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Gaalidas

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Everything posted by Gaalidas

  1. Not really needed with the "EVA Followers" mod. Only downside is that the other kerbals cannot follow using their maneuvering thrusters. That would be a nice.
  2. I like hyperlinks. They're so blue and.... and.... I got nothin' more to say I guess.
  3. I hear ya there. That's why I still get shivers down the spine when I launch a craft using these wheels/tracks and I go over a little bump. All those wheels with their individual suspensions, and the smooth transition of the rover body as if it was floating on a gentle steam... so beautiful.
  4. Carry children? Why would anyone want to do that? Build a giant robot to carry the children? Now we're talking! I'm sure they all work in 0.25, though I noticed the landing thing with the 4 engine mounts that has integrated RCS and whatnot likes to visually clog up the editor space with all of its nozzles emitting their particles full blast.
  5. I would have been cursing at the monitor the whole way down that hill. Nuke powered? -bleep- yeah! The eventual epic crash will be that much more spectacular, and create its own inhabitable zone around it to commemorate the event.
  6. Wow, even as small as these things are, the part count can go up a ton really quickly. I tried to make a launcher to take these things to the rest of the universe and before adding my four drones I had a manageable ~200 parts on the thing. After adding four drones, I'm topping 400 parts and now cannot load the craft without KSP crashing. I've never actually done that to myself before. It's both awesome and annoying at the same time. It's like that famous cat... you know, the one that's dead and alive at the same time? There's a connection to my situation in there somewhere, I'm just not sure how to pull it out of what I just said. If I could, it would be seriously deep.
  7. I thought I should mention this... A few pages back it was mentioned that turning PhysicsSignificance to 0 was the way to make physics-less parts. That is actually not entirely accurate, though it would make more sense if it was that way. The accurate way is to set the parameter to 1 to make it ignore physics... or rather physics ignore it. That's all I've got for y'all.
  8. Funky... just... funky. So, lo-fi... buddy.... I've been digging at your code a bit and I've done a little fiddling, recompiling, testing, and so forth. A while back I was asking for more of the context options to be available in action groups. I think I have managed to do this myself. Note: My line numbers will be slightly off due to SharpDevelop removing some redundant 'use' items and of course due to any edits you may have made in the meantime. In KFModuleWheels.cs line ~435: [COLOR=#008000] //Addons by Gaalidas[/COLOR] [[COLOR=#004085]KSPAction[/COLOR]([COLOR=#0000ff]"Lower Suspension"[/COLOR])] [COLOR=#0000ff][B]public[/B][/COLOR] [COLOR=#ff0000]void[/COLOR] [COLOR=#191970][B]LowerRideHeight[/B][/COLOR]([COLOR=#004085]KSPActionParam[/COLOR] param) { [COLOR=#0000ff][B]if[/B][/COLOR] ([I]rideHeight[/I] > [COLOR=#00008b]0[/COLOR]) { [I]rideHeight[/I] -= [COLOR=#00008b]5[/COLOR]; } [COLOR=#191970][B]ApplySettings[/B][/COLOR](); }[COLOR=#008000]//end decrease[/COLOR] [[COLOR=#004085]KSPAction[/COLOR]([COLOR=#0000ff]"Raise Suspension"[/COLOR])] [COLOR=#0000ff][B]public[/B][/COLOR] [COLOR=#ff0000]void[/COLOR] [COLOR=#191970][B]RaiseRideHeight[/B][/COLOR]([COLOR=#004085]KSPActionParam[/COLOR] param) { [COLOR=#0000ff][B]if[/B][/COLOR] ([I]rideHeight[/I] < [COLOR=#00008b]100[/COLOR]) { [I]rideHeight[/I] += [COLOR=#00008b]5[/COLOR]; } [COLOR=#191970][B]ApplySettings[/B][/COLOR](); }[COLOR=#008000]//end increase[/COLOR] [COLOR=#008000]//End Addons by Gaalidas[/COLOR] I have yet to rigorously test it, but it compiles fine anyway. Update: I have now tested it. Good to go. In the same file, line ~528: [COLOR=#008000]//Addons by Gaalidas[/COLOR] [[COLOR=#004085]KSPAction[/COLOR]([COLOR=#0000ff]"Apply Wheel"[/COLOR])] [COLOR=#0000ff][B]public[/B][/COLOR] [COLOR=#ff0000]void[/COLOR] [COLOR=#191970][B]ApplyWheelAction[/B][/COLOR]([COLOR=#004085]KSPActionParam[/COLOR] param) { [COLOR=#191970][B]ApplySettings[/B][/COLOR](); } [[COLOR=#004085]KSPAction[/COLOR]([COLOR=#0000ff]"Apply Steering"[/COLOR])] [COLOR=#0000ff][B]public[/B][/COLOR] [COLOR=#ff0000]void[/COLOR] [COLOR=#191970][B]ApplySteeringAction[/B][/COLOR]([COLOR=#004085]KSPActionParam[/COLOR] param) { [COLOR=#191970][B]ApplySteeringSettings[/B][/COLOR](); } [COLOR=#008000]//End Addons by Gaalidas[/COLOR] This copies the functions of the context actions for these options, but this time in the action group options as well. Then... In AlphaRepulsor.cs line ~207: [COLOR=#008000]//Addons by Gaalidas[/COLOR] [COLOR=#191970][B]ApplySettings[/B][/COLOR](); [COLOR=#008000]//End Addons by Gaalidas[/COLOR] I added this little thing into the "Retract(KSPActionParam param)" function. This simply adds a shortcut in the process of setting up the action groups for repulsors in the same group. This way, you only add one of the repulsors to the action group and when hitting that key, it will apply that action immediately to all of the repulsors in that group. I just added that one a few minutes ago, so I'm also unsure it would be wise. Some people might continue to add all the repulsors to the group (which is extremely easy if you're using the AGX mod) and then each press of the button will change the height by 5*<the number of repulsors in the action group> which is annoying. I added the same to the function below that so that both extend and retract work the same way. while writing this I got a better idea for this little thing though, so