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Everything posted by philotical
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Let me first give you some details about what I was planning: Cloak has a slider - the more you slide up, the less is visible of the ship and the more power it'll use. That will alow the cap'tin to make his ship visible for him at least - from far way you won't see a ship that has 10% opacity in space. So you might know why the following sentence cought my attention.. >That is using the opacity values in animations. do I have to do this in blender first or only in unity? because I know I can manipulate animations in script - I'm however stuck with shaders.. and my cloaking device needs a new trick or it's gone.. If I got this right, the cloak as you described will only work, if the model has such an animation? that is bad - too many and complicated requirements for my subsystems will take the fun out for modders.. Can such an animation be saved "without" model - if yes, I could try to apply this animation to all parts in the vessel at runtime and hope that works lol I tried allready an option named Part.opacity = does nothing as it seems.. Also, Ive noticed, I can make the model in unity-editor AND KSP transparent if the unity materials are deactivated/removed (in unity editor set count to 0) - but I don't seem to be able to modify that on runtime. I also hoped to change the texture coorinates to move the UV into a alpha section - but not all textures will have that - KSP does not seem to allow to change the texture itselfe.. that would have been cool - I could just add to dimensions and fill these areas with nothing and then move the UV there. There is a dissolve shader in asset store - but it's not free and I have no clue how to use shaders in unity or KSP.. I've written/modified my own shaders allready now - but they don't get used by the game - no idea what I'm missing.. Also KSP does not seem to offer possibilities to control such shaders - so I am at a loss there too.. Siednote: Is anyone here willing to give me a start up hint how to modify/use a shaders and materials in KSP at runtime? The DLL does not seem to contain one single functin related to shaders - well except the "detonations" and particles - none for gameobjects or parts or vessels. I'm at a loss.. conclusion: if the cloaking device shall work on all ships, we have to make a shader or prefab in unity that is generic and can be used with any ship. than I need to learn how to controll this prefab/shader in KSP script. if something has to be done on the model to make it possible, I'd rather skip this subsystem and move on.. What are your thoughts? Am I making sense here or is it just a noob's brabble that sucks if you know more than a noob.. Let me know.. ShuttleBay: Facts: I can add colliders/triggers and stuff with c# at runtime These colliders can be unity default meshes (like box, sphere, etc) or I can load them from file as I do for the torpedo mesh. so - if we could make part-independent triggers/shaders - that I can apply at runtime, the model-makers would not have a lot of trouble. I guess a generic shader is easier to create than a generic collider since all parts are different.. (..just asking..) To have it generic, the door/entrance might be the best place to have a trigger .. I'd prefere a small area in th middle near the floor (the yellow marker in your texture i.E.) - but generically that is not to find by script. A box surrounding the bay can be added by script. Or do you think the requirement of such a model addition is no problem for the bay part? I mean you all have to do it for ladders and internals - so why not for shuttle bay! The cloak can't make that requirement - because every part on the vessel would need that special treatment.. so not an option there in my opinion.. it needs to work with stock parts too..
