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wasml
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Everything posted by wasml
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I'm trying to write a module that will enable or disable another PartModule in code. I've found a number of likely looking candidates and tried each of them without success. If anyone can point me in the right direction I would greatly appreciate it. So far this is what I've tried: I feed in the module index (like the wheel modules do) and have verified it's accessing the correct module (ModuleSAS in this case) // Get the modules on the part in OnStart PartModule[] modules = GetComponentsInParent<PartModule>(); // Save a reference to the module so we don't have to find it each time targetModule = modules[targetModuleIndex]; // And one by one I tried the following targetModule.isEnabled = false; targetModule.moduleIsEnabled = false; targetModule.enabled = false; targetModule.part.State = PartStates.DEACTIVATED; targetModule.part.enabled = false; targetModule.part.deactivate(); I've tried fetching the module list each time and directly setting the fields instead of storing it in targetModule: modules[targetModuleIndex].isEnabled = false; I've verified that when I set one of the enabled/state fields that it remains set when I reload the module list. Instead of disabling the component I've used RemoveComponent to completely remove the component – the module is back when I reload the list. In all cases the toggle SAS button remains in the right click menu and I'm able to toggle the SAS between active and inactive despite setting the various enables/states to off. Any insights/clues/suggestions appreciated.
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Unless you're already familiar with the 3D model -> Unity -> Ksp I would start with something very simple like a fuel tank just to get familiar with the tools and with what goes where. After that I would agree with the advice I've seen from a number of modders - do what interests you. Make things for yourself. Of course some things are more challenging than others with fuel tanks occupying the easiest end and (at least in my opinion) wheels and retractable landing gear the hardest end of things. Enjoy!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
wasml replied to Thomas P.'s topic in KSP1 Mod Releases
@FreeThinker I had some success a few versions back when solar panels were broken. Made a small mod that took the vessels CelestialBody (variable name may be wrong) and iterated up the chain of parents until encountering one with a temperature greater than an arbitrary value (think I used the temp of the smallest red dwarf). Haven't looked at this in a long time but here's the original post. -
The frame seems a bit wide to me - I'd make the cells a bit wider or shrink the frame a bit (says the modder with the artistic skills of a low land gorilla)
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ModuleProceduralFairing problems [Solved]
wasml replied to wasml's topic in KSP1 Modelling and Texturing Discussion
@xEvilReeperx You got it! I had an Icon transform with the Icon_Only tag holding the meshes I didn't want to appear outside of the thumbnail followed by the stack nodes - I removed the stack nodes in blender and re-added higher up in Unity and it works as advertised now. Thanks! -
Advanced tweakables is one of the first things I turn on in a new install - I forget that I have it on and that other may not - thanks for clarifying.
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I wrote a small plugin some time ago to play with buoyancy without doing the whole test/reload/test thing. Minimal testing shows it works in 1.4.3 after a recompile. The intent was to be able to adjust buoyancy until I found the value I wanted - then I would write the value down and and make a config file change as SpannerMonkey(smce) mentioned above. You're welcome to use if you want (I did mention it's received minimal testing right?). To use: 1) Download here - you want the buoyancy _143.zip file (obvious now but I may add others later) 2) Merge the included GameData folder into your test install 3) Edit the GameData\BuoyancyTest\Patch.cfg to patch your part - just replace the "mk1-3pod" in the first line with the in game part name of the part you want to tune 4) Put you part in the water and right click on it - there should be a slider labeled "buoyancy" - adjust to your liking 5) Remember the adjusted value and add the "buoyancy = <your value here>" in the parts config file. Source code in included and License is MIT.
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In the editor the right click menu for decouplers and a few other staged parts (fairings?) allows you to turn off staging.
