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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I figured it out! I needed to put the collider for the screen onto the Kerbals layer. That did the trick.
  2. "Very glad you called, Bill! We've got some strange fluctuations in our accelleration. Parts of the station are starting to vibrate spontaneously!" - Franklin Kerman Funny you should mention that, I just fixed a bug in Pathfinder that was causing modules to vibrate, and kerbals to fall down when trying to carry habitat components...
  3. OK, what template is the Ponderosa/Casa set to? If it is the geology lab, try reverting to 0.9.5 and see if that helps. I definitely need logs at this point.
  4. Can you carry any inflatable module, or is just the Casa giving you trouble?
  5. Well that's no good. I'll try to reproduce that and see what's going on. In the meantime, try temporarily deleting the Spaces folder and see if that helps.
  6. “Beep beep beep.” Surina was on watch in the early morning, and about to doze off when the alarm sounded. She checked her instruments, then checked again. It took several minutes for the comm system’s error correction software to make sense of the signal, and more of it kept trickling in. Finally, there was enough to read. Mostly. She keyed the intercom to the Ponderosa habitat where Val, Jeb, Bill, and Gerbles were having breakfast. Well at least Val, Jeb, and Bill were eating. Gerbles was getting in his usual early morning workout. “Uh boss? We’re getting a K-band signal from Kerbin!” “Say what, Surina,” Val asked, stabbing the intercom. “Can you confirm that?” “Oh, it’s confirmed boss. There’s a lot of auto-correct going on, but I’ve got a message.” “Let’s hear it!” Surina copied the message and texted it to the hab’s monitors. DUNA EXPD HOPE U *ERR*ELL. SOLAR ACT*ERR* DISRUPTS RADIO TRANS. WRKNG *ERR* *ERR* *ERR*. HAV *ERR* *ERR* 4 U 2 *ERR*. PLANS ON KU *ERR*. EAGERLY *ERR* *ERR*. “How are they getting through to us,” Jeb asked. “The message originates from something called ‘Stormbreaker’. I think KSC used Stormbreaker to send a very high-powered radio transmission to us. Still, it’s taking a lot of error correction,” Surina responded. “The rest of this message will take hours to receive and verify.” “Well *huff* I guess we *huff* have more time to talk about *huff* this flying wing of yours,” Gerbles said. Several hours later, the plans arrived. “You’ve got to be kidding me,” Gerbles said exasperated. “There’s no way we can make that! That’s way too big for the printers!” Bill gave the younger engineer an amused look. “Not with the stuff we have right now, no. But they sent along directions on how to modify the printers.” “Can you make it work, Bill?” Bill looked over the blueprints and assembly instructions. “Oh yeah, Val, we got this. Since we’re still recovering from our move, it would help if we recycled the Caterpillar and Big Rig trailer though. This is going to take a lot of resources.” “What do we get for our trouble,” Val asked. “It’s a… well, I guess you can call it a heliograph,” Bill responded. “A what?” “A heliograph,” Bill repeated. “A device to reflect sunlight. In the Barsoom days of Duna fiction, explorers were shot out of a giant cannon towards Duna. Once they got there, they communicated with Kerbin by flashing giant mirrors that reflected the sun. They used Morse Kerman’s Code. This gizmo is a high-tech version, but instead of reflecting sunlight, this heliograph is powered by lasers. They aren’t affected by the radio interference. Come to think of it, why didn’t I think of that? Anyway, the lasers are mounted on a modified CactEye telescope that watches for the flashes.” “And the extra directions to modify the printers help us do what,” Val prompted. “They let us make… an extraplanetary launchpad, essentially,” Bill finished. “Instead of 3D printing whole parts, we build sections of parts and put them together like a jigsaw puzzle. We’ll have to do more EVAs but it’ll be worth it because we can overcome the volume limitations of our workshop.” “Do it,” Val proclaimed, “I have a few choice words I still want to send to KSC.”
