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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. Yep. My conclusion as well however the plugin code may be alterable as it checks the state of moduleanimate generic in the class. I was playing with the code on the weekend I think there must be a way to change the plugin code to work correctly but I have limited time to play around with it. Maybe this weekend I will get some more time.
  2. I understand that I was experimenting to try and figure out how to fix the animation but it appears to be something funky in unity ? Or the model animation? That's what I was trying to work out.
  3. Thanks, Thought so was just wondering. I tried changing both to firespitter but of course the dll code then doesn't work for putting kerbals in if inflated or not. So I created my own version of the dll and it works but still the animation issue. Is this animation issue with unity itself or could I fix it in the model animations? Sorry I'm a coder and have no experience with modeling.
  4. Isis the original starwaster MM config to use firespitter animation. Seems to work but it animates in the VAB immediately even deflated and will only reverse or spin. The inflate/deflate works fine. Is this normal? U can't start/stop the spinning animation? Does anyone else get this?
  5. I just found this.. I can't wait to get home and try it out. It's what I been looking for for my Spaceplane reentry.
  6. I've been having the same issues... Started first using MKS modules (which are essentially attached using KAS pipes). But I also was having similar problems with another ship which did not have KAS parts attached.
  7. Any update on the event listener (Chemcam) issue being bound to current vessel issue I raised? Happy to look into the code for a fix.
  8. tobyb121 - Yep. Looking at your source in Onstart you are using vessel.onFlybywire. Seems that binds the callback to the current vessel. When the vessel splits off second craft (with the chemcam attached to it) the callback is not bound to the new vessel.
  9. Yep Thanks. Installed the KAS Fix. All good. Thanks so much.
  10. I have a different problem. The fine controls I,k,j,l don't work on the telescopes or the chem cam. Tried turning rcs on, off. Various other things... Nothing in the log anywhere that I can find. Ok I did some more testing... seems to be something to do with having two craft joined and detaching. So I have a lifter - delivery vehicle with rover attached below it using a decoupler. When the vehicle loads I see this in the log: [LOG 07:08:30.660] [TST]: Starting ChemCam [LOG 07:08:30.663] [TST]: Adding Lazer [LOG 07:08:30.664] [TST]: Finding Camera Transforms [LOG 07:08:30.667] [TST]: Finding Animation Object [LOG 07:08:30.668] [TST]: Adding Input Callback [LOG 07:08:30.669] [TST]: Added Input Callback [LOG 07:08:30.744] [TST]: Setting up cameras [LOG 07:08:30.745] [TST]: Setting Up Render Texture [LOG 07:08:30.747] [TST]: Finish Setting Up Render Texture [LOG 07:08:30.749] [TST]: Camera setup complete If I use the chemcam and controls before detaching all works... soon as I detach the rover and switch to it.. nothing... Noticed the above does not appear in the log again after I detach or switch vehicles.
  11. I have the same problem. Can store the processors and gyros in the KAS storage containers. But cannot take them out of the containers. I have a processor mount installed. I removed the old processor. But can't take a new one out of KAS container to install it. Someone please help? The KAS DLL fix worked for me.
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