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Everything posted by Tosh
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I reiterate once again: the system ever exists for devs in the first place. And they're busy enough with feedback from the gamers (yep, with so-called "bug reports"... including those on game-breaking bugs). I believe there's helluva lot of things having much higher priority than creating an "ideal plugin interface". And that "priority" is the matter of management, rather than programming itself. All I can say here: deal with it. "Actual development" for 80% consists of passing around that darn corners... even in most thought-out and well-designed systems. Sadly I really do know what am I talking about; I've seen a lot of them systems... Uh, guys, I hate the discussion derails to generic programming/management problems. Once again, is there any chance (or hack ) that class A could be notified on class B calling its protected method, without modifying B's code? Quick search through System.Reflection assembly reference gave me nothing... ...and KSP is not the one having the prize for Most Ugly Software Design. KSP's near the end of that list, to be honest
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Apparently, nothing There's not a question like this. "They" (KSP developers) want the system to be convenient for themselves in the first place. "One function per part" principle (i.e. using Part class only) might become a limiting factor at some point; so Mu started game engine refactoring, proposing his PartModule system. But then, refactoring was somehow postponed in favor of adding new functionality... That's quite a common situation in software development. I'm currently facing exactly the same one in my own business : I'd like to ditch some code I wrote in 1998 (!!!) and redo it from scratch -- but I haven't gotten time to do that... Maybe we gotta give it some time to evolve? Or to be ditched completely in favor of something more appropriate; generally it's hard to tell beforehand.
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I've found DYJ's tutorial helpful: http://kspwiki.nexisonline.net/wiki/Adding_Airlocks_and_Ladders_to_Parts
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Alternatively, you may detect whether is it the second LazorSystem in the vessel -- and then disable GUI... Telescopic sight for Sunbeam
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Yep. Just add two of 'em -- and GUI goes screwed up.It's not the only case when GUI fails though... as I switched back and forth between main vessel and EVAing kerbanaut I also lost Functions/Targets/Parameters buttons... as well as Game Paused menu and End Flight window (!!!). I'm still looking for consistent steps-to-reproduce. BTW, excellent job with that target camera! Mind me 'stealing' the code?
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Darn, I'm tired of 'em sliding apart on landing every time I descend just a lil' too fast. I need 'em stronger. Next, I'm tired of adding struts manually each time I change pontoon placement just a tiny bit. Struts are always needed here. Moreover, everytime I create a rocket with side-attached SRBs, I link those SRBs together with struts. I could really use strut auto-spawning. And there's not a problem to add joints programmatically. It's even not a problem to destroy them right in time when overriding Part class. I've already implemented that cr... stuff a couple of times. But as soon as it comes to PartModule... FFFFFUUUUUUU
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They're pontoons . Just a new version, with working wheels. And they just must be linked together (not only to craft's hull! See two horizontal bars in the bottom.), if I don't want the plane to break apart when landing on the ground. And -- yep, they must be actual struts... i.e. Unity Joint objects. Joints connect rigidbodies. KSP delete rigidbodies in OnPack. If there's a joint still connected there, then KSP fails. Currently, I'm using KSP Strut parts to fix pontoons in place, and I'm just tired of adding them manually. I'd like some automation here.
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<s>Here's the issue I'm having with Beta 5: There was no difference what screen resolution was set, from 800x600 to 1280x1024 result was just the same. I'll gladly provide any information required... I just don't know what to provide</s> Nevermind, I just didn't get it that there must be only one LazorSystem in the vessel. Everything worked fine as I remove excess ones. Moreover, "LazorSystem" part has "KPS" PartModule connected, but as I can see from the code, this module is not even compiled in Beta 5...
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Apparently, a PartModule that adds some joints and rigidbodies to any part it's attached to. Specifically, it would automatically spawn struts (i.e. joints) linking all the SymmetryCounterparts together. I need it for my new landing gear (so I could easily implement strut spawning in Part class itself) -- but I'd like this 'strut-spawner' to be universal. Just imagine you're side-mounting 8 SRBs -- and they automatically get all the struts they need! Main problem originates from "packing-for-orbit" mechanism: all the additional joints and rigidbodies must be removed before Part's main rigidbody is. Part class descendant overrides Part.onPack for doing it; PartModule cannot.
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Something tells me that this won't work... When part goes "packed" KSP expects it has all the joints and rigidbodies deleted immediately; including those ones that plugin might have created. Doing that in OnUpadate or OnFixedUpdate may be a bit too late From my experience of "asking Mu" -- most likely he won't do
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Is there a way for PartModule to be notified when a Part gets packed for orbit? Surely I can override the Part itself and make its OnPack() method raise some Event... but I want my PartModule universal and connectible to any Part...
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It's floating origin bug again. Vessels experience heavy hits passing each 6 Km, and large ones can even break apart! I've reported this issue on 0.16 experimental releases, so developers are aware.Here's an example of craft that's affected (and may even loose a wing): UPD. BTW an orbiting heavy rocket (a couple of large fuel tanks would be "heavy enough") passes 6 Km each 3 seconds... and, yes, the kicks are noticeable indeed.
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Land on Minmus with no landing gear
Tosh replied to mulimulix's topic in KSP1 Challenges & Mission ideas
Did it just yesterday. And failed: the lander fell on its side. Phew, not a big deal: I just gently fired the engine and tilted the craft with <WASD>... and got back home in one piece)) And -- yep, I confirm: having touchdown speed below 0.5 m/s is a challenge. -
This: Repeated.
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As for rovers and weapons -- [thread=7854]Cart[/thread] and [thread=6014]Laser[/thread] both work in 0.16.
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Tiny ships are for doing job . When I need to perform 10 or 20 flights to the Mun to test some top-secret equipment, I just don't want much problems. And don't want my computer to lag)))
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ORLY o_O ??? I thought he did not (Kiddin, just kiddin... ) And seriously -- Damion, why such heavy ship in S1E2? In v0.16 you can get a payload to Minmus and back with just 2 fuel tanks, 2 engines and 8 solids... Probably I'll make a vid about it some time later.
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Ah, I see, vB does not even support changing this. Thanks for your reply; I'll look for some other means to do what I need to. Does it concern attachments storage only, or attachments + posts + PMs? In latter case, is there a way to view my entire used storage size ("Attachments" window in my Profile shows attachments only, and it tells I'm using 17.52 Megs... 2 Megs should be available for me -- but they are not, I'm getting "quota exceeded by 13.53 MB" message when trying to upload a small file )?
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It's weird, it tells me I still have only 4Mb storage And how about 10 000 characters limit for post size? Is there a chance for this limit to be increased -- or should I look for some other way to fix my old topics?
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Was ASAS functioning properly? o_O Or you had no ASAS?))
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Some day, more than half a year ago, I've started a challenge for a plane landing stern first. There's been no competitors. Today, I attempted an atmospheric flight to the North Pole to test my new landing gear on ice. After one hour flight, I finally began to descend to landing, only to find that my plane (with its front fuel tanks empty, and CoG shifted to aft!) just did not want to fly straight. I spent several minutes (!) trying hard to level it out -- and after about twenty rounds of coffin spiral I noticed that spin somehow slowed down when plane marker in the NavBall was passing the retrograde mark... Yep. This one wanted to fly backwards. And finally landed with its stern first. In one piece. BTW new landing gear performed just fine Sorry, no pictures yet, I'm out of attachment space.
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This one? http://kspwiki.nexisonline.net/wiki/CFG_File_Documentation Yeah, a bit outdated, but I've seen no newer version...