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Hey look who's back.. :-) just posted beta5 - it's in there - if you want the blend just drop a word.. If I go on convex, the green marked collision mesh disspears in unity.. mjy said it should be green - it also works different here than in the tut vid he sent - I had seen that allready for the torpedo - but for DS9 it does not work as it should.. maybe I have a different version or I just need more time practicing.. UFO: lights are cool - maybe a bit smaller, less obnoxiouse if you think it's needed - but those lights are cool. - I like them.. CargoBay/Shuttle Bay: please - we need to talk while your here.. I need some info about unity features - I'm sure together we can figure out the best way.. I think it will be needed to add a "trigger" to the shuttle bay parts to make it work.. that is, if I understood correctly what a trigger mesh does.. If yes, that would be a required step for a working shuttle bay part.. I'm sure you can confirm or destroy my theories with ease.. but now I go to sleep.. so no hurry.. - just wanted to warn you :-D see ya
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good thought.. but consider.. It's currently a resized stock part - last 2 days, I made my first own, working part for KSP.. Animations? ehhmm.. integrated landing legs and solar array are on top of my list. but let me check several dozens of tuts first.. - no clue about animations and didn't spend one second learning it so far.. All you say makes sence - but the part is currently just to get this kind of feedback.. It's not intended to stay as it is, it's not even certain it stays after all.. What you describe, is what I had in mind (excluding the size) - than I found no one who knows how to do it and was willing to do it .. so my plans got set back until I know how my selfe.. It's all a question of the learning curve.. :-) My thought on the size is: It's a huge advantage to have this part on a planet (once it works) - since it's not limited to any location or range, one could consider it cheating allready now. So, to make it easy to get it there would be a sakriledge.. - several people allready told me I'm wrong on this - so far, I'm not quit convinced to be honest.. - sorry it would be easier if it's small and versatile - I'm aware of it.. Versatile, ok - small? hmm - so far I have no intention of doing that.. Even with animations and stuff, this thing would still be huge in my vision.. I seem to be stubborn hahahah.. your comments are appreaciated and once I continue dev on this (currently working here) I will pull together all opinions made here and reconsider the project accordingly.. no promises but your thought was noted.. - thanks..
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Beta5 can be downloaded from the first posts link.. IMPORTANT!!!: You need to edit all cfg file of all impulse vessels.. finally the "BIG renaming" is done - for the most part at least.. The new module names are mentioned in the readme in the download.. in case you want them here: MODULE { name = LCARS_ImpulseDrive RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = LCARS_ShuttleBay volume = 450 } MODULE { name = LCARS_CargoBay maxTonnage = 200 } MODULE { name = LCARS_CloakingDevice } MODULE { name = LCARS_StructuralIntegrityField } MODULE { name = LCARS_FuelTransfer } MODULE { name = LCARS_CrewQuartier } MODULE { name = LCARS_TransporterSystem } MODULE { name = LCARS_WeaponSystems } MODULE { name = LCARS_PhotonTorpedo } MODULE { name = LCARS_TractorBeam } the visibility of new features is quite limited this time.. Cloak - deactivated until something works.. Structural Field - deactivated until a little more works but the Subsystem GUI rework is progressing well I think.. the nav bar on top is due to be made right - but other than that.. for example: The subsystem panel does resize back to smaller now if you close something - may take a max. of 10 seconds but it does.. The power system was made new once more - now we can (soon) have detailed stats, wich subsystem used how much power.. Data is allready collected - just need to make a gui for this - that's all.. I still would appreciate dozens of reports if there are further bugs in: - Transporter (I know of the leak - but anything else) - Tricorder - tractor beam - tactical - fuel transfer - fuel tanks - crew quartiers - Formation mode etc.. Does that stuff work or not? Here most works, but I can't test it in all situations - I rarly play the game at all since weeks - just coding - so I'd appreciate the participation on this end.. Thank's for the support.. Ohh btw - as promised - the package contains the Cardi Station.. It's still WIP - I'm not as pleased as I want to be - but it does allready use a lot of space in space.. lol - and it's below 1 MB.. Have fun and report back if you find a bug, or the big karma guy in the briar patch named Sirok will reduce your replicator credits for this week by 0.1 credits.. So you see, you just have to report back or you will be totally broke on replicator credits when you reach the briar patch.. Don't know what I'm talking about? google for "Hidden Frontier" ..or just click here: http://star-trek-fan-fiction.tumblr.com/
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yes it's planned - but the toolbar wrapper keeps bugging me with reflection exceptions I canot debug since they are not located in my code.. But I won't give up.. maybe jink's above let's his offer follwow deeds and he'll be able to do it.. - we will see.. wow - I never heard of it - how old is it? btw - your link is broken or removed - but google found it on a KSP mod page, I didn't know so far.. Yes - it seems to be quite the same - though.. How did the "simple Taylor" named Garak put it once "I believe in coincidences - I merly don't trust them" lol Sorry about the star trek pun- a bad habbit..
