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About MrHappyFace

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    Kerbal Animator

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  1. Not a feature, I tried fixing it several time, but it's still broken.
  2. Oh, no, I'm not dead yet. And while its not prohibited by the license, releasing another version under a new name just causes more confusion, considering I'm still here. I'm still in the process of updating. 1.1.3 only released a few weeks ago, and I have 2 other mods I've been working on on top of personal stuff.
  3. Done! That was way easier than expected. Download: https://www.github.com/HappyFaceIndustries/KerbalAnimationSuite/releases/latest Changelog: Updated to KSP 1.1.3 Remade animation player window, allowing custom binding of animations to number keys Reduced download size by 11kb by deleting those pesky thumbs.db files Added other things to increase the size of the changelog Here's a screenshot of the new animation player window:
  4. Now that 1.1.3 is out, I feel comfortable updating. Update will include a better animation manager. BTW, almost all of the kerbal's animation system uses legacy animations, so it makes no sense to use non-legacy.
  5. If I did that, then I'd have to seperate all the other PQSMods I have planned as well, and if I separated everything out based on their purpose, I'd have several plugins instead of just one, which would be hugely inconvenient for me. Also, the way KopernicusExpansion is structured, it has very little overhead unless one of it's features is in use. plus the mod is currently just a 2mb dll and a ~1mb config file, so overall it's a very small mod overall. I might want to do so in the future for some of the larger features, but not now.
  6. I have no idea what could be causing the bouncing. Maybe it's got something to do with some parts still falling while others have already settled on the surface. Does this happen with 1-part (non-EVA) vessels?
  7. Why not do this: public float impulseSpeed = 0.01; //... var gravityVector = FlightGlobals.getGeeForceAtPosition (vessel.GetWorldPos3D ()); var impulseVector = gravityVector.normalized * (gravityVector.magnitude * -(1 + impulseSpeed)); vessel.parts.ForEach( part -> { if (part.GroundContact) { part.rigidBody.AddForce(impulseVector, ForceMode.VelocityChange); } }); The function getGeeForceAtPosition is the standard way to calculate gravity, used by stock code and all the mods I've seen, and it's probably more optimized than yours is. Math.Pow function calls are relatively
  8. Impulse is not v * m. (Note that acceleration is change in velocity and velocity is change in position.) In unity, you pass a vector into the AddForce function, which is used as a force when it's in Force or Impulse mode, and an acceleration when it's in Acceleration or VelocityChange mode. That means that the resulting change in velocity (acceleration), in Force and Impulse mode can be calculated easily by solving for A in the equation F = MA. F = MA (input of AddForce function) = (mass of rigidbody) * A (input of AddForce function) / (mass of rigidbody) = A
  9. You multiply by mass. Newtons 2nd law states F = MA You want to increase your upwards velocity by 0.01 + g m/s, which is an acceleration of 0.01 + g. To get the correct Force, you multiply Mass by Acceleration. F = MA. Alternatively you could use the VelocityChange ForceMode, and just use 0.01 + g as the magnitude, without mucking about with masses. Side note: The difference between the ForceModes are as follows: Force - A regular force. Applying a force of 1kN for 1 second on a 1kg object speeds it up to 1m/s. Acceleration - An acceleration. Applyin
  10. I got around to uploading the camera code I was talking about earlier. https://gist.github.com/HappyFaceIndustries/d997e268d38bd638881e4033606216f9 The rendering takes place in the RenderCameras method, you can change the Render function to RenderToCubemap to get Cubemaps instead of RenderTextures. The skybox exposure stuff is just to dim the skybox because this was a telescope mod, and the skybox is really bright if you zoom in too far, but I can't imagine reflections would zoom in, so it's not really needed. The UpdateVisibleObjects function is also not needed because it just makes
  11. What exactly confuses you? Installing them? Using them?
  12. It would be easy enough to supress ragdolls, or replace the behaviour that triggers ragdolls. It would require modifying the kerbal's FSM, see the source code for my mod Kerbal Animation Suite for some information on how to do that (hint: look in the EditableAnimationClip.cs file), but yeah you'd need a custom plugin to do it.
  13. Mods that reparent kerbin (set it's parent body to something other than the sun) are inherently glitchy because of the way KSP's planets work internally. It seems this bug doesn't adversely affect gameplay and it's just a visual glitch, so I wouldn't worry about it.
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