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About DMagic

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  1. @Gordon Dry I can see how that information could be useful, but neither of these mods would serve that purpose. Basic Orbit is about flight information, and Basic DeltaV is about dV and engine performance, basically. Basic DeltaV should behave the same as KER or VOID when it comes to data calculations, they all use the same vessel simulator code. Unless something has changed in the latest updates for KER, which I'm waiting for 1.4.3 to implement, they should all give the same information.
  2. @Critter79606 This is the wrong thread for that. Have you collected any science using that part before? Are there any records in the R&D Center science archives? @Rohaq The contract is asking for a SCANsat scan using the M700. If you want that scan to follow the same behavior as the other SCANsat scan types you need to disable stock resource scanning in the settings window.
  3. I whipped up a quick example: Each double ring on the cylinder is weighted for the bone that starts at that ring (so the first double ring on the left is weighted to the second bone). Then I uncheck "connected" for each bone in the chain and just translate and scale in the X and Z axes. I also unchecked inherit scale, so this would not strictly work in Unity, but as I said above, there are workarounds. Obviously, if you are going to use a dependency anyway then you should use what is easiest. But if you or someone else wants to, you can make similar inflation animations with just bones. When you select one of the vertices in the cylinder the setup looks like this: On the left, in the properties tab, you can see the Vertex Weights category, this vertex is set to Bone.002 with full weight, you can mix other bones with values between 0-1 (if only a single bone is selected then any value > 0 will be full weight). The Vertex Groups window on the right shows the available weight groups, these can be generated automatically when you parent a mesh to an armature, or you can just add them. The names of the groups match the names of the bones. You can select a group of vertices then use the "Assign" button to assign vertex weights to multiple vertices at the same time. You can also paint on vertex weights by changing the mesh from Edit Mode to Weight Mode.
  4. Armatures aren't usually used for separate objects like that landing leg, assuming those are separate meshes (the little extending foot-pad cylinder definitely is, but the others don't necessarily have to be). That example is using an Inverse Kinematics rig (that yellow bone has an IK constraint) to make all of the joints move together in a way that makes sense. Unity doesn't understand those bone constraints, but this type of animation can just be baked (the location, rotation and scale of all the deform bones keyed at each frame) and it will load into Unity and KSP just fine as a SkinnedMeshRenderer. Normally you would rig a single mesh to an armature, then assign weights at each vertex to determine which bone alters the position of which vertex (this can be mostly done automatically, or in groups of vertices at a time). You can blend together multiple bones at each vertex, but Unity limits it to the four with the highest weights. The reason I'm asking is that I think a similar effect might be possible using only bones. It isn't necessary to have bones be linked together as part of a single chain like you see in that leg example. In the bone properties you can uncheck the "Connected" option which will allow a bone to move freely, it will still inherit the parent bone's rotation and scale (you can uncheck those in Blender, too, but Unity doesn't accept that and will always inherit parent bone rotation and scale). So you might be able to make that inflation animation by (assuming the y axis goes to the right in your example) translating the bones to the right and scaling them up in their x and z axes. Scaling can be tricky to work with in bones, so you might need to make the bones siblings in the hierarchy, rather than a chain of unconnected bones. That might be more trouble for this example, but for anyone not wanting to rely on outside dependencies it could be helpful.
  5. What's the difference between blend shapes and using an armature animation? Or maybe a better question is what can you do with one that can't do with the other?
  6. Features that are "sorely lacking" is always a tricky subject. The features that I consider to be lacking from the stock maneuver node tool are the ability to place the maneuver node at specific locations (not needing to hunt for just the right pixel to place the maneuver node at apoapsis), something to prevent the maneuver node from getting lost in other icons when zoomed out, and something to allow for fine adjustments. Maneuver Node Evolved does the first two pretty well, I think, and while it has a separate window for making exact adjustments, there is probably a more seamless method for adjusting how much the maneuver node gizmo increments dV. But I would consider any kind of auto-generated node adjustment as way outside of the stock behavior. As for the dV readout, stretching the header would be bad, it would just look funny for the stage panels to be bigger than the stage icons, and it would look even more out of place if only the stages with engines and/or decouplers used the bigger icons. It would simpler to just have a separate icon that is stretched vertically, since vertically stretched icons are already used by the staging panels to accommodate extra stage icons. @Gordon Dry What is the middle-click info given by those mods?
  7. @Electrocutor That's an interesting idea. I don't think it would be that challenging to replace the stage icons for selected stages with a modified version of the icon, but space would be very tight to fit two lines of info in there. It would have to just show dV for that stage alone, and then probably TWR on a separate line. I do like the idea of stripping out all settings, windows, and options, though, just making it as simple as possible.
  8. @theonegalen Not really. The RPM maps default to color mode, so if you leave out a color toggle button then it will just always be in color mode. As for tinting, the only thing I can think of would be to see if RPM has some way of putting a transparent green layer on top of a window.
  9. KSP 1.4.1 Performance

    Separate threads aren't always a good idea for Unity. Anything that reads or writes to a Unity object might be a problem if run from a different thread, like reading a vessel position, or writing to database that is being read from something else. SCANsat uses threading for some math-heavy operations, like interpolation for some of the maps, but that works because everything is kept strictly separated, which you can't do when dealing with Unity objects. For that methods there may be simpler ways of improving performance, I just have never gotten around to it.
  10. KSP 1.4.1 Performance

    Those are unlikely to have much of an effect. The foreach loops, and the way that module is written in general, is a bit sloppy, but that section of Update and the other code only runs periodically, I think in response to when a resource scanner is deployed or retracted. In SCANdata that is an enum, which is a value type and shouldn't be allocated. The changes in SCANcontroller could help, that method only runs once every second though, so unless you have a huge number of vessels it wouldn't affect much. That method is, however, responsible for some serious performance problems, just not garbage related. Like I said, the biggest problem in the current version is related to the information that appears when you hover the mouse over some of the maps. It's doing something silly when looking for contract waypoints that generates a lot of garbage. That will be fixed in the next version.
  11. KSP 1.4.1 Performance

    Which loops are generating garbage? There is a bug in how some of the text in generated when you mouse-over a map which generates a lot of garbage, but otherwise I'm not aware of any major sources of garbage in the part modules or scanning system. There are probably lots of garbage generating loops in there, but in things related to loading or saving, or things that only happen once, where extra garbage generation doesn't really matter so much.
  12. @H4ckerxx44 Unlikely, given the complexity of basically having to rebuild the mod in the old version of Unity, as downgrading the project doesn't seem to work.
  13. (Mod Hosting Site)

    It's down for me, too, and according to, for everyone else. Also, when did this thread get moved to the general discussions forum? It seems out of place.
  14. Tracking Station Evolved version 3.0 is out; Space Dock seems to be down, but you can get it on GitHub or Curse. It adds a search box which can be used to search all vessels by name from any of the available list types. It also extends all of the sort and ordering functions to the standard vessel list, along with adding the vessel rename dialog button to each vessel button in that list. Vessels with maneuver nodes are always shown at the top of the list, regardless of sort order. And some bugs caused by vessels being destroyed (or stopping asteroid tracking) have been fixed, along with making the list update more smoothly when a vessel is created or destroyed (generally only happens with asteroids).
  15. There is an OnGamePause event, then the PauseMenu behaviour has an isOpen property that could be used to check if the game opened the pause menu after pausing. The pause menu is just a popup dialog though, so getting to the Settings button to register if it has been clicked would be tricky.