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Will have a look thanks.. anyway.. I think I've made it allready.. the only thing it does not have is ground collision - but everything else explodes on fast contact.. Next I'll probbably attack animations and add a cargobay.. - I guess lol I'll include this station in the next beta release.. It's not that simple to place docking ports on it I had to realize lol - after all it's 1.4Km.
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mjy - that looks great - can't wait to test this.. do you need a beta tester? *looking-totally-unsuspiciouse-in-different-directions* Finally now, I got that green marker color in unity - I hope it works now - currently loading KSP.. It seems, my choices have gotten small - code that cargo bay or gtfo - right? lol will do next - but as with many other features before, I have no clue how to do it, be patient.. I can't even garantee, that it will work afterall.. EL is not known for stability - and an explosion rate of 80% (what I had with my launchpads in minmus orbit) would be totally unacceptable for me.. ahh game has loaded - hang on.. bahh - still no luck.. I made a great texture (works in game) and redid the model - also added bump map (not shown in game) and managed to get original dimensions (1.4~Km) but stil collider seems to be only a tiny one at the CoM and additionally the half of my mesh is gone ?#@ omg - coding is sooo much easier.. however - where was I - ahh right - next on the list cargo bay.. sounds legit..
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Oh I see, these colors make a difference.. I didn't even realize that there are different colors until you mentioned this - I'm allways working late night and never sober - that might explain stuff lol will try it soon - currently reworking the texturing and UVs - so I have to try later - but thanks... I got the right click working by now, without convex - but the collider is just a small sphere at the CoM and it ignored my pylons.. 90% of the model goes below ground - I guess that was the missing convex and maybe some scaling screw up.. thanks.. Now that you mention the shuttle bay.. do colliders also have "normals" in Unity - they do in the game engine Ogre for example? If yes, could it be, that your box collider just had it's normals outside instead of inside? I made buildings for other games - and there I had to make a double sided collider to make the wall solid from both sides.. could that be the same issue for you? If so, select your collider in blender or what ever and look for the option "recalculate outside" - but I guess that part you know.. By the way - the whole DS9 like model has 1160 Verteces and 1141 Faces.. I have not one single vertex I could remove to make it "lower" poly.. it is allready a absolute low poly mesh.. no details at all.. If I use a less detailed collider, you would not be able to fly through the open parts in the structure - so 1141 for the collider is the best I can give you.. however - the whole package has about 530Kb with model and texture - so I don't think lag is going to be my problem.. After all it's a huge space station.. - for ~500Kb - should be cheap.. I hope the reality won't prove me wrong lol - we will see.. Plugin News: I'm close to releasing Beta5.. big improovements for the GUI and new stable powersystem..
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I have a little problem - maybe some one has a clue how to solve it.. This thingy I made this afternoon.. ..has no right click ability, no colisions and can not be saved for some reason.. It also screws up some KSP orbit displays on the map sometimes.. In unity, I added a "mesh collider" - no collider-material and selected my mesh as once more as a collider.. (it's VERY low poly so the collision mesh can't be reduced anyway..) I'm not sure what I'm missing, or what info I need to provide to debug.. can anyone help? Just let me know what you need to know or have - I'll supply all.. ..would be cool.. :-) by the way - it's not exactly DS9 but inspired - obviousely.. it's 100k tonns and holds up to 10'000 Kerbals.. At least that is what crew compartment subsystem has calculated.. might be a little too much - but I can adjust it's mass to correct that.. It should be big enough to let 3 voyager's dock at the 3 upper pylons at the same time so - original size.. - needs adjusting now - but it will be.. Did I mention, I'm megalomaniac muahahahah Consider this a new test object - it's not good enough for an official DS9 replica - but testing voyager's dockingport should be fun here.. It just needs to work and I'll post a link immediately..
