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Everything posted by philotical
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I'm one of them too..
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[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
That cockpit looks great :-D Cool - thank's.. If you have further ideas, I'm open to all, if it's star trek and usable as a universe asset. The ships will not be placed - only stuff that can be used or encountered. The shoot back thing - the idea is to make it more intresting - you've got that completely right :-) I'm dreaming of a squadron of klingones/Jem'Hadar/Romulans/Hirogen that are equipped with a basic AI to follow you and attack - or evade you and escape.. The plan is to let the user choose, what each squadron shall do.. but I have not started with this - just dreaming.. The ionstorm spawner, the plugin that will spawn all these things, on the other hand is allready halfways done.. It will be called "Natural Desaster Incooperation" - a toolbar button will open a gui where you can make settings to the universe.. So if you plan to make a deadly 3 Km wide Plasma Wake or an animated Nexus - be my guest.. you animate it, I write the code for the deadly forces - for each of them, in case you do more.. If you like, create a stationary planetary weappon station - a small unmanned thing that has weappons - so I can scatter them on the mun or so.. Also conceivable are unmanned tanks that follow you on the ground.. I guess you understand the heading this will take.. :-D -
not sure if I can answer the first question correctly - never used that mod. The plugin does not do anything to communicate with that mod - if that answers it, then no. I can't say if that mod communicates with mine - you'd have to ask there.. If it's possible - I would say sure - how complicated it will be depends on how that mod is done or how KSP handles burnt out stages (no clue about that) - but possible, yeah why not.. It's been a while since I looked into this because I got stuck from lacking knowledge.. now I learned lot and as soon as I finished the current thing I'm working on, I'll reopen the case and maybe integrate such compatibility. Many people suggested improofements allready and I intend to take them all into account. Your's is on the list to consider now aswell.. Although - RR is ment for exotic resources not provided by KSC - stage recovery is seldom used with antimatter - no one throws away antimatter or kethane in a stage.. those little amounts of LFO you find in such "empty" stages is not worth much effort since KSP provides them unlimited.. To recover the parts themselfes is not on the scope of this plugin - only resources. I hope that answers the question somewhat..
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[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
I love the tank and will download your new package soon.. busy right now.. mjy, I got a proposal for you and anyone else who is willing to contribute.. I plan something like a "Star Trek Universe" - it's a save file with plugin that offers currently: - An Ionstorm - with animation and deadly forces - a minefield that really shoots on you - weapponized satelites like the Cardassians have in DS9. - my space station (maybe) - and hopefully other stufff I can come up with or people contribute.. Do you want to contribute models to be included there? DS9 would certainly fit well.. We just need to fill it with star trek stuff that is fun to encounter. the plugin will be a tool that allows to spawn all that stuff at the location you choose.. like "Give me DS9 in orbit of Laythe" - or give me 300 mines around minmus.. I guess you see the point.. intrested? -
[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
mjy check out this one.. http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-3.htm it has a detailed nodes chapter.. -
Multiple Animations on part
philotical replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
Maybe too late - but for reference: first - inertia tensior is because you try to add a collider to a plane.. use in blender "solidify" on that plane or merge it with an other mesh peace - that solves it second - I've managed to import several animations from one blend file to unity by adding the key frames after each other.. in unity you can set a start and end time/frame for each animation you import.. that way you can seperate them.. however - to call them independently I was using a plugin and called the animations by script.. so - not sure if there is a way to call them any differently.. that generic animation thing is "one only per part". I havent tested any of the available animation modules - so I can't say if they could help.. -
[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
afaik starvision had huge problems balancing the thrust in space.. Those star trek nacells are placed where they look good - but those ships never had to fly in "real" - so if you thrust out of a nacell that is close to the ground instead of aligned with the COM, you'll get a spin. the only reason why LCARS does not have this problem is because it propells all parts simultaniousely - I cheat. With stock engines, you will face a very hard balancing chalange on most scifi ships.. Hey mjy - don't worry - that ships is great - I simply don't like the mixture of those two styles visually.. but that's me.. I hope you forgive me :-) -
Dislay part image in flight GUI window
philotical replied to O-Doc's topic in KSP1 C# Plugin Development Help and Support
afaik, the (rotating) images are inside an "animator" of the part.. I have no details - but this is my understanding after making part in unity.. I would try the first animator you find - but maybe I'm wrong on this.. In my IDE, if I search in Object Browser, I get several results for "PartIcon" - maybe that helps.. -
[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
meh - I liked it better before.. Those boosters look like from the wrong movie.. not my style this combination.. -
[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
Oh I see - thanks - didn't know JSI was working by now.. I guess it's a sound idea to replace the SFR with this one in my shuttle than.. thank's for the hint/link Spork.. -
Gravity: I'm working on it.. - today I got it working as a proofe of concept.. now the details and fine tuning.. At least it's a work around - since "real" gravity for ships isn't possible inside KSP.. I've seen a video where harvester explains how the SOI is the only grav source there can be - so this is out of the scope.. I've tried to addd some constant force to parts - that worked too - but the kerbals could not walk - was like on ships or moving rovers - zomby like coma.. However - I'm confident, that my workaround will provide a good way to handle walkables.. I will release it as a standalone plugin so everyone can use it on every ship.. Oxigene: rather not - at least not planned at this point.. Although the idea is great :-) I can't tell what starvision is planning - although I "think" I allready sugested that to him a while back.. and I "think" he didn't say if he liked the idea or not.. - so I can't tell either.. Imagine you enter the voyager hangar, use the airlock and walk inside the ship up to the bridge - now I could even implement a turbolift.. what a great thought that is..