I'll keep fiddling. Update: I did another test and did not run into any issues like the one I just described, Same file, line ~230: [COLOR=#008000]//Addons by Gaalidas[/COLOR] [[COLOR=#004085]KSPAction[/COLOR]([COLOR=#0000ff]"Apply Settings"[/COLOR])] [COLOR=#0000ff][B]public[/B][/COLOR] [COLOR=#ff0000]void[/COLOR] [COLOR=#191970][B]ApplySettingsAction[/B][/COLOR]([COLOR=#004085]KSPActionParam[/COLOR] param) { [COLOR=#191970][B]ApplySettings[/B][/COLOR](); }[COLOR=#008000]//end apply action[/COLOR] [COLOR=#008000]//End Addons by Gaalidas[/COLOR] And this puts the "apply settings" function into an action group. Just in case it's needed in a separate form. That's all for now. Besides those, as I mentioned above, SharpDevelop showed a number of the "use" lines that were redundant, but as far as I can tell it doesn't hurt anything or even change anything at all. The code is just too short for it to matter. So, yeah, this is what I've been up to between your various updates and whatnot. I really need to give these more testing to see if they actually work, but considering my experience with C# is worse than yours, I'm happy the DLL compiled at all after I wrote this stuff in.
  9. I remember back when we had a single page or so in this thread and I related your repulsor to an omni-wheel without a wheel mesh. Back to the present, I'd just about forgotten that old package.
  10. Nice, I never did actually try to look at the editor. I always forgot in my excitement of actually getting something off the ground without it exploding on the launchpad.
  11. I've never seen that error. what does it look like? Yeah, I know, dumb question. It looks like a "blank loading bar" doesn't it? I need to have breakfast before I start posting I guess.
  12. Ohh... castors... now that might be useful for a wheel that could add stability without being powered, braked, or hard-set into a certain orientation. I figured, at the very least, you could use an i-beam, attach one end to a free-moving docking washer and the other end to a wheel. That may do the trick, but with a moderate chance of breaking.
  13. Wouldn't 90 degrees have the wheel parallel to the ground? I could see a 45 degree angle maybe working. Depends on how the collider, or whatever lo-fi uses these days, works. This sort of part rotation, at its most basic, is possible using the "rotation" parameter of the "MODEL" node. I'm unsure how the module would react, however.
  14. I just got an awesome mental image of puny-sized Karbonite scanners and drills on the sides of this thing between the engine-mount arms.
  15. Wow, I bit off a bit more than I could fit in my metaphorical mouth (as if any of this required a working mouth). I have never been so pleased to be put back in my place. Thank you. That was awesome.
  16. I've been ill, but at times that is comparable to drunken debauchery, so I've probably had at least a similar weekend. Oh hey, I just checked out the released board and Baha came out with something rather neat. Adjustable landing gear. Using these new parts, you can slide and tweak various parameters to adjust things like ride height, angle, and even has an auto-adjust to make all the wheels align properly with the ground. I wonder how long he's been working on that.
  17. He still has a few over-sized textures and even with some of his recent updates, texture sharing and redundant/unused textures are still all over the place. But hey, this is an alpha. We can clean things up later. That being said, KF still does not add much to the total damage that mods will deal to your ram usages. And stock-alike? You show me a stock repulsor and we'll bug lo-fi to make a match for it. No stock repulsors are available? Hmm... then this is as stock-alike as it gets.
  18. You can actually blame Scott Manley for a lot of things. I am one of those who actually bought KSP after watching too many of his videos.
  19. So, I attached those long tracks to something yesterday just to see how they looked and I had to use a mod called PartWizard to delete it because it could not be selected after placement. Might wanna take a look at that.
  20. That is awesome. I've been messing around with multiple levels of engines as well. I had one that featured extra long arms for the main props, with smaller prop arms forking off the first beam in each main arm that each had a small prop on it. In all, I ended up with four main props and eight mini-props for a grand total of twelve props. The thing flew to over 100m/s without even hitting max throttle (on Kerbin) and in hover I never got the throttle indicator to rise higher than a pixel from zero (using mod-enhanced throttle control of course).
  21. False alarm y'all, I gave AGX another try yesterday and while there were a few confusing moments here and there, after a little tinkering it feels pretty intuitive.
  22. I would like to give an "Amen!" to that idea, and I love the weaponization too.
  23. Interesting, all the videos I've seen of a pod-racer type setup required connecting the KAS winches after spawning the different ship parts individually. Seeing your images makes me think "well, duh!" and totally rethinking things in that area.
  24. That's great and all, but I'd like that feature separate from the total overhaul of the action groups that your full mod provides. I find that your mod changes too much about how I set up my action groups in the editor and it's rather overwhelming. Of course, maybe I should give it another go now that I've fixed many of my old performance issues.
  25. no programming required, it's just like setting up the configs for the parts themselves, but without the hassle of having several parts to cover all the sizes.
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