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Canadian - omg - "Le Me" tryes to make a joke and runns in a wall whahah Deadalus - sounds like progress.. Care to post a pic? Or too early for that? I'm curiouse. I'm working on the new subsystem "StructuralIntegrityField" I hope it will take some of StarVisions problems away when he makes modular parts.. and as a side effect, it will alow you to fly into and land on the sun *verry-big-and-childish-grin* The CloakingDevice project seems to evaporate infront of my eyes - the functions I found, do nothing at all.. so not sure how to handle that..
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k - I got close to the desired result in meantime.. with that info, I should be abele to get it done, if not, I'll let you know..
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ok I've started - it's actually allready working - but the origin seems to be off - unity is stubborn as allways.. May I ask, is this part screwed up in editor or are all axis where they should be according to docs.. Forward = z = straight up (if I'm not mistaken) In case you don't really know, what I'm talking about, please send me the unity asset so I can check my selfe..
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Ok - I have a new version online.. Go to first post, click on the plugin download link, select Beta4 and click raw - as described in the OP. What's new: - Fixed some minor bugs - made some GUI tweaks and updates.. - added 4 subsystems 1, CargoBay is growing - it now can store resources The amount of cargo space depends on the ships configuration - I made a nifty algorythm to calculate individual capacities for each ship. 2. FuelTank Manager - allows to create custom resource tanks in the cargobay 3. Fueltransfer - select a ship in range and transfer fuel from there or to there I found the most confortable way to empty dozens of tanks with one click - you will love it! 4. CrewQuartiers - it allows to beam kerbals aboard even if the ship is full on seats. Imagine, somewhere in the hull, small crew compartments, that can be used for passengers. There are no IVAs for those cabins! The amount of crew quartiers depends on the ships configuration - I made a nifty algorythm to calculate individual capacities for each ship. This subsystem will also check if the ship has an airlock - if not, one will be provided. Fueltransfer is completely intertwined with fueltank manager and offers shortcuts to reduce clicks.. Both Fueltransfer and fueltanks are completely dependent from CargoBay - if the Bay is full, or not present, no tanks can be created. I need you guys to find out if all features are working in all kind of situations, if there are bugs in certian circumstances and if you find the GUI useable or a pain. If the latter, please describe how you would do it. I'm open to improovements. Thanks for many testers and many feedback reports. I mean several people anounced to volunteer to test the phasers - but no one reported back last weeks, except my french friend (mjy: 2:5 - I will never forgive you that!! but well - out is out - argentina had more luck in the 123rd minute - good luck for FR though.. but I'd say the germans win :-P) Still present: the leak in planet scanner - use it with care! OHH!! IMPORTANT!!! if you experiance some problems like "This system will not work today" you might need to update the CFG of voyager-saucer (and or shuttles) To make the system future compatible with those modular parts, that Starvision is planning, I added for all subsystems strong requirements on different module entries in the part file. The modules that are required for full working order at this moment are the following: MODULE { name = StarTrekImpulseDrive RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = StarTrekShuttleBay } MODULE { name = StarTrekCargoBay } MODULE { name = StarTrekFuelTransfer } MODULE { name = StarTrekCloakingDevice } MODULE { name = StarTrekCrewQuartier } MODULE // * { name = TransporterSystem } MODULE// * { name = WeaponSystems } MODULE// * { name = PhotonTorpedo } MODULE// * { name = TractorBeam } * these names are subject to change in next version - some changes are allready planned but not implementsd.. so be prepared to replace them soon.. probbably they will change all - but that is not decided by now.. if one of them is missing, the respective system will simply be deactivated. This allows to spread those codes on several parts and construct your own variety of SpaceShip. Well - as soon as the parts are done. For now: Voyager saucer should get all of them. The shuttles will work with all, but you can leave out what you think is missplaced.. like shuttle bay.. Not all of them are doing something by the way.. shuttlebay is required but not working.
