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tg626

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Everything posted by tg626

  1. [Redacted since there's no delete here]
  2. [Redacted since there's no delete here]
  3. Wiki says it does, Log says it don't...? LOG: [WRN 18:30:05.442] KK: [StaticInstance] Spawn: Field mathHorizontalAngle does not exist in AnimateOnSunRise [WRN 18:30:05.442] KK: [StaticInstance] Spawn: Field horizonAngleOffset does not exist in AnimateOnSunRise [WRN 18:30:05.457] KK: [StaticInstance] Spawn: Field mathHorizontalAngle does not exist in AnimateOnSunRise [WRN 18:30:05.458] KK: [StaticInstance] Spawn: Field horizonAngleOffset does not exist in AnimateOnSunRise [WRN 18:30:05.459] KK: [StaticInstance] Spawn: Field mathHorizontalAngle does not exist in AnimateOnSunRise [WRN 18:30:05.459] KK: [StaticInstance] Spawn: Field horizonAngleOffset does not exist in AnimateOnSunRise Module in question: MODULE { namespace = KerbalKonstructs name = AnimateOnSunRise animationName = KSCFLT02 reverseAnimation = False //True timeWarpAnimation = True mathHorizontalAngle = True horizonAngleOffset = 35 delayLowTimeWarp = 2f delayHighTimeWarp = .1f }
  4. LOL... No why didn't I think of that? (No, I don't actually approve)
  5. The forum link on KK's GitHub page links to GerSpace's thread - might want to change that...
  6. USC (untitled space craft) and a number, taken from old Soviet designations (at least as shown in the US) as Kosmos-# Also like the Soviets I'll give it an actual name post success launch. USS for Untitled Space Station - Hence USS Kerman is my Space Dock. I used to give "real" names but after all these years...
  7. KSC Floodlights Mk2 (KSCFLT02) Yet another Floodlight/Lightning Arrester Tower for Kerbal Space Program & Kerbal Konstructs Originally created by forum user Divico. Updated for KSP v1.8.0+ by Stone Blue. Adds 3 Floodlight Towers to the KSC Launchpad. Requires Kerbal Konstructs MOD. Stone Blue's KSCFLT01 This Mod's KSCFLT02 Description Using the mesh file so generously supplied by Stone Blue, I have remixed yet another version of the lightning arrester / floodlight tower for the launch pad as KSC. Once installed alongside Kerbal Konstructs (and it's dependencies) it will create 3 towers around the launch pad with automatic dusk/dawn operation (originally added by Stone Blue). Each tower can also be manually toggled (with satisfying sound effects) by clicking on the tower it's self. Changes from previous versions It remains somewhat over-sized (my placements, like Stone Blue's, scales the towers to 0.7 of their original size), but I did make the following alterations: Resized / Re-meshed the lamp panel border. Added "struts" to support the lamp panel. Reduced range and altered power to provide a lower light level more in line with the lighting provided by the built in water tower spotlight (See NOTE below). Added sound effect (powered by built in KK functionality) Corrected delay in tower being "ready" to be clicked again after being clicked - tower can not be clicked again as soon as the light is fully on or off. Altered / Re-skinned to have a white/gray coloring and detailed extinguished lamps. Prototype Info In 2009, LC-39B saw the installation of three nearly 600' tall towers as part of a new "Lightning Protection System" at the historic launch pad. Previous uses for Apollo and the Space Shuttle did not have such comprehensive protection. These towers, meant to be a more attractive target for "Zeus", are by necessity significantly taller than the launch vehicles they protect. They are painted a light gray color from top to bottom and hold cables aloft to harmlessly redirect electrical discharges to the ground and away from launch vehicles. Further Reading @ NASA.gov https://www.nasa.gov/feature/lightning-towers-stand-tall-at-nasa-kennedy-s-launch-pad-39b NOTE: Set up was performed with [EVE](https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/), [Scatterer](https://github.com/LGhassen/Scatterer/releases), [Parallax](https://github.com/Gameslinx/Tessellation/releases), and [Waterfall](https://github.com/post-kerbin-mining-corporation/Waterfall/releases) MODs installed. If you do not have these MODs, YMMV. DOWNLOAD: MOD - https://github.com/TedThompson/KSC-Floodlights-02/releases Spacedock - https://spacedock.info/mod/3238/KSC Floodlights Mk2 Source - https://github.com/TedThompson/KSC-Floodlights-02
