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JoePatrick1

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Everything posted by JoePatrick1

  1. v0.4.2 Released for KSP 1.2 Changelog -Recompiled for KSP 1.2 -Added parachutes specifically designed for the KerBalloons -Added 0.625m and 3.75m versions of the stock service bays -Improved colliders -Minor changes to part descriptions Note: There is currently no '1.2' option on the list of compatible KSP versions on kerbal.curseforge so I have had to just choose 1.2prerelease - It does work with the official 1.2 release and will update the download page when the option is available
  2. Prepping v0.4.2 for release - should be available within an hour or two
  3. I am going to add a custom hotkey option as soon as I can. I don't want to tie it to surface mode because I want it to be under the full control of the user
  4. Well it's not configurable with the mod but if you click on the link to the source then download the whole thing. Open it in a programming editor (like visual studio) and change where it says KeyCode.BackQuote to something else (here is a list) then recompile the plugin to your KSP folder. If I get time this week I'll update it with configurable hotkey
  5. This mod allows you to toggle the altimeter to show the radar altitude. This tells you the height above the terrain, sea or building if you're above one. By default the backquote key (`) will toggle it but you can change this by opening the settings window by pressing '0' - this key can also be changed in the settings When enabled the altimeter will change to blue note: this altitude is from the control part (ie command pod or probe core), not the very bottom of the craft Download Source
  6. Parachutes and 0.625m/3.75m service bays coming in the next update
  7. Thanks for this, I'll give it a try edit: seems to have done the job - thanks
  8. It still needs a lot of work but when I get it finished and tidied up I will post it and let you know
  9. Motion tracked with After Effects then wrote a plugin to 'import' the camera into KSP and used my greenscreen mod to remove the background
  10. Others:RoverMap ViewOrbital ViewMaking of: Orbital View Made this one slightly differently to the others. In those I rendered the ships using the KSP to blender plugin but with this one I used my greenscreen mod and wrote a plugin to allow me to import the motion tracked camera so that the game camera matched the recording.
  11. Oh I feel stupid - I don't have any. Do they need to have a collider? Also do I make them literally just cubes the size of the canopy?
  12. Yes, here is the full config PART { name = kerballoonchute module = Part author = JoePatrick1 mesh = model.mu scale = 0.1 node_stack_bottom = 0.0, 0, 0.0, 0.0, 0.0, 1.0, 0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate sound_parachute_single = deploy TechRequired = start entryCost = 0 cost = 422 category = Utility subcategory = 0 title = KB Chute Test description = WIP attachRules = 1,0,0,0,0 mass = 0.1 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 // = 3100 emissiveConstant = 0.7 stageOffset = -1 bulkheadProfiles = size0, srf bodyLiftMultiplier = 0 tags = arrest canopy chute decel descen drag entry fall landing re- return safe slow white MODULE { name = ModuleParachute semiDeployedAnimation = SemiDeploy fullyDeployedAnimation = FullDeploy invertCanopy = true autoCutSpeed = 0.5 capName = ChuteCap canopyName = ChuteTransform stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 0.2 semiDeploymentSpeed = 0.5 chuteMaxTemp = 650 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 1.25 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 12 } }
  13. I am trying to make a parachute part and seems to be all working apart from the fact that it doesn't actually create any drag. Anyone know maybe why. Here are some screenshots of Unity and in-game http://imgur.com/a/ozXPB and here is the config module MODULE { name = ModuleParachute semiDeployedAnimation = SemiDeploy fullyDeployedAnimation = FullDeploy invertCanopy = true autoCutSpeed = 0.5 capName = ChuteCap canopyName = ChuteTransform stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 0.2 semiDeploymentSpeed = 0.5 chuteMaxTemp = 650 } Thanks
  14. I made this for a school project and it got great feedback on the SpaceX subreddit but haven't shared with the KSP community yet so I thought I would. Just a disclaimer - there are 2 or 3 mistakes such as I said that Adeline uses solar propulsion for the return but its in fact just 'low power' but other than that I am pretty happy with it so give it a watch and let me know what you think. Thanks and enjoy
  15. Nope it will only trigger if it's actually part of the vessel when it explodes
  16. This mod automatically triggers the 'abort' action group when triggered. It can be triggered by vessel explosion, high g-force or negative vertical velocity. All of these triggers can be customised. You can turn off explosion detection for individual parts, set the g-force limit and set the negative vertical velocity limit. All the triggers can be enabled/disabled/toggled with action groups as well - as well as the master toggle and UI toggle. Demo Video: Download Here Source
  17. its at 100% - and that shouldn't make a difference in terms of visibility through objects and such
  18. So I'm trying to turn on edge highlighting on a part when it's hovered over in a list (as shown in the screenshots) and I sort of have it working but not completely. When you hover over a part normally and it highlights green, it has very bright edge highlighting and can be seen through objects but if you look at what it looks like when I turn on the highlight with my plugin, it is like the old highlight method which is not as bright and not really visible through objects. Here is the relevant code and some screenshots if (hovercheck.Contains(Event.current.mousePosition)) { part.SetHighlightColor(Color.cyan); part.SetHighlight(true, false); part.highlightType = Part.HighlightType.AlwaysOn; part.gameObject.GetComponent<ExplosionDetector>().highlightPart = true; } else if (part.gameObject.GetComponent<ExplosionDetector>().highlightPart == true) { part.SetHighlightColor(Part.defaultHighlightPart); part.SetHighlight(false, false); part.highlightType = Part.HighlightType.OnMouseOver; part.gameObject.GetComponent<ExplosionDetector>().highlightPart = false; } Here is what it looks like when you hover over the part Here is what my plugin looks like Thanks
  19. (this has also been posted in the 'The official unoffical "help a fellow plugin developer" thread' for visibility) So I'm trying to turn on edge highlighting on a part when it's hovered over in a list (as shown in the screenshots) and I sort of have it working but not completely. When you hover over a part normally and it highlights green, it has very bright edge highlighting and can be seen through objects but if you look at what it looks like when I turn on the highlight with my plugin, it is like the old highlight method which is not as bright and not really visible through objects. Here is the relevant code and some screenshots if (hovercheck.Contains(Event.current.mousePosition)) { part.SetHighlightColor(Color.cyan); part.SetHighlight(true, false); part.highlightType = Part.HighlightType.AlwaysOn; part.gameObject.GetComponent<ExplosionDetector>().highlightPart = true; } else if (part.gameObject.GetComponent<ExplosionDetector>().highlightPart == true) { part.SetHighlightColor(Part.defaultHighlightPart); part.SetHighlight(false, false); part.highlightType = Part.HighlightType.OnMouseOver; part.gameObject.GetComponent<ExplosionDetector>().highlightPart = false; } Here is what it looks like when you hover over the part Here is what my plugin looks like Thanks
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