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my game never grows in RAM that much - I would suggest, one of your other mods has a leak.. if it's a small leak 20-50Kb per minute, you won't notice this at first - but after a while it fills up the RAM.. To clarify - if I run my game with impulse for 30 minuts and fly to mun and back, it does only add some KB to the ram when mun loads - when I leave mun, those Kb will go away - RAM goes down!!! If your ram NEVER goes down again, you have a leak somewhere - but I can confirm, planet scanner is in current published version the only leak - so it must be something else. I am certain because I test it daly and I run a leak analyzer script in the background since you found the first LOL So thank's for that - I learned a lot about leaks since then.. Good luck - I am a professional Webdesigner and application deveopper for internet apps - I know my way around textrure optimization as well.. I went over all his textures and reached just minor improovements - the current one could be reduce for about 500Kb - that all.. Why? because a default KSP part is 300 times smaller than voyager - if you want a half ways good quality on this size of part, (300+meter) you can't go with a 512 no chance.. but if you can proofe me wrong, we will all benefit - I just hope you share it if it's an improovement "without"(!!!) quality loss. If I had my way, I would put in a 8K jpeg with a resolution of 27.5dpi - than we'd have a decent texture below one Mb - but with PNG it's almost the best we can get.. jpg can't be used in games - it's a shame.. Disclaimer: I have no clue what I'm taling about.. - only made this by script not by editor.. - blender is smething else.. you go better if you export one (1) mesh from blender - I've tried with a multimesh part last week - it was kind of confusing and didn't work at the end.. About collider - try this: 1st option I would try) You can make in blender a collider that fits with low poly count and make a second, independent asset of it After that "drag and drop" or what ever unity requires this collider in the "collider" field (or what ever unity calls that) and you should be good to go.. 2nd option I would try: Unity has included colliders in different shapes (cube,sphere,etc..) - you can "add" or what ever unity cals that such a collider template to the mesh by top menu option "add" if I'm not mistaken I think (?) unity will scale this collider to fit your mesh - if not, you can resize it.. I know, because I've done this by script for photon torpedos at the beginning.. GameObject.AddCollider("cube"); or something was it.. In editor, I just know what I can do in script has an option in unity.. Happy searching :-P HTH
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Ok thank's for the clarification.. Your installation runs on 2.9 normally? ok - you must have a bunch of mods lol I'm Swiss, but my french isn't better than my english I'm afraid.. but you can PM me complicated stuff in french - I can read it quite well - much better than I write it.. Is that a solution? Why PM? - I think the forum does not like other languages than english in the public posts.. As it seems, you are the only one that takes the time to report anything at all.. I really do appreciate it, although so far we couldn't fix much issues together - I have your PC and mine to test.. So it's really hard to track down those lag issues.. Do you have only one KSP install or several? I have a heavely modded game and one without any mods except Voyager. So I can clearly say, the plugin alone does not cause a lot of lag here. the heavely modded game has lag in any case - no matter what mod I activate.. However - even my mod-free game never shows a green time-indicator at KSC (allways yellow) - but in space it does turn green - it seems my GFx card is at it's limit with no mods at all.. my messure is: at KSC - if my time indicator goes red - lag! If it's yellow - normal! if it green OUTSTANDING MIRACLE - never happened since version .23 came out. in .22 I never had yellow unless I habe 250 parts loaded.. now it's yellow with one lander-can on the pad. So you see my reluctance to blame my code for lag that is inheritently present anyways.. LOL - it's KSP - let's hope for a stable 64bit version.. if you can track down more specific a lag soure, let me know - until than - happy testing and good luck with the ship's you've started..
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best is a KSP part.. gameData/Sword/ with model, texture and CFG if i can load it in the game, I can work with it..
