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lo-fi

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Everything posted by lo-fi

  1. It's complicated A long way to go with the hitch. The way they are, allowing two hitches to get hitched would be total disaster (look at the code). I've almost cracked the track sizing. Or at least found a super hacky method that looks kind of promising.... public override void OnAwake() { base.OnAwake(); Debug.Log("Track Surface Awake"); if (HighLogic.LoadedSceneIsEditor) { Debug.Log("Awake and in editor"); Vector3 size = ShipConstruction.CalculateCraftSize(EditorLogic.fetch.ship); Debug.LogError(size); } } This grabs the vessel dimensions when the part it picked and before KSP messes all over them when the tracks are attached. Great. But then when I try to use the value later in OnStart, it's zeroed. On the other hand, I can effectively zero a crafts dimensions. Which is pointless.
  2. It's there for the hitch to hitch to. I implemented some limits in the joint, so orientation of the transform it looks for is important, as is the name. I was play with a module for the eye because... I have no idea. It's still there for no good reason. Yet. The hitch simply does nothing without the eye model to hitch to, though. Well at the moment, anyway. The last major hurdle to overcome with the hitch is orbits outside physics range with vessels packed. Without the hitch running its part module, the tractor and trailer drift again just like they used to in timewarp. I'll need to take a look into how to fix this - BD may have the answer again. Option 2 may be good. I'l have a look at the node toggle code.
  3. Sadly, yes. I did squash a lot of bugs last week, but the remaining ones are decidedly less tractable... I've just been looking at the PartInfo stuff. I have a nasty feeling it's calculated when it's needed... There was a spreadsheet that Riocrokite made with cost, mass etc values. Getting those updated would be a seriously good piece of work out of the way. The rolling friction and load coefficient values will require some more work, as they will need a little experimentation. Most tracks have default values (I think). Wheels need that creating, which I'll get to ASAP.
  4. It's cool, all looking good I had some changes to merge, which I had to merge with Gaalidas', and then I guess you had to merge yours in. All builds, runs and operates smoothly! Nice one. I don't know if you saw that we got some answer to my question about GetModuleSize()? Nothing amazingly helpful (in the interface), so I guess the workaround is to set values in the config and pass them back to the editor that way. What an absolute pain :/ Unless there is a way to get data on the proto vessel size when the part is first created... Though that could get messy. Config updates are the biggest thing now. What an 'orrible job!
  5. I have to agree, I think you're being a bit unfair, Gaalidas. xEvilReeperx was being helpful. I do understand your frustration, but if you don't understand, you need to ask or research. I've been there, trying to understand code written by someone vastly more experienced than myself. It's the best learning tool there is if you can let the frustration go and approach it methodically. When I've really got stuck, I've usually had to ask. We were lucky enough here to have someone dive in and not only provide an answer, but also try to help teach the diagnostic steps before doing so.. That's not something to pass up! Now let's move on. As you can probably see, I've not done much over the weekend, which I spent fitting hundreds of large metal tubes into a steam locomotive boiler. I'll get back to it in the week!
  6. That's a fair point, actually. Though hopefully they'll just fix the stupid bug along with that and I won't have to worry
  7. Really, the stack nodes should not be there. Attach via surface and all will be fine again. Comment the node_stack out of the config of you're desperate! Apologies, it's something that made it into the release before that particular little nasty was found and there it stayed. I can't fix it without breaking every save and craft using the parts, so it's a bit of a tricky one. The inverting track needs a culling setting changed. My bad, I forgot!
  8. That actually makes it look straightforward! Although now I need to look up abstract and sealed classes. Always something more to learn!
  9. Chill out, dude, it's no biggie. I think you've got a case of "not seeing the wood from the trees". You're dealing with something quite complex and convoluted that someone else wrote - it was never going to be easy For what it's worth, I tend to take a different approach: never copy/paste large chunks of code. Ever. A few methods, new stuff you don't know the syntax for, maybe. Build up in blocks. In this case, the button. Try the hover and colour change stuff. Then the gui rectangle open close methods. When all that works, add in some toggles. In the process you'll learn far more about how the code works and what it does, and you'll be far better placed to debug it. If I'd copy/pasted the FireSpitter or RBI stuff, I'd probably still be tearing my hair out and no further forward - that's precisely why I didn't do it. Not that I'm saying what you've done is wrong, it's just a tall order when it doesn't work and you don't know how it works in the first place...
  10. If it was that easy, someone else would have done it that way...
  11. My programmatic education is the fault finding stuff It's not an easy thing to learn. It's even harder to teach, IMO. But, the penalty for failure is zero, frustration and time aside. Didn't work? Oh well. Research. Add some checks, recompile. Try again. Thankfully, when I've been really stuck, there have been proper kind enough to point me in the right direction (an enormous debt of gratitude is owed to those people). I expect there's a more intelligent way of going about it - there usually is. Revisit the Baha code? I believe I removed some extra stuff to do with states to simplify finding what was what.
  12. Tough, I'm afraid. There's no stock shader and plugin for reflection - that's just how it is. TR is a very popular mod, so you're pretty safe there, though.
  13. Unless squad release it, no. But there are mods about to do reflective textures; Texture Replacer being one of them, I believe. Look into the WindowShine mod that uses it. Not sure what you mean about the zip? It's the same thing either way, just packaged differently.
  14. To be honest, up until this point I hadn't even given it any thought. It's one of the milestones to be addressed for next release, though Really interesting looking through the fault finding stuff - thank you! I'll wade through and see what sense I can make of it when I have a bit of time. I have another crazy idea... Must. Not. Get. distracted!
  15. Woah, what happened here??? TL;DR after a few Friday drinks. :/ I'll try and pick up the pieces over the weekend!
  16. Yeah, I'm not sure how to do that. For some reason all the attach nodes are in the wrong place now too.
  17. Yep, it's here to stay for the moment. The drag cubes possibly need doing too, just depends how they're calculated. I'd be surprised if there were as many as give mods using skinned meshes, so it's certainly niche. I believe someone piped up in the icon fixer thread about some solar panels, but that's the only other I know of did certain. I'd like to do some HD versions of certain parts some time, just for giggles. So proper moving, compressing springs, flexible pipes, rubber bellows around joints, that sort of thing. All will need skinned meshes. The kind of thing that would be cool in a cinematic
  18. I'm surprised we don't get more than we do, given the number of downloads... The two problems are definitely caused by the same thing, but the fix is going to be different. You'll notice that the craft icons for saved ships in the editor are also messed up. Would be ideal if the bounds detection were fixed properly really!
  19. Cool I've just pm'd nli2work, but I'll crack on anyway. Too cool to let it go unfinished! The whole tug is absolutely brilliant, for those that haven't tried it.
  20. Yeah, that would be awesome! I'm co author - I wrote the plugin for the engines - so I'm sure he won't mind even if I don't get an answer
  21. Have a look at the previous thread about IPartSizeModifier, by chance it's pretty much what you want
  22. Cheers. Easily done! It's reminded me there are a few other little plugins I need to update myself
  23. Indeed it does could we get an OP title bump please?
  24. In the OP you'll find a link to the PartIconFixer plugin. The version info hasn't been updated, but it works fine with 1.04. It's caused by the same bug, funnily enough.
  25. OK, thanks. I noticed you'd returned vector3.zero in pwings, but it didn't seem to help in my case. We may end up resorting to passing negative values, but these will have to be manually calculated for each part, I suspect.
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