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Everything posted by sumghai

  1. I'm slowly getting back into the groove of things, so here's what the revised docking port will look like with the new Clamp-O-Tron mesh: Current issues: The docking light LED emissive animation seem to be fine in the VAB/SPH, but are running inverted (!) in the flight scene (i.e. LEDs not glowing when the light is on, but start glowing when the light is switched off). I'm at a loss as to why this is the case, considering stock light animations play in the right direction for all scenes. The docking light LEDs need to be animated separately from the docking port window emissives, but ModuleLight and ModuleColorChanger don't play nicely on the same part with multiple independent emissives involved. Luckily, @Nerteahas suggested I could make use of some of his code from his NearFutureUtils' ModuleAdvancedColorChanger, which does seem to work independently of ModuleLight. I'll eventually compile my own plugin to include in SDHI SMS. So yeah, apologies for the delay, folks, but the KSP 1.12 update process hasn't exactly been smooth sailing.
  2. [MOD - Moved to Add-on Releases parent subforum, as planet pack mods are considered add-ons instead of a Tool or Application.] Hi @CrankyJedi, thank you for sharing your planet pack with the community! As per the official add-on posting rules, could you please also mention the license you are using in your forum post?
  3. Goodness me, the revamped Clamp-O-Tron docking port for 1.12 looks absolutely gorgeous! I reckon I should update my own docking port model to match when the update drops:
  4. Hi @CrankyJedi, thank you for sharing your visual pack with the community! As per the official add-on posting rules, could you please do the following? Include a valid license for you mod within the mod download itself, and your forum post Include the source code for your mod within the mod download itself, or as a link to a publicly-accessible GitHub repo (or equivalent)
  5. Apologies for the late response! I suppose you could delete `GameData/SDHI/Service Module System/SDHI_SMS.restockwhitelist`. However, the reason SDHI SMS reverts the ReStock Mk1-3 skin is because the ReStock design clashes with the added SDHI Umbilical port model. Sorry, I have no plans to support alternative docking port sizes. Although the game developers retconned the Clamp-O-Tron Jr. as allowing Kerbals to pass through them, I personally think that the Jr.s are too narrow for a Kerbalnaut and their helmet to pass through comfortably.
  6. @sebi.zzr - My concern with your approach is that the light will no longer default to being bound to the Lights action group, as well as the lack of resource (electricity) consumption while the light is spinning.
  7. I'll give your suggestions a try, @sebi.zzr - changing the animation hierarchy sounds like something I could do fairly easily.
  8. (I'm not the original author, but here's something I've found and edited to fix spelling and grammar) Overheard whilst in the company of Klingon Software Engineers Defensive programming? Never! Klingon programs are always on the offense. Yes, offensive programming is what we do best. Specifications are for the weak and timid! This machine is gagh! I need dual Pentium processors if I am to do battle with this code! You cannot really appreciate Dilbert unless you've read it in the original Klingon. Indentation?! I will show you how to indent when I indent your skull! What is this talk of 'release'? Klingons do not make software 'releases'. Our software 'escapes' leaving a bloody trail of designers and quality assurance people in its wake. Klingon function calls do not have 'parameters' - they have 'arguments', and they always win them. Debugging? Klingons do not debug. Our software does not coddle the weak. Bugs are good for building character in the user. I have challenged the entire ISO-9000 quality assurance team to a bat'leth contest on the holodeck. They will not concern us again. A TRUE Klingon Warrior does not comment his code! By filing this bug report you have challenged the honor of my family. Prepare to die! You question the worthiness of my code? I should kill you where you stand! Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! Our competitors are without honor! Python? That is for children. A Klingon Warrior uses only machine code, keyed in on the front panel switches in raw binary. Klingon programs don't do accountancy. For that, you need a Ferengi. Klingon multitasking systems do not support "time-sharing". When a Klingon program wants to run, it challenges the scheduler in hand-to-hand combat and owns the machine. Perhaps it IS a good day to die! I say we ship it! My program has just dumped Sto-vo-Core! Behold, the keyboard of Kahless! The greatest Klingon code warrior that ever lived!
  9. The recent changes to ModuleLight in KSP 1.11 mean my Strobe-O-Matic rotator light mod no longer works, so I've been trying to figure out how to revamp my spinner lights. Context (1.05~1.10 era) My mod provides rotator lights in five fixed standardized industrial colors - amber, blue, green, red and white. Each rotator light consists of a common base model (not relevant to this discussion) and a colored lens model containing the light source and animated rotating mirror. As it is not possible to actually redirect a light beam off a mirror, I actually have two light sources - a spherical Pointlight that makes the inner workings glow, and a conical Spotlight that casts the actual light beam out into the world: Back in KSP 1.0.5 through to 1.10, I was able to toggle both light sources and the spinning mirror animation with a single ModuleLight: MODULE { name = ModuleLight lightName = Pointlight, Spotlight useAnimationDim = true lightBrightenSpeed = 100 lightDimSpeed = 100 resourceAmount = 0.01 animationName = SDHI_ToggleLight_Amber useResources = true } The Problem (1.11+ era) However, after the recent KSP 1.11 update, the light sources and animation no longer work when the rotator light is switched on or off. According to @JPLRepo in the recent Modders Notes for 1.11.0: My understanding is that these changes were made to support player-tweakable light colors, which isn't what I want for these rotator strobe lights. Where I need help Basically, I want to restore my mod's 1.0.5~1.10 light color and animation functionality in 1.11.0. How do I control multiple light sources on the same part with just one ModuleLight part module? (I cannot put each light source into separate ModuleLights, as this would allow players to individually turn the Pointlight and Spotlight, which would destroy the visual effect I am aiming for. Renaming both Pointlight and Spotlight to a shared toggleableLight transform name does not work, either.) How do I force the light to be always use my custom color, disable the light color picker for my part? (These rotator strobes use standardized industrial colors, and should not be changed by the player. However, my reworked lights are always white, even when I set custom lightR, lightG and lightB values in the CFG.) How do I toggle the spinning animation on/off with ModuleLight? (Turning the light on and off should start and stop rotating the Spotlight transform. Having a separate ModuleAnimateGeneric is counter-intuitive, as players shouldn't have to separately turn on the light and the rotator as two separate actions.) Anyone have any specific insights into getting my mod working again?