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[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
Looks awesome.. the IVA plugin is not rasterprop if I may correct you spork.. it's the SFRplugin that does not longer work - some people got it working and I obtained a copy from them for my shuttle.. Basically you need to make a second unity export with only the seat transforms and the props to make SFR work.. my shuttle has no props so it's just an empty mesh with 3 gameobjects where the kerbals shall sit.. You need to orient from the origin of the main part and keep those dimensions - basically copy your blend file and remove all but the bridge and never move it - then it should be quite right - at the end you need to rotate it once for 90deg - I never know what direction but there are only 8 to test - so I had it done in less than 2 hours.. I sugest you try, if you get stuck, ask specific questions - if I can, I will answer them.. however - walkable internals are the way to go if you ask me.. add a door-way from cargo bay to bridge and put the airlock-trigger inside the bridge.. So a kerbal needs to walk to the bridge to board the pilot seat.. For me, that is the best way to go.. but that's just me.. -
Well - not only Starfleet is on the edge - also the MerchantFleet has some nasty hightech in it's repertoire.. The newest ship is inspired by your request and is called "The Queen Ant" It has - among many other things - A working TURBOLIFT System :-D I'm sure with this ship (all one part) you can transport several cities at once *putting-up-his-most-villain-grin*
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[solved] getPartInfoByName question
philotical replied to philotical's topic in KSP1 C# Plugin Development Help and Support
thank's for the clarification - my initial theory is allready debunked anyways - it had no effect on my issue at all.. - tested and confirmed.. -
My first guess would be, you are modifying a clone and not a reference! so all changes are not in the life data but in a "dead" copy of it.. I would check the exact way you gather the data - there might be the problem.. Edit: I can't remember all the quirks of scenariomodule right now - it's been a while since I had this project open.. however.. here you will find a working system - maybe it helps you as a reference.. https://github.com/philotical/ResourceRecovery/tree/master/ResourceRecovery/DEV/version-0.1.11 (keep in mind, when I wrote this, I was new to the matter - so it might not be the "standard" way but it works) hth
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[solved] getPartInfoByName question
philotical replied to philotical's topic in KSP1 C# Plugin Development Help and Support
yeah right - it was the stack and surface needed.. Thanks - I knew it was something minor in the cfg.. And you where also right with the second assumption - this didn't fix my problem.. Does anyone else maybe have some details about why that function could fail on a flawless part? I'd appreciate any pointer.. The function itselfe (PartLoader.getPartInfoByName(partname) ) does not even throw an error - it works - but if I try to use the prefab-value, then it fails.. so this will throw a null ref exc. var foo = avPart.prefab; -
the task: spawn a part in flight the problem: the part let me explain.. if I use the following code on a probecorehex it works.. AvailablePart avPart = PartLoader.getPartInfoByName(partname); if I use it on my part it does not work.. (I get a null ref on the avPart.prefab value) the only difference of these parts is one is usable as a root part in editor the other one not. Can this be the cause of my error? I've made several parts in the last weeks - some are usable as root others not and I have no clue why.. Can anyone enlighten me where KSP make this difference? I know I read that about a year ago, but I can't find it anymore and I can't remember either.. My theory: if the above mentioned part would be a "rootable" part, it would work too with my code.. but I don't know what to change.. Details: My part has a mesh and colliders and I even added a rigidbody for testing - no change.. The part produces no errors in logs on loading, it can be attached in editor without problems and it works in game when loaded with a ship. Just the getPartInfo won't process it. Thanks for any hints..
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[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
That looks awesome - well done! -
[WIP] MJY Future Space Industries , New Mesh pack
philotical replied to mjy's topic in KSP1 Mod Development
Nodes: Don't give up, it's easy - I found it out by now.. here some hints.. Nodes: place an empty game object in unity where you want the node and type the values from unity in cfg.. http://i.imgur.com/fxfGhyc.jpg there can only be one "top" node.. make/name the others like shown in the pic.. Doublesided windows: just make two planes with oposite normals.. - it's that easy.. http://i.imgur.com/D1DBawq.jpg hth -
I think "because I can" would be a valid answer.. ..last time I checked, there was no approval needed to make a mod.. don't like it? - move on! It's as simple as that.
