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doxid310

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  1. @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 //...
  2. 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.
  3. 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.
  4. This would be rather a matter of @cmet24 's KWP - some strong vertical winds would be great for gliding/ soaring planes. It would be nice if it was somehow integrated with @blackrack's EVE true volumetric clouds config so that they generate in stormy areas. Perhaps we'll see this someday.
  5. These are some of my aerial creations so far in KSP, Hope you like them!
  6. 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.
  7. 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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