  10. @dprostock, I've confirmed the bug in my own game as well. However, it's been a very long time since I've modded for KSP, so it may (also) take a while for me to figure out how to fix this.
  11. This mod should still work fine in the current version of KSP. Are you experiencing any particular errors?
  12. [MOD - Moved to the main Add-on Releases subforum, as this is content that is directly used in-game rather than a standalone software tool.]
  13. V4.0.4 released - see first post for download link 4.0.4 - 11 October 2020 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.10.x - Fixed MechJeb compatibility patch to prevent duplicate MJ modules or local settings on the Crew Module Adapter If you want to support me without paying real money, please download my add-ons from CurseForge - the more downloads I get from there, the more Author Rewards points I can redeem from Curse, which will help me buy bowls of ramen to keep me going during late-night modding sessions
  14. Good catch, thanks! I'll roll this into the next update. @Souptime - Please stop pinging me about your patch. As I've said, I neither endorse or disapprove of what you're doing, so you don't need to seek my permission.
  15. No - the rotation speed is baked into the animation of the strobe models.
  16. @Souptime - I neither endorse or disapprove of what you're doing, as I don't use ReStock myself. If you are publishing this as a separate mod, please start a new forum thread and make sure you follow the official Add-on Posting Rules.
  17. Looking at your screenshot, you seem to have attached at least one of the fairings correctly. Did you try using 3x symmetry to attach all three in one go, or are you instead trying to attach them individually?
  18. V4.0.3 released - see first post for download link 4.0.3 - 29 August 2020 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.10.x - Added ReStock compatibility - If ReStock is installed, the game will be forced to use the original Mk1-3 Command Pod, to ensure compatibility with the SDHI SMS Umbilical Port I also updated the FAQ in the first post, this time stating that ReStock is (partially) supported, although that won't stop me from still acting like a tsundere about it If you want to support me without paying real money, please download my add-ons from CurseForge - the more downloads I get from there, the more Author Rewards points I can redeem from Curse, which will help me buy bowls of ramen to keep me going during late-night modding sessions
  19. After a quick test, I can confirm that this mod still works in 1.10.x without any updates. Disco ain't dead, folks!
  20. Strictly speaking, you're correct - I tested SDHI SMS last night in 1.10.1 with the RealChutes v.1.4.8 and Animated Decouplers, and everything worked just fine. However, someone on GitHub offered a patch for ReStock compatibility, so I figured I might as well integrate that into the next release (even though I admittedly don't particularly care for ReStock). Foolproofing the mod aside, preventing the SM from being used with other engines means I don't have to make fairing panel variants. I appreciate your enthusiasm, but I wish to respectfully decline including these parts, as they don't fit my vision for this mod.
  21. Hey folks! My apologies for the radio silence lately. Last July, I started a new engineering job for a big multinational company, and as part of my three-year contract, I've been based in...a large Asian country. Questionable career decisions, lousy internet, the KSP 2 announcement and the recent pandemic aside, I've definitely dropped the ball in terms of keeping my mods updated. Right now, I'm updating my base game and minimal mod collection to the latest versions, so that I can see what needs to be done to bring SDHI SMS to KSP 1.10.1. Stay tuned!
  22. I currently only run Environmental Visual Enhancements with the default settings, which is what I used for the screenshots in the first post.
  23. Each segment should be its own individual mesh / object, as that's the only way they will be treated separately when you set them as colliders in KSP Part Tools for Unity. I don't know much about 3DS Max, since I (like most modders here) prefer to use Blender, as the tool chain leading to Unity and KSP Part Tools is somewhat more straightforward (despite its steep learning curve). Most advice on these subforums will tend to apply to Blender anyway, as it's a free open-source software, and some enterprising modders have even written tools to make life easier for modders - for instance, taniwha's Blender .mu import/export plugin, which allows modders to examine stock meshes and textures, allowing them to make "stockalike" parts.
  24. Assuming your docking port is a 12 (or 24)-sided cylinder: Perform a boolean operation with a smaller-diameter 12 (or 24) sided cylinder of the same height as your original cylinder, to cut out the ring Next, split the cylinder into 12 (or 24 separate) wedge-like meshes Each mesh should now be convex Consider also specifying the (optional) snapRotation and snapOffset parameters for ModuleDockingNode - here's an example from a very old version of my perpetually-delayed FusTek Station Parts mod: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = FusTek_IACBM acquireForce = 0.5 acquireRange = 0.01 captureRange = 0.01 captureMinRollDot = 0.99999 snapRotation = true snapOffset = 90 }
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