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ModuleProceduralFairing problems [Solved]
wasml replied to wasml's topic in KSP1 Modelling and Texturing Discussion
Update: the "pivot" config parameter adjusts the position where the fairing starts while "fairingNode" appears to be required but has no obvious effect. Meanwhile I found the Icon_Only tag on the stock fairings as suspected but whenever I include the tag anywhere in my model it fails to show in game - with the following error in the log: [LOG 11:24:52.080] PartLoader: Compiling Part 'Templates/Parts/Fairing/Fairing/Template.Fairing' [ERR 11:24:52.090] PartLoader: Encountered exception during compilation. UnityEngine.UnityException: Transform child out of bounds at (wrapper managed-to-native) UnityEngine.Transform:GetChild (int) at PartLoader.StripTaggedTransforms (UnityEngine.Transform root, System.String tag) [0x00000] in <filename unknown>:0 at PartLoader.StripTaggedTransforms (UnityEngine.Transform root, System.String tag) [0x00000] in <filename unknown>:0 at PartLoader.StripTaggedTransforms (UnityEngine.Transform root, System.String tag) [0x00000] in <filename unknown>:0 at PartLoader.StripTaggedTransforms (UnityEngine.Transform root, System.String tag) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [ERR 11:24:52.090] PartCompiler: Cannot compile part Simply removing the tag and rewriting the .mu file corrects the problem - the part shows up in game. I'm using Unity 2017.1.3 and removed part tools and reinstalled PartTools_AssetBundles_14x.unitypackage just to make sure I wasn't using the old part tools. Imported a stock fairing and my fairing in Blender and toggled between them while watching the tags in the property window to make sure there wasn't a capitalization or underscore problem - didn't see any difference. Does anyone know of any gotcha's or have any other ideas that I might try? -
Had a chance to play with this a little bit today - nice mod! Two things I noticed (I realize this is alpha and you may be aware of these but I'll toss them out in case they slipped by) 1) All your modular wings have the same mass (0.78) 2) Both the 8 and 12 passenger sections are the same model - would have expected the 12 to be longer than the 8 I really like the way you did the surface mount tanks so they look like the wing/fuselage/landing gear area of a passenger plane. I'll be watching with interest to see where you take this mod - and thanks for sharing it with us!
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Just tested to be sure - the nodes appear to be for building the craft and are "fixed" at launch - in other words the parts stay where they were placed. You can verify this easily enough - just start a test game, launch a craft using this patch, exit the game, remove the patch and relaunch the game. On the other hand if this were a custom part you would lose the entire craft if the custom part was removed. So this is even better than a custom part! Take a look at the Module Manager Wiki - it might be a bit intimidating at first but once you mod a few parts you'll get the hang of it (and probably soon be spending more time modding parts than actually playing the game)
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If I understand you correctly - at least the extra nodes should be doable with a ModuleManager patch. Just tested this and it adds four bottom nodes to the stock 2.5 service bay: @PART[ServiceBay_250] { // Position Direction // X Y Z X Y Z NodeSize node_stack_n1 = 0.6, -0.5, -0.6, 0.0, 1.0, 0.0, 1 node_stack_n2 = 0.6, -0.5, 0.6, 0.0, 1.0, 0.0, 1 node_stack_n3 = -0.6, -0.5, 0.6, 0.0, 1.0, 0.0, 1 node_stack_n4 = -0.6, -0.5, -0.6, 0.0, 1.0, 0.0, 1 } This could use a bit of tweaking and a set of top nodes but they would be a duplicate of these nodes with a +Y position and a -Y direction. If you want to fiddle with this - the first three numbers for each node are the X,Y,Z position and the second three the node attach direction. If you do change something you'll need to either exit KSP and reload or, in the space center scene press Alt F11 and reload the database. A more complex solution would be to use the truss system to add the nodes but this would require a model for the truss and considerably more config changes.
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Some good info scattered throughout this thread: https://forum.kerbalspaceprogram.com/index.php?/topic/106610-drag-cubes/
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Added a wheel. After struggling with landing gear and then fairings and not getting anything usable the wheel went together surprisingly easy. Saw a new tutorial for landing gear by Eleusis La Arwall - I'll give it a shot as soon as I can find some time. As always if someone see anything that's not right or could be clearer please let me know.