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LOL looks cool.. - never thought of that - but lights are a delicate thing sometimes.. I woudln't worry about the EULA - if the api of KSP or unity allows to do something, you are not breaking any laws if you use the offered functions.. that wouldn't be logic - check out the plugin rules in the sticky post - that will give you calrity..
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as far as I know, you can use these little scripts also in editor - just save it there as .CS and "drag-drop" it on your part object (at least that is what I remember from a tut I've watched once..) Maybe that saves the full plugin - but as I said - not much clues about editor.. How about you send me your part, and I give it a try.. Although I'm sure, you can learn and grow on your own, faster than you expect - might be a funny project for you.. if you try, you can ask me what ever you don't get - I'll do my best to clarify - but I also just started with KSP coding a few weeks ago.. so don't expect me to be a university totur.. here some first hints: >line.SetColors( Color.red, Color.yellow ); I suggest to use Color.red for both.. as the code is now, it would make a color-gradient - red at the root, yellow at the top.. you either want red or magenta on both ends.. >line.SetWidth( 1, 0 ); This will make a line like this: 1m at the root thinning out to 0 at the tip. you probbably would want to use values like =>line.SetWidth( 0.125, 0.08 ); This is a 12.5cm at the root thinning out to 8 cm (depends on the scale of you model ofcourse..) >line.SetPosition( 0, Vector3.zero ); This is the definition for the root position.. 0 = first point - 1 = second point - see below >line.SetPosition( 1, Vector3.forward * 2 ); This code line defines the end of your sword. position 1 - see above - The Vector.forward defines what axis the line follows - the "* 2" is a shortcut to define a lenght.. the here shown definition will draw a 2m line in the "forward" direction - if your part is rotate correctly in editor, this is what you want. maybe that 2m length is ok, maybe that is too long - depends on the size of your model.. to adjust, simply add the desired meter value there.. for example Vector3.forward * 1.7584 wil produce a 1m 75 cm and 84mm line I guess you get the point.. HTH Good luck..
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Yes here please, post them here - but if you test with other models, I can't test those models so your report is just a waste of your time.. How shall I know if your model is 300Mb or not - honestly - I got enough work as it is - so I don't even care.. So please only report stuff you have with one of the shuttles - Also Voyager is not very helpfull at the moment, since it is MUCH larger in file size , uses tons of audio and is changing constantly.. The shuttles are the best test objects if you want to help me.. thanks.. I don't understand - your english isn't better than mine if you know what I mean - you clicked a button that you cannot click (there is no "activate" on the impulse screen) but lag, you only have if you don't click that button? Additionally - if you close my plugin, lag starts? - Can you give me a reason why this is related to my plugin in your opinion? I can't follow - please elaborate and have merci with me - I can't read your mind - try to be as precise as possible or maybe google translate can help us.. What is your nativ language, if I may ask? I speak several languages - maybe we find a better solution than english.. However - I never deactivate Impulse to save.. - there is a make slow to save function - admittedly not as stable as it should.. See here in Wiki: https://github.com/philotical/StarTrekImpulseDrive/wiki/Function-Panel#make-slow-to-save - second, what I allways do - I just pull my ship to the ground (click on down) until it stopps moving - then I can change scene and the game will save.. Try it - it works very well.. In orbit, mostly it does not work - so, if you ment there, I know and you are right - but on the ground this is a good alternative that saves one right click.. Still - I didn't understand the rest of your report - sorry.. no, not CFG - just "Full Halt" - also no anchor needed - just "Full Halt" I'm not sure whyt it does this sometimes - the shuttle never do, voyager almost all