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Making in-game windows resizable.
philotical replied to Jetwave's topic in KSP1 C# Plugin Development Help and Support
http://forum.unity3d.com/threads/is-there-a-resize-equivalent-to-gui-dragwindow.10144/ -
Wich one is closer: "I can see the LCARS panel but it does not work" or "There is no LCARS" Please check wich fits best! The correct install Folder is: GameData/SciFi/LCARS_Plugin <-- here it must go.. If you still have the old version installed, you must delete this folder: GameData/SciFi/StarTrekImpulseDrive <-- Delete this folder! HTH Edit: Sorry forgot: Full Halt.. not sure that works.. usually the game does not even save with impulse on.. although there is the "make slow to save" thingy, it's still no garantee.. See, "make slow to save" will set the ship as "Landed" - KSP does not like stuff landed in atmosphere or space.. So quite often, on load it removes the vessel in question because it wasn't 100000% stationary, or just because KSP felt it was cool.. I guess I can't fix that for now. Some KerbalPhysics is quite stubborn and does not like to be made obsolete.. So - the save advise would be to not rely on the ship beeing still there if it does not touch the ground while beeing saved.
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Hmm - I can't see a reason why it wouldn't work - but I haven't tested this to be honest.. Situation - LCARS is a partModule.. That means it's bound to a part - if you have that part in your game, then LCARS should work too.. I will start a carrier and check it out.. can you please elaborate what exactly does not work? Is it not present or does it bug out? FrstWlf, thank's.. I guess that settles my question :-) But go on, don't let me stop you - I can read those kind of posts daily and never get bored hahahah Concerning your transportation project: My modular star ship parts will (allready do) ofcourse include huge empty storage compartments and hangar bays.. But I'm afraid the shuttle bay subsystem is not working in Beta7 - it's in fact disabled right now in beta7 maybe in beta8 - we will see how much unity drives me crazy on this.. However - those parts can be equipped with docking ports and quantum struts and that should allow to transport all kind of stuff allready without the shuttlebay-subsystem. Have you checked out the "Hangar"-mod that came out last week? maybe that can help you for now - it seems he does basically the same as I intend to do.. but he was faster lol However: I will call this plugin finished, when it's possible to use the shuttlebay and tractor beam to assemble complexe ground stations on Duna while hovering over the base. I know it's ambitiouse and the tractor beam is far from precise enough right now - but well - it's the postulated goal I had allready quite soon after I got my first working prototype flying! I guess if I succeed, that would make your plans much easier too - right? Look - I was about to go to bed when I saw your post - than I made the figurative Popcorn bowl and watched it :-D Was a long night and short sleep.. However - I will reference this clip several times to analyze the bugs you discovered.. Thank's man - highly appreciated :-D Deadalus: did you add LCARS and/or SAS to more than one part? I think what you describe could come from that.. I only used the assembled verseion and had no issues with it - it's a great ship. Posts: thank's - your imput is allways appreciated! 24: also a strange bug - LCARS does a lot of stuff, KSP wasn't built for - and most of the stuff needs the right timing - I guess I should find ways to "wait" for things to finish before making the next.. but since KSP controlls the order of things, I need to learn more about the inner workings.. So transporting a kerbal out of the ship is everytime big time luck if it works hahah I will keep debugging - maybe I can make it more stable.. Ok - thanks - In fact, I was surprised that so much worked - usually if I use that many subsystems after each other, stuff get's weird much faster.. what helps sometimes is hitting F5 and then F9.. However - it seems KSP hates ships hanging in atmosphere with the status "Landed" - usually it spams the log with NAN numbers then.. I have no clue why this happens.. That voyager and borg cube didn't show up is a new one for me - no clue right now.. In general what happened in minute 50 and beyond is you brought the plugin to stop working right by pushing it to it's limit - from there on, the "worm" was in and no matter what you did, it got worse.. Only way to fix this is save and reload the game so all objects I do not clean up correctly are cleaned out and the plugin can start from scratch.. It's a shame that this happens - I'm working on it. Hint: you should use the "Prograde stabilizer" you will see it flyes much better than. Hint2: the MODNJ subsystem allows to disable the propulsion matrix independently - so you don't have to close LCARS just to use TimeWarp. Saves a right click.. This is very surprising - my .24.2 loads allready up with 2.7 Private byites - the working set is lower - but private bytes is almost offending. Do you talk aobut working set or private bytes? I have so much lag since .24, I can't even begin to determine where it comes from.. each click in space center allready takes 8-12 seconds here.. Deadalus in unity from KSP? not sure what you mean - you must have had it in unity or you wouldn't see it in the game. Or did you lose your blender file? Tell me more, I'm sure I can find a way to solve your problem..