jeancallisti

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About jeancallisti

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  1. Bump. Why does reloading a saved game temper with the mesh/object/collider and how do I prevent that?
  2. Consider this pull request to the Kerbal-VR mod : https://github.com/Vivero/Kerbal-VR/pull/88 The changes to KerbalVR_Manipulator.cs adds a setting _overrideFingertipScale , as you can see here : https://github.com/Vivero/Kerbal-VR/pull/88/commits/19272b41219181e97dde7eb72f00f26daf92b415 This operates an on-the-fly modification to the fingertip's collider, to shrink it. fingertipCollider.transform.localScale = _overrideFingertipScale * fingertipCollider.transform.localScale; It works well. However an issue appears later: As soon as you reload a saved game, somehow the size is reset? The whole VR glove is somehow reloaded, but without the fingertip modification. I'm not familiar enough with Unity (that's not my mod) and I don't understand the lifecycle of objects, mehses and colliders so I don't know where to put the missing resizing. Does anyone have a suggestion?
  3. EDIT: wrong thread
  4. Thanks. I'm currently trying to tweak the VR mod to reduce the size of the collision box at the fingertip.
  5. EDIT : All the DLLs were actually provided separately - https://wiki.kerbalspaceprogram.com/wiki/Setting_up_Visual_Studio
  6. I know that the development has stopped, but does anyone have an idea of the size of the collision boxes of the small rectangular buttons around the screens? In this mod I've noticed two sizes of screens : The larger ones (that most IVAs have only once or twice, for special stuff like landing mode), and the smaller ones (that most IVAs cram everywhere possible in the cockpit). I've noticed that in VR it's much harder to click on the rectangular buttons around the smaller model of screens, even though those buttons meshes have ore or less the same size as the buttons of the larger model of screen. With the smaller screens you always end up clicking three buttons simultaneously. I'm wondering why. I'm suspecting the size of some sort of collision box for each button. Would that make sense? Has anyone ever had a look into the buttons meshes used by this mod? Note: I'm working almost exclusively with the RasterPropMonitors that are in the ALCOR landing can, if that's of any use.
  7. I mean : does it add actual stock struts in important places automatically, or does it alter the parts' physical properties to make them less elastic?
  8. Side-tracking discussion (3 questions) : Nowadays, what's the use for autostruts on a reasonably small rocket (100 parts, most of them small thingies like lamps, etc.) ? It seems fairly rigid to me, so would autostruts really be of any benefit? if I were to want autostruts, what's the mod that lets me add them with the least installation hassle? How do autostruts work under the hood? I want to play with DMP multiplayer and I don't want autostruts to mess with the ship's integrity in multiplayer, or had a gazillion "hidden" parts that would make the whole system lag.
  9. Dumb me ! I didn't even know this was a native feature of the game. After years of playing it, it's the first time I need to "cheat" instead of manually de-orbiting an object. Lol!
  10. I'm looking for a quick way of deleting a vessel that's already in flight. I know I could go to the Vessels folder and delete the subfolders, but I'm looking for a more error-safe way (I want to avoid human mistakes with the many Vessels that have the same name, for example). Not to mention that there are asteroids there, annoyingly bloating the list of Vessels guids. I'd rather have a mod that lets me delete the flights in the in-game Tracking Station, for example, in a WYSIWYG kind of way. Is there such a mod or tool?
  11. Someone told me in the Spectra thread that yes. I don#t know if they can be believed.