the time - I guess it's the way KSP places objects on the runway.. mostly they are a bit to low (inside the runway) and when the physics starts, they get pushed out of the ground - since voyager is (with impulse) weight less like in "no gravity", this from KSP induced movement will not stop until you hit full halt. So, if I'm right and this is the cause, this will not be fixed, since I can't change KSPs behavioure there.. But that is why I implemented the full halt in the first place - the thought of using an anchor was kind of non-realistic for the peoject - full halt does the same without mideval sailing ship touch :-) I'm glad you like it :-D - I hope this plugin will inspire a hole fleet of new star ships.. - everyone may use the impulse module code in the CFGs! BUT, ther is one caviat: The SciFi mod from StarVision must be named as a dependency - you may not add the plugin directly to your download.. Sorry, I gave StarVision the exclusive publishing right - so this is final. Although he has ofcourse the right to decides otherwise - but I would personally never sugest a crazy thing like that to him - so don't count on it. If your ship shal work with impulse, everyone will have to download StarVisions pack to make it work. I guess you can live with that - right? Lag: I appologize if my plugin really does cause lag! As soon as I can replicate your issues, I will fix them - so far, I don't even know what exactly happens on your end.. you have lag if my plugin is not working and I shall fix this in my code - how if my code is not working at that moment.. It's not that I don't want to believe - what you say is to be honest actually bull*****! Most likely this is a language issue - two non-english speaker try to commnicate on english - I hope you see the irony. As soon as you explain me how to replicate the lag you have, with a starvision shuttle if possible, I will do my best to fix it - I promise.. until than - hmm - not much I can do.. - all you said does not produce lag here.. - I tried it all.. This is the one unchangable rule of the universe.. "If I can't replicate it, I can't fix it" - we all have to obey that rule if we call a repair man for what ever reason.. :-D You said you have 2.9GB in ram and it crashes.. This must be caused by a leak - the only leak in the plugin is currently the planet scanner - it's a huge leak! - it will produce those 2.9Gb within one minute or less - so if you get lag after using the transporter mode "ShipToGround" - than this is caused by the planet scanner - there is NO - I repeat NO other leak in the plugin and this is confirmed by several independent peoples - me included of course. The first leak you've reported, I didn't spot right away - sorry for that - that won't happen again I hope - if leak, you will hear it - but there is no other leak.. So if you could confirm, that planet scanner was used everytime, the problem is solved.. Remember - I've asked you allready in last post a few days back about the planet scanner.. This question is important to debug - please respond. Thanks..
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I can't help in unity editor, never used it much - but I've seen a lot of editor tuts while searching for API tuts However - I'd suggest to write a plugin anyways. The linerenderer,emiter is well documented for scripts many examples online.. (but why do you use particles and not just a line? Isn't a light saber just a line anyways? will safe FPS compared to constently emiting that many particles to make it look like a line..) Also damage could be done much more precise in a plugin - what ever get's touched by the sword will overheat.. currently working on star trek mod - there I've added Phasers and torpedos - in my opinion, this sword can be done wizh 2 or 3 dozens lines of code..
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thank's - just wanted to report the same finding.. starvision is allready offline - but I told him in a PM.. hopefully he'll correct it before he leaves..
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Edit: yes, sure.. I stand corrected - see below.. I added lot's of pages to the wiki today.. it's worth a look if you don't know allready all.. Beta 4 - Transporter is in final testing Phase.. ** hey star vision - I love that docking port - you are soo fast with texturing..
