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rkfnql322

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Everything posted by rkfnql322

  1. Many of you have suggested low ISP engine but there was little technical(?) problem so I just used the partmodule overide. The issue with low isp engine was complexity of code. I couldn't find a proper way to change engine mode with condition(heat). And the particle effect is much hard subject. The simplest way I could choose was the way using the partmodule.
  2. Hmm.. Ksp had so many changes and making glitches even from very simple code. I'm still working on it. Maybe I should disable the fx for a while until its fixed.
  3. I have updated my part to 1.2 and its showing very odd phenomenon. One is, it gets some strut menu when specific code is included in plugin. Such as OnInitialize or OnLoad etc. And now, its not showing in editor but it shows up after i start flight. And until the part is first enabled. The two is, when timewarped short, it disappears. But its not. It follows the craft far back. I think these are some joint update related problem and Im not getting any sense. If anyone knows how does it work and has any tip.
  4. MOD UPDATED!!! 20161016a 1.Changed version naming rule. 2.Enhanced Effect in fast speed. 3.KSP1.2 compatibality(...right?) updated. **curse may be late since It has to go though review.
  5. holy magic. You just ended my problem in 1 sentence. Now we can update the mod. amazing. thanks. thanks^10000.
  6. Hello, I'm developer of Dump & Burn. I'm tring to upgrade my mod to 1.2. But having some trouble. When flown about 150~200m from the surface, The particle effect moves together with the ship. not like smoke trail. However, if flown under the specific alt, it works right just like photo #2. I'm attaching the code and the screenshot of unity. Need your help. namespace sakyDST { public class ModuleFueldump : PartModule { [KSPField(guiActive = true, guiActiveEditor = false, guiName = "Status", isPersistant = true)] string status; [KSPField(guiActive = false, guiActiveEditor = false, guiFormat = "F1", guiName = "Fuel Amount", guiUnits = " ℓ", isPersistant = true)] double fuel; [KSPField(guiActive = true, guiActiveEditor = true, guiFormat = "F1", guiName = "Nozzle Size", guiUnits = " cm²", isPersistant = true), UI_FloatRange(affectSymCounterparts = UI_Scene.Editor, controlEnabled = true, maxValue = 10f, minValue = 0.1f, scene = UI_Scene.Editor)] float nozzleSize; [KSPField(guiActive = false, guiActiveEditor = false, guiFormat = "F0", guiName = "Tanks found", isPersistant = true)] int tanks; [KSPAction("Toggle Nozzle")] public void ActionToggle(KSPActionParam ap) { EventToggle(); } [KSPAction("Open Nozzle")] public void ActionOpen(KSPActionParam ap) { part.enabled = true; } [KSPAction("Close Nozzle")] public void ActionClose(KSPActionParam ap) { part.enabled = false; } [KSPAction("Heat Up Nozzle")] public void ActionHeat(KSPActionParam ap) { part.temperature = 500; } [KSPEvent(active = true, externalToEVAOnly = false, guiActive = true, guiActiveEditor = false, guiActiveUncommand = false, guiActiveUnfocused = false, name = "toggleNozzle", guiName = "Toggle Nozzle")] public void EventToggle() { part.enabled = !part.enabled; } KSPParticleEmitter smoke; KSPParticleEmitter flame; public void initializeFX() { smoke. foreach (KSPParticleEmitter fx in part.FindModelComponents<KSPParticleEmitter>()) { if (fx.name == "emit") smoke = fx; if (fx.name == "burn") flame = fx; } smoke.emit = false; flame.emit = false; } public void CheckFx() { int ignitionTemp = 400; if (part.enabled) { if (part.temperature < ignitionTemp) { smoke.emit = true; flame.emit = false; } else { smoke.emit = false; flame.emit = true; } } else { smoke.emit = false; flame.emit = false; } } public void Update() { print("Update"); CheckFx(); statusDisplay(); } public override void OnUpdate() { print("onUpdate"); EstimateFuel(); consumeFuel(); base.OnUpdate(); } public override void OnLoad(ConfigNode node) { print("onLoad"); nozzleSize = float.Parse(node.GetValue("nozzleSize")); part.enabled = false; base.OnLoad(node); } public override void OnInitialize() { print("onInitialize"); initializeFX(); part.enabled = false; base.OnInitialize(); } public void statusDisplay() { status = part.enabled ? "Opened" : "Closed"; } public void consumeFuel() { if (part.temperature >= 400) { status += " / T:" + part.temperature + "K"; } foreach (Part p in vessel.parts) { foreach (PartResource r in p.Resources) { if (r.resourceName == "LiquidFuel" && r.amount > 0) { r.amount -= nozzleSize / tanks * UnityEngine.Time.deltaTime; if (r.amount < 0) r.amount = 0; } } } } public void EstimateFuel() { double tmpfuel = 0; int tmptanks = 0; foreach (Part p in vessel.parts) { foreach (PartResource r in p.Resources) { if (r.resourceName == "LiquidFuel") { tmpfuel += r.amount; tmptanks++; } } } fuel = tmpfuel; tanks = tmptanks; if (fuel <= 0) { status = "TANK EMPTY"; part.enabled = false; } } } } There's no altitude related code nor world, local settings. The second problem is, The part has autostruct/root part? option until it once enabled. After enabled, those menues disappear. Sometimes, the part disappears without any explosion, debrief(F3). Sometimes, it flys chasing me or just fly to other direction. And its not detached, so I can turn on, turn off the nozzle while its flying. I don't know whats going on. Help me. Please...