  8. QUESTION: Can animations be controlled in any manner? I have a floodlight static I'm working with - it presently can be turned on and off via clicking on it (via animation in the MU file) and it automatically turns on and off with the sunrise. What I (and another) were wondering was if it can be set up so the animation could be stopped part way - as a manner of controlling the brightness of the lights. A setting would be great, but anything would be nice. I don't think it is, but I thought I'd ask. BUG? Also - The animation is set up to start OFF and go to FULL ON over 60 frames. At present, when I load into the launchpad at night, the lamps are lit up - but if I click them they "re-turn on" as if they were off. After that they turn on and off as normal. Obviously, KK "animate on click" code isn't aware that "animate on sunrise" already set the animation to the last frame. That seems like an edge case bug.
  9. Press Z for Zoom. GT (which I also use) auto throttles to full.
  10. This one was new to me. Making lights requires you have the renderer set to Eevee. It affects what parameters are present on light objects and on Cycles the exported MU won't cast light.
  11. That's good to know, but it really should be more graceful about it that to pop up a screenful of HTML that overflows the bottom of the screen, can't be closed, and blocks clicking on the UI...
  12. Kinda skips exporting sadly... Also had to hit playback 0.25 in a few places - sadly symptomatic of most Blender Tutes...
  13. Did you install any mods? Uninstall any? You could try and do a new install in a different location, then run it to verify it works right. Then try copying your saves folder to the new install and see if that works. You might also be able to compare the new install to the old one and see if any folders or files look different.
  14. The links provided for TextMeshPro, https://drive.google.com/file/d/1QL3NhpYim3xBE-fHAQKJ6B6JowZVxaGt/view?usp=sharing Is truly most sincerely dead... Any to you good folks happen to have packed the original download away? I need it to complete my Unity install... (Or that's what JPLrepo's post says)
  15. So, have no idea how lights work in KSP. The last time I made a Model for KSP it was in Wings, long ago I moved to Blender but have never done KSP work in Blender. I loaded your model into blender and looked at the lights. If I crank up the wattage to 10,000 I can see the same sort of way overbright lighting in blenders preview that I see in KSP. Then I turned the alpha waaaaay down in the light color. Much better, the floor in the preview is no longer a blinding white spot (which is the same thing that happens to the rockets in KSP) Maybe that would also desaturate the lighring in game? If I knew how to get an MU put of blender I'd try myself. (BTW, where did you get the .blend file??) Your settings (black preview, makes me thing wattage is ignored by Unity) My setting (Note "color" is practically transparent)
  16. This is going to be a great tool. (Gigantor panels should be in the list so when a doofus like me deletes it, they can re-add it DOH)
  17. FWIW it's working fine, I just added it (again) to a fresh install of KSP.
  18. So, numerous times I find myself stuck in an unwanted view, or with docking text on screen post docking. I suggest a "kill" button on the toolbar. A reset of sorts that no matter what will take you back to the stock camera view. Or if this exists and I missed it, I'd very much like to know that too. (Found it...)
  19. New Version - 2.1.13 * Added decoupling as un-docking trigger - VAB/SPH node attached ports will now also make a sound when "undocked"
  20. I did exactly that in the interim, as I finally reasoned that it was needed because you had used some of CTT nodes. So far I love it, the remaining "wut!?" moments in the tree are baked into the game (thing like kerbals can't seem to use any of the numerous doors to go outside, etc. )
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