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It was suggested allready some pages back.. it is on the list of stuff we have to check out.. neither starvision nor me have experiance with it.. but we booth said back than it's worth a try.. it's just not the next thing on the list if you know what I mean :-) no - teleport only for kerbals right now.. where would you like to beam what? currently it beams kerbals into the ship - but KSP does not offer space for other stuff.. You will be able to tranfer resources - but not with transporter though.. Make suggestions - if I can do it, I might consider it.. What to beam where is the question.. I would wait with making voyager smaller - she will get a strong RCS system - so the slow reaction is due to missing systems.. The size is perfect as it is.. animation tuts.. I got a link for you: Blender Animation Tutorials Keep working on the battle ship - I'm looking forward to it :-) Lag: I can fix leak, I can not fix lag.. sorry.. lag is either a bad code, wich it isn't (*) or it's from too much physics, too much graphics, too much KSP and too much Unity at the same time.. I know your PC specs are good - but still - I can't fix lag.. The plugin has a lot of calculations to do - so that will stay.. - but that is not the issue here * Because - you say altitude and speed are fixing the lag? That can't be related to the code - if that is the case, than the lag is not caused by my plugin in the first place.. Think about it - if you gain altitude or speed, my plugin is working - if you stay hovering above KSC, my plugin does nothing.. So if lag goes way, if you start using the plugin, the plugin can't be the cause.. As I said once - around KSC, if I only turn the camera, it calculates a different model angle with 7 reflection of lights and shadows and antialiasing of the KSC buildings and I have a short lag spike.. this is KSP/Unity related - not Impulse.. you may of course correct me if I'm wrong.. - but in my understanding this does not happen equally if you are over the desert continent or badlands.. only at KSC, Island runway, alternative KSC etc.. I say it's those models.. - test it, you will see it's the location.. However: You said after a while it got laggy again - let me guess - you activated the transporter panel a lot.. The planet scanner leaks big time in v0.3! Only if you have transporter console open and set to ShipToEVA it will leak - much worse as it did last time.. it's that camera screen.. and it's only in v0.3 - my dev version has this leak fixed as well - well 90% - still needs work.. but the memory is loading full and after 2 or 3 minutes of planet scanner - bye bye KSP.. So that IS caused by my plugin but it's only in the experimental version.. Don't use the transporter if you intend to fly for a long time is the solution I can offer.. But good news.. StarVision and I agreed that the plugin will be updated when I have something new - so you will get new links to download the version on a reguarly base.. Then simply overwrite the Impulse folder and you are done. Does that sound good? So you will have a (almost) non leaking, working transporter before the weekend is over Also included will be the tricorder and crew compartments.. >speed setting window on the left This will stay open until you release the option "Hold Speed" - you can't close it with the close button. you fell from the sky? hmm - strange - can you tell me how to recreate that? v0.3 does this after transporter was working - but with Hold Speed I never had that..
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In case anyone is intrested, I've started with a Impulse Drive Wiki https://github.com/philotical/StarTrekImpulseDrive/wiki it attempts to explain all the features.. Since english isn't my native and I'm a sloppy speed-writer, you are all welcome to go and correct my typos.. :-P did I mention that the transporter is finished and works like a charm - well, it's a kerbal charm ofcourse.. all 4 modes have ben tested.. I only had 2 kind of transporter accidents.. 1. Kerbal gone - since Kerbals have not invented the "transporter Buffer" there is nothing that can be done in these cases.. chance of occurance 10% final result: fatal - or maybe trapped in subspace - no one knows for sure.. 2. Kerbal douplicated - reminds me of Thommas W. Riker - well - what shall I say - if the kerbal appears on both ends, than you have one more.. The second one seems a bit comatoes usually - no right click menu and stuff but you know kerbals they recover soon. chance of occurance: 1% Final result: Now you have William T. Kerman AND Thommas W. Kerman.. I'm glad that even my transporter accidents follow the canon hahaha I know v0.3 transporter is just experimental and wasn't finished at all - but still.. Some of you might have realized it by now - Voyager v0.3 can't beam kerbals because it has no hatch.. That issue got fixed this afternoon and the fix, I guess, will also soon be released.. The transporter checks now for hatches, if none is present one will be created on the fly.. Additionally I found out how to add crewcompartments to a ship by script - so all impulse vessels will now have a realistic amount of empty crew quartiers for passengers.. Tricorder LCARS-LinkUp got finished and polished.. Transporter has a new mode "Beam Kerbal To Space" for orbital EVA The Subsystem GUI got polished and made a little easier to read - padding margin, scroll bars etc..