  7. Update is being delayed due to somekind of node problem. It's detached and the smoke effect is here and there and i'm not grabbing the situatioin. confused. very counfusing.
  8. I'm updating my fuel dump nozzle to 1.2 from 1.1.3. I was using unity 5.4 and in 1.1.3, I could compile my nozzle with ksp particle effect with part tools. but when i try to compile it like that and try in KSP, I cannot fine my part. Did part tools changed? how? Can't we complie the FX with part tools from now?
  9. And mine comes with cool nozzle and effect. Yeah. But I dont know why the mod is not popular than i expected.
  10. Well, I see your point. Since there's so little feedbacks than I expected, Your suggestions counts big. Maybe I'm gonna keep or improve **FIRE FARTING** more easy or interesting. There will be much more ways to make the mod interesting.
  11. Me too. And I just made my own mod. Thanks dude. Comments are always welcome. LOL fire fart. Should I retain the heat up function for easier fire farting?...
  12. Hello again! SAKY came back with new mod- DUMP&BURN! Download & Source Code : http://spacedock.info/mod/964/Dump%26Burn! Download from Curse : https://mods.curse.com/ksp-mods/kerbal/251763-dump-burn#t1:description From now we can do dump&burn without any thrust! You don't need to circle the KSC until your heavy craft's fuel run out! No more one-button-instant jettison! DUMP & BURN mod comes with cool effect, and stock-alike nozzle part. If your craft carries alot. a lot of fuel, Jettison nozzle is necessary! Dump your fuel for safer landing! Nozzle size can be changed in editor. And jettison can be done with action group! Assign "Open Nozzle" in abort button for emergency! Burn your fuel! If nozzle is heated at least 400K, Nozzle will let out some flames than smokes!!! DUMP & BURN!! Only for initial release, the nozzle has 'heat up' action in action group. Use it for debugging burning effect! Download & Source Code : http://spacedock.info/mod/964/Dump%26Burn!
  13. Thanks. I'm really sorry to ask but what and how should be cfg and dll like if I want both sound and effect?? Would love if there's specific-simple example or tutorial.
  14. So.. how does it work??? part.Effect is just a function. does it start the fxgroup?
  15. I've been working on fuel jettison nozzle mod. For now, I've done fuel subtracting plugin but now, I can't find way to add effect. Sound seems to be easy to add with fxgroup. but how do i add smoke and fire? My part is not a engine so moduleenginefx seems not appropriate and using KSPADDON seems too complicated. I just wanna know how to add default effects. What I'm gonna make is a fuel jettison nozzle with long smoke trail, and fire trail when heated. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace MyKSPProject { public class HelloKerbinMod : PartModule { FXGroup fx = new FXGroup("smoke"); [KSPField(guiActive = true, guiActiveEditor = true, guiName = "Status", isPersistant = true)] string status; [KSPField(guiActive = true, guiActiveEditor = false, guiFormat = "F1", guiName = "Fuel Amount", guiUnits = "L", isPersistant = true)] double fuel; [KSPField(guiActive = true, guiActiveEditor = true, guiFormat = "F1", guiName = "Nozzle Size", guiUnits = "cm^2", isPersistant = true)] public float nozzleSize; [KSPField(guiActive = true, guiActiveEditor = false, guiFormat = "F0", guiName = "Tanks found", isPersistant = true)] public int tanks; [KSPEvent(active = true, externalToEVAOnly = false, guiActive = true, guiActiveEditor = false, guiActiveUncommand = false, guiActiveUnfocused = false, name = "toggleNozzle", guiName = "Toggle Nozzle")] public void toggleNozzle() { part.enabled = !part.enabled; if (fuel == 0) { status = "TANK EMPTY"; } else { status = part.enabled ? "Opend" : "Closed"; } } public void consumeFuel() { foreach (Part p in vessel.parts) { foreach (PartResource r in p.Resources) { if (r.resourceName == "LiquidFuel" && r.amount > 0) { r.amount -= nozzleSize / tanks; fx.setActive(true); } if (r.amount < 0) { r.amount = 0; } } } } public override void OnLoad(ConfigNode node) { nozzleSize = float.Parse(node.GetValue("nozzleSize")); if (fuel == 0) { status = "TANK EMPTY"; } else { status = part.enabled ? "Opend" : "Closed"; } fx.name = "fx_smokeTrail_medium"; part.enabled = false; part.deactivate(); base.OnLoad(node); } public override void OnUpdate() { consumeFuel(); if (!status.Contains("TEMP") && part.temperature >= 1000) { status += " TEMP WARNING!!"; } base.OnUpdate(); } public void Update() { EstimateFuel(); } public void EstimateFuel() { double tmpfuel = 0; int tmptanks = 0; foreach (Part p in vessel.parts) { foreach (PartResource r in p.Resources) { if (r.resourceName == "LiquidFuel") { tmpfuel += r.amount; tmptanks++; } } } fuel = tmpfuel; tanks = tmptanks; if (fuel <= 0) { part.enabled = false; } } } } here's the code. and let me ask one more thing.. why status is not refreshed at first time in flight scene? status field is blank when its started and starts to display something after when i activate KSPEVENT.
  16. It was planned not to use much power(like high-tech LED doesn't consume much power but brighter than bulb) and having no toque. Balancing.. hmm i'm not squad but just a noob modeler. I've never thought about it..
  17. Umm.. Im afraid to say but its finished project. Maybe you opend another file from older post. Please check my latest post in my site.
  18. Texture file is available. It will be changed right after the errors fixed. I've collected back-side image already.
  19. http://rkfnql322.blog.me/30178481673 my blog and click the '첨부파ì¼ 보기'. U can get mi files there. My file links has broken. however answers. 1)Light is just for picture. 2)has imported to unity and converted to mbm, mu file. also checked node_collider and part tools. 3)one thing strange is when i see debug in game, other parts has no line"mesh=model000.mu". However mine has it. but i wrote it right.
  20. ARDUINO UNO(LOW POLY) (click to view in 3D) So.. My extinguisher project has been almost finished. I'm now starting another project-KERDUINO. Can be sound like somewhat enormous project but What I'm doing now is just modeling a tiny POD. So that you can alter the control axis without dull-big pods and make a cool looking missiles or smart bombs. Like you see above, Modeling has been finished but somehow KSP is not loading my model. It only loads texture. http://forum.kerbalspaceprogram.com/threads/55678-My-model-is-not-loading-help%21 on this thread, I asked for help, however I wanna get some help quickly.. Is there anybody who can help me?... I'm really becoming depressed..
  21. http://blogattach.naver.net/a83db40514232292b258320c3fd2abda7128d9d9/20131028_63_blogfile/rkfnql322_1382966435127_998Hyv_zip/Arduino.zip?type=attachment http://blogattach.naver.net/aa3fb6061e212090b05a300e3dd0a9d8732adbe2/20131028_289_blogfile/rkfnql322_1382966486932_rliCTE_blend/arduino.blend?type=attachment Textures are loaded but model is not! whats the problem? ARDUINO UNO(LOW POLY) (click to view in 3D)
  22. "Saky DST’s masterpiece. Thanks to the sensor technology, especially ‘Thermodynamics’, Kerbals now don’t need to be scared by overheated engines. This tiny scarlet extinguisher will keep engine’s temperature at 500ºC. Don’t forget to activate it manually. This part can be turn on/off with right click or action group." This part&plugin is built to cool down the overheated engines. Just attach the extinguisher on any part of the ship and activate it. When engine's temperature heats up more than 50%, It will start working. While Extinguisher working, Engine will not overheat more than 50%. Recently updated involves KAS compatibility fix, so you will be able to grab it, attach it on the other ship or even on the other Kerbal. However code has a sound code and smoke code but it will be not available until the model fixed.(Maybe after my application to university.) plz enjoy my mod and have fun.
  23. Now with KAS mod!!! Edit note -KAS mod compatibility. Can be stored, grabbed, attached(even on the helmet of other kerbal). -Coordinate fix. -Code stability increased. -Now extinguisher uses Extinguisher Powder. also added as a new resource. Can be downloaded here.
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