doxid310
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[1.8.x, 1.9.x, 1.10.x] Steam Gauges Recalibrated
doxid310 replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamerI don't know if this is the best place to post this, but I found a fix for the dynamic parts of the HUD when you're IVA . Here is a part of code that I've used to fix it. The problem arises at private void drawPitchLadder. Hope it's useful. //funky method private Quaternion updateHeadingPitchRollField(Vessel v) { Vector3d CoM, north, up; Quaternion rotationSurface; CoM = v.CoM; up = (CoM - v.mainBody.position).normalized; north = Vector3d.Exclude(up, (v.mainBody.position + v.mainBody.transform.up * (float)v.mainBody.Radius) - CoM).normalized; rotationSurface = Quaternion.LookRotation(north, up); return Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(v.GetTransform().rotation) * rotationSurface); } //Draws the pitch ladder or vertical ascent circle, and roll scale private void drawPitchLadder(Vessel v, bool full) { ball = UnityEngine.Object.FindObjectOfType<NavBall>(); //deprecated Quaternion attitude = updateHeadingPitchRollField(v); float pitch = (float)((attitude.eulerAngles.x > 180) ? (360.0 - attitude.eulerAngles.x) : -attitude.eulerAngles.x); //float yaw = (float)attitude.eulerAngles.y; //not useful here float roll = (float)((attitude.eulerAngles.z > 180) ? (attitude.eulerAngles.z - 360.0) : attitude.eulerAngles.z); roll = -roll; //Display relative pitch in orbital mode //... -
[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
doxid310 replied to cmet24's topic in KSP1 Mod Releases
Nevermind, I found out myself. For anyone interested, in climate_data.cs and weather_data.cs multiply the "ww" variables with something around 30-100 and don't forget to change in the GUI the units for vertical velocity from mm/s to m/s (remove the *1000 and edit the string). Rebuild the project and replace the dll in gamedata/kerbalweatherproject. Cheers. -
[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
doxid310 replied to cmet24's topic in KSP1 Mod Releases
Hello @cmet24! This mod is just perfect considering that I am really passionate about designing all kinds of aircraft. However, I noticed that it has a very weak upwards wind component, which makes building gliders kind of useless, since you can't take advantage of the vertical winds. I am familiar with C# and I've seen that the mod source code is available on GitHub. My wish would be to multiply the vertical wind component by a considerable amount at all times (since it depends on lots of factors, randomization wouldn't be a problem). Since I'm not too familiar with KSP modding in particular, I would like to ask you what variables or lists should I modify. I would like to rebuild the mod for personal use with the desired changes, if that's okay. -
These are some of my aerial creations so far in KSP, Hope you like them!
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Sorry for the bother, I figured it out rather quickly. I had an old version of Firespitter installed. For those having the same issue, update Firespitter to the latest version.
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Hello, I am currently experiencing an issue regarding the FMeshSwitcher on all the parts that have this feature. I am currently using the latest version of FAR Continued along with the latest version of AP from @Lisias github page. It seems that all the meshes are bulked upon one another to the point of z-fighting, and the next/previous buttons do not appear in the editor menu. In the screenshot I've tested it with some mk3s0 parts and a wing connector.
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- helicopter
- aircraft
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