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Everything posted by *Aqua*
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Rocket chart with the center of gravity
*Aqua* replied to Kussris's topic in KSP1 Gameplay Questions and Tutorials
Interesting chart! So there was an instability phase (CoD in front of CoM) from 90 to 100 seconds? I guess you where too high for it to matter. How fast and high were you @ maxQ? -
Why does the Earth crust contains heavy elements?
*Aqua* replied to *Aqua*'s topic in Science & Spaceflight
That's a good explanation! I didn't think of compounds. -
Hi everybody! When the Earth formed all of it was molten and no solid crust existed. At that time heavy elements (like iron) sunk down to the core and light elements wandered to the surface (like oxygen). According to Wiki the current crust's composition is: O 46.6% Si 27.7% Al 8.1% Fe 5.0% Ca 3.6% Na 2.8% K 2.6% Mg 1.5% (Unit in weight %) Observations tell us that there're (sometimes huge) deposits of heavy elements in the crust. Also volcanos spit lava high into the air because gases in the magma build up pressure. My question is: Why is that? Shouldn't there be only traces of heavy elements in the crust because they wandered to the core? 5% iron is a bit much and can't be explained by asteroid impacts alone. Also shouldn't magma only contain a trace amount of gases? The Earth is ~4.5 billion years old. There was enough time to do all that. So... is there something I overlooked?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
*Aqua* replied to K.Yeon's topic in KSP1 Mod Releases
After testing out different plane designs I find that there's a need for some more parts. Just an unordered list of what came into my mind: - add inline I, J and K cockpits and passenger compartments - add a MK2-J adapter without offset MK2 node (-> which leads to offset CoM, very difficult to compensate) - add a simple J-K adapter without MK2 nodes OR a part which fits into the slots and makes the adapter look sleek - add a 2.5 m to MK2 adapter (for attaching to J bicoupler) OR add a J to 2x MK2 adapter (just like the J bicoupler but with MK2 nodes instead of 2.5 meter nodes) - make J & K tanks radially attachable - add a cargo ramp in J size - move the J aerodynamic tail and J engine mount to the tanks or aerodynamics tab - add a K part with a docking port - add a K tank without a hollow inside - add a K aerodynamic tail - add more wings - add obviously more of everything -
I'm German and learned French as my 2nd foreign language. English was the 1st one with more emphasis on British English over American English because the pronounciation of BE is a bit closer to German. IMO all AE speakers mumble. I don't know why but it just sounds like that to me. Especially Texan English just sounds like rwrwrwrwwwwww all the time. ^^
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Moonhoper Because that's what you want to do.
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In my language this is a sound only goats can produce. Also my English dictionary doesn't know this word. For me it makes sense. The GUI manager only adds and removes the app button when the application launcher (the thing that displays the button) reports it's ready. That usually only occurs after a scene change. Reloading the database doesn't count as a scene change. Yes, the torqueCurve determines torque at certain speeds. If the speed is so high that the tracks can't produce torque anymore, you reached the top speed. Afaik yes. IRL vehicles with tracks usually* turn by braking the tracks on one side. At low speeds it could happen that the braking track comes to a halt. You could counter that by turning less aggressively but that isn't possible with a keyboard. Does KF actually care about turning slightly (using gamepad or joystick)?*I guess there are exceptions but I don't know one. There are only three modi how a vehicle with tracks can turn: a) braking on one side accelerating on one side c) combination of a) + & c) don't make sense because accelerating one side means you have to lower the top speed and acceleration at going straight so there's still some room to accelerate for turning.
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@AccidentalDisassembly Ah, that bug is known. IMO this is a KSP bug: The GUI manager is started only once during game load and executed in a static way. That means there's only one instance of manager running and it'll be automatically destroyed when the game ends. Reloading the database causes KSP to reload everything, including the GUI manager. But because the game session didn't end the old GUI manager didn't get destroyed. Now there are two managers, adding two app buttons etc. I wonder if it's necessary to fix that. The bug occurs only in a very specific situation which won't happen to 99.9% of the players. Also I would have to find out how to destroy a static instance. There are no static destructors in C#. Also the reason I've chosen a static instance is that it only runs once and it runs until the session gets unloaded. Well, in normal programs it works like that but KSP (or Unity or Mono, I'm not sure who's the culprit) doesn't follow the standard behavior in this case. Edit: Scrap that static instance stuff. I looked into the wrong code version. *sigh* But one thing is still there: The GUI manager should only run once. But that obiously means it runs once per database load.
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I couldn't reproduce this. Please explain more exactly what you did. I wrote the logic for adding & removing the app launcher button. I can't see a loophole which could lead to multiple buttons. There's in theory a way this could happen if KSP bugs out. But that would be a major bug which should occure more often. It could also be that other mods are incompatible and mess with KF's app button.
