd, the save file you've linked to throws errors when I try load it. Have you or someone else added parts from the DLCs into the vessel 'Science ship'? I'm starting to build the nuclear tug, should I transport the vessel 'station core' to Jool right now, or should I wait till more modules are added to it? The latter would make it more difficult for me, as I'd have to balance COM with COT, with the asymmetric modules.
  19. For the first one, here is the code I'd use: int resourceid = PartResourceLibrary.Instance.GetDefinition("yourResourceName").id; this.vessel.GetConnectedResourceTotals(resourceid, out double amount, out double maxAmount); For the second one: this.vessel.RequestResource(this.part, resourceid, rate * Time.fixedDeltaTime, true) rate is measured in units/second, you have to multiply by Time.fixedDeltaTime to reduce the correct amount of the resource per frame. The last input parameter is usePriority, which I've set to true here as you've said. You can change this.part to any part you want on the vessel that you need to drain resources from. You can add the same resource to a vessel through the same code above, except make the rate negative (-rate). Hope this helps.
  20. Ok so here is a new release, (0.4.5), it adds heat mechanics to the part modules currently in the mod. The heat is added both to the part's skin and core, bare this in mind. I don't know if the numbers I've used are suited to game balance, if you think at any point some part is producing too much/too little heat, let me know and I'll tune it. A few other features have also been added. More details given on the OP. Just in case anyone doesn't know, to type in exact values into the part right click menu instead of using the slider, click the '#' buttons at the top-right of the right-click menu. EDIT: 0.5.0 is also out, a small version upgrade that adds CommNet based planetary occlusion.
  21. It won't. Just to be sure, I checked their SOI's, at that altitude we're clear. Thankfully n-body gravity isn't stock.
  22. I think the orbit should be ~40,000 km altitude around Jool. This would put its orbit in the middle of the Joolian moon system (between Vall and Tylo), reducing dv requirements wherever you're going. Tylo is nearby and can be used for gravity assists easily. ~0 inclination and eccentricity obviously. Is this ok for everyone?
  23. // setting action group capability [KSPAction(guiName = "Activate Module")] public void ActivateAction(KSPActionParam param) { // the method that needs to run when action group activated } An example above. Perhaps you haven't added 'KSPActionParam param' as a parameter into the method?
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