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lo-fi

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Everything posted by lo-fi

  1. SoonTM(ish). Still a lot to do finishing parts and balancing config, but the list is shrinking! That's very odd with the dust colours. Be interesting to see what happens when it's released into the wild! Looks like you're using an out of date commit, Gaalidas. Those appbutton.settexture lines are the culprits. They snuck in while I wasn't looking and since got fixed. Naughty things... I guess it depends how much of a challenge you want, Aqua! I'm afraid many areas of the code aren't very well commented, so it may be a little tricky right off the bat. Most of the core stuff is ready for testing, with the most critical bits being KFModuleWheel, KFWheel, KFRepulsor, DustFX. A little code review probably wouldn't hurt! If you would like a real challenge, have a peek at the hitch code and see if you have any bright ideas for reload/time acceleration problem! I had an idea that we could force docking when time acceleration is started, but I'm not sure this would be possible when scene changing or save/reloading. It all seemed a little flimsy! It will be a total mess from where I was messing with trying to force things back together. I can't think of any other features we've talked about but not got round to implementing... Unless! Was musing about some code to figure out vessel weight and wheel loading to be able to auto set the spring rate and braking force. Not critical, but nice to have. Oh, also, accessing the wheel collider slip properties to allow a sound to be played when they're slipping. Could also tie in some extra dust. A few bits to play with, but open to ideas
  2. Grab the latest, I broke, then fixed then broke as usual. Biome colors are 100% broken on Kerbin. Fresh install of 1.04, dust is white wherever I go. My KF is what's in Git, as it pulls it straight from GameData. Used to turn brown the moment I drove off the side of the runway. Now it's just white everywhere: To prove my point, I set: DustColorDefinitions { DefaultColor = 0.75,0.75,0.75,0.007 BodyDustColors { Item { Name = Kerbin [B]DefaultColor = 0.75,0.75,0.75,1.0[/B] Which gives: In other words, it's not marrying the biome name up with what's named in the config and it's defaulting. Which is what we were batting back and fore before I went all leftfield and started messing with the camera. Duna is fine, just for reference: I hard coded the plugin to temporarily ignore the camera, just to make 100% sure it's not getting data from that. Kerbin, we have a problem.
  3. Cool, it just wants tweaking now. I'm now working on the repulsors to get the status and energy drain sorted. Dust stuff needs tweaking, and I still can't work out why the dust is white anywhere on Kerbin when using the biome defs.
  4. They do indeed. No need to get the .20 to "install" first. Just drag the contents of the zip into the assets folder within the Unity project you create. Good luck!
  5. You really did get in a pickle between the blizzy and stock stuff, didn't you! I've almost got it working. Buttons are fixed - as Aqua pointed out, variables that want to be accessed by the gui stuff need to be declared static or something else I can't remember. - - - Updated - - - I'm just going to put this here Save/load of the config nodes seems to work, so you got that bit spot on. Only thing is it doesn't reset the colour of the icon when the save button is used, but I'll hand it over to you for tinkering now it's actually working. Also. someone please rep *Aqua* for UI assistance. It won't let me again!
  6. Thanks, I was just poking through your original posts. I'm trying to get the app launcher button working correctly first, then I'll look at the GUI stuff. It's not far off. I can get the app launcher button up, but it's turned all the other buttons to the KF logo and doesn't have one itself, just a blank square... Though progress is being made!
  7. I'm always in favour of scrapping MM patches "Hey, you could write an MM patch for that!". Wait. What?? Or you could, you know, put it in the config... It is useful for stuff where there are dependebcies, options or you want to add something to all parts, but it's a widely abused tool IMO. It will no doubt still be needed to remove the collisionfx for the KF parts, though. Although I could maybe just remove that in code anyway and ditch the whole thing, which is quite appealing. I'll run you through my diagnostic steps on the GUI stuff: The first problem I can see is in Start() ArgumentException: You can only call GUI functions from inside OnGUI. at UnityEngine.GUIUtility.CheckOnGUI () [0x00000] in <filename unknown>:0 at UnityEngine.GUI.get_skin () [0x00000] in <filename unknown>:0 at UnityEngine.GUI.Window (Int32 id, Rect clientRect, UnityEngine.WindowFunction func, System.String text) [0x00000] in <filename unknown>:0 at KerbalFoundries.KFConfigManager.InitGUIElements () [0x00000] in <filename unknown>:0 at KerbalFoundries.KFConfigManager.Start () [0x00000] in <filename unknown>:0 And it's actually telling you that there's an issue with InitGUIElements() within Start(). So let's look there and add some debugging stuff. settingsRect = GUI.Window(GUI_ID, settingsRect, KFGUI, string.Empty); sticks out at me as having potential for causing the problem, so let's add some debugging lines: void InitGUIElements() { centerLabel = new GUIStyle(); centerLabel.alignment = TextAnchor.UpperCenter; centerLabel.normal.textColor = Color.white; //leftLabel = new GUIStyle(); //leftLabel.alignment = TextAnchor.UpperLeft; //leftLabel.normal.textColor = Color.white; appTextureGrey = GameDatabase.Instance.GetTexture(string.Format("{0}/{1}", strIconBasePath, strIconGrey), false); print("googleflungle"); appTextureColor = GameDatabase.Instance.GetTexture(string.Format("{0}/{1}", strIconBasePath, strIconColor), false); print("kadooglafla"); GameEvents.onGUIApplicationLauncherReady.Add(SetupAppButton); print("abrakadabra"); settingsRect = GUI.Window(GUI_ID, settingsRect, KFGUI, string.Empty); print("nomnomklakture"); } In the log, we get: PartIconFixer, PartIconFixer v1.2.0.0 starting (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) googleflungle (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) kadooglafla (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) abrakadabra (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: You can only call GUI functions from inside OnGUI. at UnityEngine.GUIUtility.CheckOnGUI () [0x00000] in <filename unknown>:0 at UnityEngine.GUI.get_skin () [0x00000] in <filename unknown>:0 at UnityEngine.GUI.Window (Int32 id, Rect clientRect, UnityEngine.WindowFunction func, System.String text) [0x00000] in <filename unknown>:0 at KerbalFoundries.KFConfigManager.InitGUIElements () [0x00000] in <filename unknown>:0 at KerbalFoundries.KFConfigManager.Start () [0x00000] in <filename unknown>:0 OK, so it is that line that's causing the problem. Googling up the argument exception, it seems pretty straightforward that you're not allowed to draw GUI elements outside of OnGUI(), so why are we trying to do that? Where did the code come from and what does the original look like?