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[WIP] MagneticEVA - Magnetic boots for your Kerbals!
*Aqua* replied to *Aqua*'s topic in KSP1 Mod Development
An asteroid is made from a part named potatoroid (no joke!) so it should work. On the other hand the asteroid's center is several meters below the surface, the magnetic boots may not be able to detect it. I never tested it so my answer is "yes" and "no". ^^ I don't advise you to use it for play yet. The plugin's not stable. -
The mod is called Historian. You can find it here: http://forum.kerbalspaceprogram.com/threads/122062-1-0-4-Historian-%28v1-1-1%29-Dynamic-Screenshot-Captions-August-5th-2015
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Hi everybody! Some of you probably noticed I'm developing a magnetic boots funtionality for EVA'ed Kerbals. Well, here it is and it's totally buggy! Do not use this for play! It isn't in a useable state! For that reason I'd like to ask for help. The behavior of the boots are very glitchy. The Kerbal sometimes gets stuck in the walk animation. On parts with complex shapes he'll tumble all over the place and can't get out of the ragdoll state if you don't toggle the boots off for a moment. Also he rotates foot-to-planet instead of foot-to-part. I'll greatly appreciate it if someone can help me fix this. You can grab the sources from here: https://github.com/Aqua-KSP/MagneticEVA Edit: Compiled dll is now also available in the /bin/debug directory for quick tests.
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During a collision I get the collider which I'm colliding with. For example: public void OnCollisionStay(Collision c) { if (isActive) { collidingObject = c.collider.gameObject; collisionPoint = c.contacts[0]; } } Now I want to find the part this collider belongs to. I came up with this method but it won't find the part: public Part GetPartByGameObject(GameObject gameObject) { Part foundPart = null; FlightGlobals.Vessels.ForEach(vessel => { foundPart = vessel.Parts.Find(part => { if (gameObject.Equals(part.gameObject)) return true; return false; }); }); return foundPart; } IMO this should work but it always returns null. What did I do wrong?
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As said by MailletC before, KSP has the large address flag set. It can use 4 GB minus a couple 100 MBs of RAM (depends on machine). --- You should dig more to find out why the game crashes. Stock KSP has always been rock stable for me except the 64 bit Windows version. Look into Windows Event Log if there's a more specific crash reason recorded.
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I noticed that vessel.Landed = true in OnCollisionStay() forces the Kerbal to go through all the necessary states by himself. (Idle (Floating) -> Landing -> Landed -> Idle (Grounded)) This makes me believe that vessel.Landed is the true switch and that KFSMState are more of a kind of indicator which animation is used atm.
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Dear administrators! Would you add syntax highlighting to code in tags? Afaik there're are already forum addons out there which add this functionality.Highlighting for C# and Javascript (for part configurations) would increase readability by a lot. Thanks
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Thanks for the warning! I'll check if the two transforms ("footCollider_l" & "footCollider_r") I query behave the same as "bn_spA01". Edit: If someone want to know the states, here's a list: Idle (Grounded) Walk (Arcade) Walk (FPS) Turn to Heading Run (Arcade) Run (FPS) Low G Bound (Grounded - Arcade) Low G Bound (Grounded - FPS) Low G Bound (floating) Ragdoll Recover Jumping Idle (Floating) Landing Swim (Idle) Swim (fwd) Ladder (Acquire) Ladder (Idle) Ladder (Lean) Ladder (Climb) Ladder (Descend) Ladder (Pushoff) Clamber (P1) Clamber (P2) Clamber (P3) Flag-plant Terrain Acquire Planting Flag Seated (Command) Grappled I used this code to get 'em: KerbalEVA eva = (KerbalEVA) this.part.Modules["KerbalEVA"]; System.Collections.Generic.List<KFSMState> stateList = (System.Collections.Generic.List<KFSMState>) eva.fsm.GetType().GetField("States", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).GetValue(eva.fsm); stateList.ForEach(state => Debug.Log(state.name));
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You can already do that with KAS magnets. As for the magnetic boots the answers in this thread are a great help! I thank you all for that! Now that I'm able to let the Kerbal switch to walk mode I'm experimenting a lot. One of the results: Kerbals do push themselves upwards during each step they take. That's interesting because that push is big enough to overcome any force pointing downwards. Atm in my code the magnets only activate when a collision takes place. And each step causes them to lose contact with the ground and the Kerbal floats away. ^^ Currently I'm implementing a detection of nearby parts and the magnetic attraction towards them. When finished I combine that to calculate a final force and direction where the Kerbal will be pushed towards. Could result in unexpected behavior when being near complicated part arrangements. ^^