  7. Ok, I found the problem. I should have a fix later this week along with TAC-LS fixes.
  8. TAC-LS support is probably a bug, have to check the configs. You shouldn't have the ability to inflate the modules in VAB/SPH, that is by design. Thanks for the feedback,
  9. Can you post your log files? Without those I won't be able to troubleshoot your issue. Thanks.
  10. 0.9.6 Young Feathers Latest release This update brings a bunch of new parts, Pathfinder's first official IVA, and some tweaks. At last the Ponderosa/Casa has its official IVA! The internal view reflects the module's role as the habitation component of Pathfinder's base building (the bottom floor is deliberately empty- for now). For the memory conscious, you can safely delete the Pathfinder/Spaces folder and revert back to the placeholder IVA. New Parts - Added the M1A0 Bear Cub. This adorable wheel is used for small rovers. - Added the WJ400 Jaguar, a micro-jet engine. It's a great booster engine for weighed down JetWings. - Added a half-sized chassis. It has an integrated solar panel, but no KIS storage. - Added a quarter-sized chassis. It too has an integrated solar panel and lacks KIS storage. - Added the ATV Command Seat. It's just like the External Command Seat, except that it can only be stack attached to parts. Ponderosa/Casa - Added the official IVA. Remember, you can delete Pathfinder/Spaces if you need more memory. - If you put an image in the Pathfinder/Spaces/Screens folder then it'll appear on the monitor. Be sure to use an aspect ratio of 1.33:1 (width:height, such as 1024 by 768). See WBIScreenPropHelper module in Ponderosa.cfg and Ponderosa2.cfg for other goodies. Want to add an image? Post it on the forums and I'll give you credit. Special thanks to Kuzzter for allowing me to use his artwork. - If you want to change the static images on the walls, simply navigate to the Pathfinder/Spaces/Assets folder, and replace the StaticImages.png file with one of your own design. Tip: If you change the image size to, say 2048 by 2048, you can increase the picture resolution. JetWing - Reduced the engine ISP by half. Transcontinental flights are fun and all but you know, a wee bit OP... Wheels - Adjusted traction values to be more in line with stock wheels. This work is ongoing, some of the stock values don't work for these wheels. Many thanks to Taniwha for the scrips that gave me the values. - Removed the interim rover wheel. Templates - Renamed the Claw Marks to the Claim Jumper, and Smoke Pipe to Old Faithful- thanks for the names, AdmiralTigerClaw! Bug Fixes - Fixed an issue where the Geology Lab would be unable to show the resource percentages after reloading the base. - Fixed an issue preventing the OSE Recycler from working with the latest version of OSE Workshop. - Fixed an issue with the TERRAIN that let you spam data reviews before starting the geo survey. - Fixed a bug that would cause a crash when switching to a Terrain satellite from the geology lab. - Starter craft from wiki now has the proper wheels. - Fixed a collider issue with the Grizzly. It shouldn't drag its feet now. Thanks for your help Beeks! Other - Added support for RemoteTech. NOTE: I haven't fixed up EL support with this release, it will take a bit of work to fix it right.
  11. 0.2.5 Young Feathers New Parts - Added the M1A0 Bear Cub. This adorable wheel is used for small rovers. - Added the WJ400 Jaguar, a micro-jet engine. It's a great booster engine for weighed down JetWings. - Added a half-sized chassis. It has an integrated solar panel, but no KIS storage. - Added a quarter-sized chassis. It too has an integrated solar panel and lacks KIS storage. - Added the ATV Command Seat. It's just like the External Command Seat, except that it cannot be radially attached. JetWing - Reduced the engine ISP by half. Transcontinental flights are fun and all but you know, a wee bit OP... Wheels - Adjusted traction values to be more in line with stock wheels. This work is ongoing, some of the stock values don't work for these wheels. Many thanks to Taniwha for the scrips that gave me the values. - Fixed a collider issue with the Grizzly. It shouldn't drag its feet now. Thanks for your help Beeks! - Remove interim wheel
  12. Well dang. The ExConverters are built atop BaseConverter, not ModuleResourceConverter. Great for EL, bad for me, heh. I can make a temporary patch based upon @Bluebottle's changes, but to do a proper fix I'll wait for KSP 1.1 since it's around the corner, and it will take some time.
  13. Ohh, I think that's the root of my problem right there. I'm using the stock converters. I'll have to see if I can use EL's converters and load them dynamically. If I can then problem solved.