  8. Hmm. Have a look at the custom drag cube thread, I think it was NathanKell posted. You might be able to make a winglet or something with high drag quite easily. I'll take a peek at the gui stuff.
  9. Are you tempted to enter Lita's challenge posted a few days back, Darren? - - - Updated - - - Woah, sorry you're struggling! Push what you have to Git and I'll take a quick look to see if I can spot what's going wrong. I know what it's like when you're stuck staring at something that doesn't work; it's painful!
  10. Sounds like a job for another part really, otherwise you're doing lots of crazy things like working out which orientation/position they're in. And really, you're asking for invisible wheels with no motor and not a lot of lateral grip
  11. I'm afraid that just isn't how it works. You'll notice in the videos, vehicles were hitched in flight. If they're one vessel when launched, you get solid joints. End of story. You're describing IR with the joint spring set low. So I guess, happy days with a config bash!
  12. Nail | head Groundless hope and boundless optimism will get you a long way in life... but not with KSP's flight integrator Other types of parts may be far more feasible, Madrias. You want to make something like the Bofors BV206 or articulated dump truck, don't you.
  13. KSP treats the tractor and trailer as two separate vessels as it should. In normal physics time, this is fine be able they're joined by a physics joint; albeit one that KSP knows nothing about. In time acceleration, the flight integrator merrily does it's thing and interpolates their orbits/trajectories - which will always be different - with physics paused so the joint is ineffective, and herein lies the problem. Similarly, save / load messes up the precise relative locations, so re-hitching is hit and miss at best. It is, sadly, something KSP was not designed to handle, and I'm trying to fight something that lies at its very core. That's not to mention all the many other little niggles that need sorting to take it from POC to something releasable. Unless you've got a fairly deep knowledge of how these things work, progress is unlikely. It may look simple; it really isn't. I've got a lot to get ready for the next release - which I'm quite aware has been a long time coming - so no time to put into it I'm afraid.
  14. I wasn't aware it didn't? The hitch, as it is, hit a major stumbling block with persistence and time warp that I never got to the bottom of, so I've left it as a proof of concept consigned to the "nice try" bin, I'm afraid apologies for the teaser!
  15. All sounding very promising! It's a steep learning curve, isn't it. Been there with different stuff to face down. I don't know how much it helps with your college stuff, but it'll look fantastic on a CV, so don't forget to make sure you're appropriately credited. In a position as a potential employer, I'd hire someone with a degree and some experience in an open source project over someone with just the degree every time. Actually, making our own local scale module may not be too difficult. As the parts don't allow attachment, they will always be last in the chain, so all the complicated, clever stuff TS does to position down-tree parts isn't needed. I'll do some playing about, but adjustable width is definitely on the cards.
  16. Ah, I see. What an omnishambles (the forum won't censor that one)! Procedural tracks... Yeah, we've kind of talked about that before, and it would be awesome. I don't think it would be impossible, just insanely difficult. If I had unlimited time and some funding, maybe. But realistically, I'm afraid no. Adjustable width is something I'm looking into, though
  17. I'll have a look at adding in what Aqua posted, it didn't look too tricky.
  18. Making any progress? We could get it to make config changes the old school cheat fashion by doing button combinations?
  19. Gaalidas can probably answer that one, as he made the configs. I imagine they need tweaking to work with later versions of TS. How annoying!
  20. Yeah, that's all same as before Yep, we've got a global config file that handles that, and that's what the gui will be for. Just a few simple toggles - nothing complex.
  21. no, that's over the ground outside KSC. The blue glow is the lights! I'll keep playing with the dust, it's quite fun to mess about with.
  22. Throttle control won't be hard. I'll do my best to add that it - it will only be a few lines of code. In other news: I got to grips with sending particles out where I wanted them. Both they and the lights need tweaking now. Particles need to me more subtle, lights need to be diffused more if I can manage that.
  23. Thanks Aqua, that's really helpful Yeah, I might have a look at that, Tuke.
  24. Post something promising up and let's see if we can make sense of it. I'd go with stock toolbar. Oh, and regarding DustFX on other wheels... Comes as standard if they're driven with the KF plugin now. There's an MM patch for stock, plus a few others. Will need updating, but they all work rather well. Happy to resurrect old, forgotten wheels too, so suggestions welcome
  25. Ah, I love this thread! Loving the video, Lita! Keep us posted on entries There are some new repulsors, Darren I think you like them! I'll get back to you once I've had a spare half hour to read another filibuster post, Gaalidas Thanks for all the help and encouragement everyone! Means a lot.
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