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nli2work

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Everything posted by nli2work

  1. simple idea, works just like engine shrouds when bottom node has something attached, but inversed and not tied to ModuleJettison/Decoupler/AnchoredDecoupler. Part(s) of mesh visible when nothing is attached to referenced node, if something is, some specified mesh object (and children) is destroyed before launch. possible?
  2. yeap. blocked wheels or krakens. pick your poision. Dialing it down by 10% can help some border line cases.
  3. you can't get rid of it... best you can do is turn off clip detection. try dialing down WHEEL_CLIP_RANGE/_CLIP_MULTIPLIER settings in settings.cfg
  4. v1.2.1 adjusted Grappler JR grapple angle to +/- 60 degrees. added EVA tether (KAS winch) for Grappler JR. part; will load if KAS present added mid stack node for attaching command parts instead of using external command seat. specified controlTransforms for all docking/grappler parts, should be transparent in game. also due to small bug in KSP, don't use grappler units as Root part.
  5. so when Grappler is the root part, KSP can't find the parent part to apply release force to, hence the NullRef error and Out of Range errors?
  6. Ok appears to be due to grappler being the root part...
  7. I noticed my grappler parts are unable to reattach after release for some reason. checked model and config setup against stock grappler unit; all checks out. far as I can tell they should behave identically in game... I've removed all other Mods; all part functionalities except ModuleGrappleNode and ModuleAnimateGeneric. set to same exact index order as stock grappler unit. in game everything is normal until releasing the grapple unit. first click on Release generates the following error NullReferenceException: Object reference not set to an instance of an object at ModuleGrappleNode.Release () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() "Release" button remains active, clicking Release once or twice more will generate same error as above, after that game spams ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[PartThermalData].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusionSolar () [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at FlightIntegrator.FixedUpdate () [0x00000] in <filename unknown>:0 Any ideas?
  8. just copy KSP out from steamapps/common clear out all the mods, then point partTools to it, if everything is good, add the Mods you need one by one, refresh parttools after each to make sure everything's okay.
  9. probably a config file in GameData that parttools don't recognize. some Mods have their own config files that are also *.cfg. try a clean install and point parttools to that.
  10. Assuming I understood your question Transforms: Pos/Rot/Scale Material Color properties; Light Intensity/Color/Range/Angle properties. Everything else is at your own risk. Definitely never key frame anything in Mesh Renderer and any Collider components.
  11. ninjaed remove everything on the collider except the mesh collider component. Transform component is required on all game objects, without it there'd be no gameobject. Mesh Filter selects a mesh object for Mesh Renderer component, without Mesh Renderer there's no point having a Mesh Filter component. Mesh Renderer makes mesh object in Mesh Filter visible and have visual surface properties based on the Material assigned. Mesh Collider doesn't need any Mesh Filter or Mesh Renderer. Colliders shouldn't be visible. and the component has it's own Mesh filter field. The material field is for Physics Material (not implemented in KSP) that define physical properties like friction, bouniness.
  12. speed is usually not a problem anything less than 3m/s should stick. the angle to the surface is harder, especially for a spinning piece... it's at +/- 15 degrees right now I think. I originally saw it was a construction tool with KAS/KIS with it's container, you pack the parts you need, then stick yourself at the work location. since kerbal is still considered EVA while in the command seat, saves the hassle of EVA and boarding the part when you have to reposition or restock on parts. grabbing rotating part? I'd probably just remove it from flight tracker... or timewarp a wee bit to stop the rotation? although with the new deploy limit slider... a manual controlled claw is possible... hm... interesting idea.
  13. it can surface or stack attach. if surface attached, the decoupler will detach it from the vessel.
  14. Dr. Kermnassus's Rectlinear Wonder Adaptor! Lowers your rover's COM; provides plenty of attachment surfaces and extra clearance for wheels; and helps you convert that unused rocket fuel to electric charge! download in OP
  15. Removing the command seat would remove the point of the part. It's a command seat with other stuff on it. not a grappler with command seat. It's easy enough to stack a disc probe on the back node... or add this to the config node_stack_top2 = 0, 0.87, 0, 0, 1, 0, 1; the pods will fit over the seat. I'll shrink down the roll bars a bit so they don't poke out slightly.
  16. there're plenty of different tanks out there I'm sure some will fit in that space? if there's one thing KSP doesn't lack it's fuel tanks... and engines... the radial resource tank fits rather well. I'll set up a config for a variant with FS fuel switch for next go. The Grappler Jr. is intended for orbital construction with KAS/KIS; it'd be redundant without the command seat as there are already 3 other parts with grappler functionality.
  17. if you want windows to light up at the same time as the spot lights combine them all into 1 anim, and drive with 1 ModuleLight. Compile the color animation clips before adding the Light Intensity/Range properties. This will respond to "U" key. if you want them separate, use AnimateGeneric for the windows, and ModuleLight for the spotlights. You can have multiple light objects in a single anim, but Unity will complain if they're same names as Animation Clip won't know which is which. Name them differently and point ModuleLight to one of them. AnimateGeneric doesn't respond to "U" key. the animated objects have to be child of the object hosting the Animation Component, or the host object itself is animated. how they are arranged below doesn't matter.
  18. Ahh... Okay, it's the wheelColliders then. They get placed at deployTgt at run time (when the piston rods pop into place at the beginning). LT2 has large wheel radius so that lifts up the tank before the suspension raycasts hits the ground.
  19. There're few others, not sure how up to date they are. Cacteye Telescope mod... can't rememeber the other other ones. I have a gravioli core part with some science activity, but might now be your cup of tea if you are looking for more conventional game play science.
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