  14. Gotta love Comcast, I had to upgrade my DVR and my phone, internet, and cable went down. I'm in a Starbucks at the moment... Anyway, @taniwha@BluebottleThanks for the explanations about the converters. It sounds like I'll need to adjust the converter ratios. Bluebottle: Mind if I borrow your patch? @Gaultesian@goldenpspYup, Some locations will cause the Ponderosa to explode if you drop it on the ground. The Ponderosa and Switchback are designed to be attached to the Saddle. Lately I've found that the game doesn't like the Saddle being bolted to the ground, at least for large bases. My test base experienced a collision with the ground and the Saddle became disconnected. So one option is to not bolt the Saddle onto the ground, but just drop it onto the ground and attach the Switchback or Ponderosa. I'm also exploring a "distributed" approach to base building where you have smaller bases and resources are distributed to all the smaller bases within physics range. It seems that KSP doesn't like large sprawling bases. This is a longer term thing though, I have to figure out an efficient way to distribute the resources and I have other priorities at the moment. Side Note: I've found that with parts that have the ability to be radially attached, if you drop them onto the ground, they have the potential to explode. Why, I don't know, they just do. That's why you can't radially attach the Saddle...
  15. I second that. Making wheels is the current KSP has been... challenging.
  16. I did something similar with the Buffalo. One suggestion would be to have a trailer hitch, like a docking port. Wheels that turn 90 degrees would be cool too, so you can do something like NASA's MMSEV (I am waiting for 1.1 to do that). Perhaps combined functions such as crew modules with solar panels, chassis with batteries, that sort of thing.
  17. Yup, already tried that. I set it to Is Trigger, left the layer on Default, and set it to Is Trigger with the layer set to Part Triggers. Both cases don't result in detecting the mouse click.
  18. Hi all, I'm trying to make a simple monitor that will change the picture when you click on it. I know how to change the picture, but thus far I can't figure out how to detect the mouse click on the monitor. I know it can be done; Raster Prop Monitor lets you tap on buttons and they do stuff. Here's my setup for the monitor: As you can see, I've added a box collider. I've tried setting it to a trigger and just leaving it as is, but to no effect. I've also set it to trigger and put the collider on the Part Triggers layer, but that didn't help. Below is code I adapted from Raster Prop Monitor's SmarterButton class. I can find the ScreenTrigger no problem and add the ButtonClickWatcher, but still cannot detect the mouse click. public class ButtonClickWatcher : MonoBehaviour { protected bool mouseDown; public void OnMouseDown() { mouseDown = true; Debug.Log("FRED OnMouseDown"); } public void OnMouseUp() { mouseDown = false; Debug.Log("FRED OnMouseUp"); } } public class InternalScreenSwitcher : InternalModule { public void Start() { if (HighLogic.LoadedSceneIsFlight == false) return; Transform trans = internalProp.FindModelTransform("ScreenTrigger"); if (trans != null) { Debug.Log("FRED found trigger transform"); GameObject goButton = trans.gameObject; if (goButton != null) { ButtonClickWatcher clickWatcher = goButton.GetComponent<ButtonClickWatcher>(); if (clickWatcher == null) { clickWatcher = goButton.AddComponent<ButtonClickWatcher>(); Debug.Log("FRED created click watcher"); } } } } } This is what I found from Unity Script. It looks like I'm setting up the behavior correctly. Any ideas why I'm not able to detect the mouse click?
  19. Thanks for the suggestion. I took a look at that code and gave it a try. Unfortunately I'm still not able to detect the mouse clicks and I suspect that it's an issue with the collider. I'll ask in the dev forums, thanks for pointing out the SmarterButton.
  20. I don't suppose anybody has a tutorial on how to create a prop that responds to a mouse click, I'm trying to create a simple monitor that will change the picture when the monitor is clicked. I have the prop made and it appears in the IVA, but I don't know how to set up the collider, or write the code that will respond to the click. I know I need to use an InternalModule, and I suspect I need to use OnMouseDown and OnMouseUp, but I can't figure out how to wire them up. Thanks for the help.
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