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I'm trying to make a new fairing part and have run into two problems: What do I do to make the shell in the thumbnail not show up when the part is placed? - sort opposite of the engine fairing. To elaborate – the stock fairings have a bright white default shell in addition to the fairing base in the editor thumbnail but when the part is added to a ship the default shell is not displayed – only the procedural shell. Found the Icon_Only tag - Part doesn't compile when I use it but I'm thinking this has to be it. ModuleProceduralFairing has a Public attribute “fairingNode” that looks like a good candidate for positioning the procedural fairing. So I made a part with a shellTransform positioned appropriately and sure enough – everything worked. Then, just to make sure I understood what was going on, I moved the shellTransform 1 meter to the left. When I got it in game there was a node 1 meter to the left as expected – but the procedural fairing still appeared in the original spot. I did have a top stack node at this point so I removed it – but the fairing still appears in the original spot??? I must be missing something because there should be nothing to tell KSP where to put the fairing. Any help with either of these two issues is appreciated. Edit: The config file: PART { name = Template.Fairing module = Part author = YourNameHere MODEL { model = Templates/Parts/Fairing/Fairing } scale = 1 rescaleFactor = 1 NODE { name = BottomNode transform = StackBottom size = 1 method = FIXED_JOINT } NODE { name = Shell transform = shellTransform size = 1 method = FIXED_JOINT } fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = start entryCost = 1000 cost = 100 category = Payload subcategory = 0 title = Template fairing manufacturer = Kracken Snack Industries NLC description = Fairing Template attachRules = 1,0,1,1,0 mass = 0.05 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 2600 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size1 tags = aero )cap cargo cone contain drag fairing hollow inter nose payload protect rocket shroud stage (stor transport MODULE { name = ModuleProceduralFairing nSides = 32 nArcs = 2 // Default number of sides in editor nCollidersPerXSection = 8 TextureURL = KSI/Template/Parts/Template_UV panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 0.625 maxRadius = 2 capRadius = 0.2 snapThreshold = 0.1 xSectionHeightMin = 0.1 xSectionHeightMax = 3 edgeSlide = 0.15 edgeWarp = 0 noseTip = 0.7 UnitAreaMass = 0.01 UnitAreaCost = 6 // cost/sqr unit of paneling stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged fairingNode = Shell } }
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Help making attachment nodes
wasml replied to TheNarwhalArmy's topic in KSP1 C# Plugin Development Help and Support
I notice all your nodes have the attach direction along the positive Z axis. Try this: node_stack_right = 0.05, 0, 0, 1, 0, 0, 0 node_stack_left = -0.05, 0, 0, -1, 0, 0, 0 node_stack_back = 0, 0, 0.05, 0, 0, 1, 0 node_stack_front = 0, 0,-0.05, 0, 0, -1, 0 node_stack_top = 0, 0.05, 0, 0, 1, 0, 0 node_stack_bottom = 0,-0.05, 0, 0, -1, 0, 0 The first three numbers are the X, Y, and Z position of the nodes - the fourth through sixth numbers are the X, Y, and Z direction vector with the last number being the node size. And you can attach different sized nodes. -
Mod for specializing rcs thrusters? (disregard)
wasml replied to dafidge9898's topic in KSP1 Mods Discussions
On the stock RCS you can right click then click Show Actuation toggles - no mod needed. You'll need advanced tweakables enabled in the settings menu.- 1 reply
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I have some LT2 legs on a craft landed on the Mun - they'd blowup as soon as the physics finished easing in. Went to Alt-F12 under the cheat menu and turned off crash damage and haven't had problems since. Not ideal but I'm not going to lose my drill rig to a bug. PS. Like that picture RedeyePete.
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I can't speak to the contract side of things but for parts I would look at the stickies at the top of this forum - particularly the "Useful references for modding" sticky. Lots of info in the Modeling and texturing sub-forum - but you may need to do some digging. If you're using Blender/Gimp/Unity I'm in the process of creating a package for each general type of part with the complete Blender/Gimp/Unity files and some notes. Even if you're not using Blender and Gimp the Unity files and notes may be of some use. I would recommend starting with something simple like a fuel tank to figure out the 3D model -> Unity -> in-game flow before moving on to more complex parts.
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Mod possible? - Allow Engineers to adjust spring/damper settings
wasml replied to Jognt's topic in KSP1 Mods Discussions
The source code is required to be included with any mod listed here on the forums - after looking over Diazo's getting started thread I would recommend picking a small mod that does something you find interesting and studying the source. There's also the plugin help and support thread: https://forum.kerbalspaceprogram.com/index.php?/forum/29-plugin-development-help-and-support/ -
@Jiraiyah You can do this with MM now (actually since 1.0.5). Currently Squad uses "nodeType = size0" or "nodeType = size1" or "nodeType = size2" for their docking nodes. If you change that to "nodeType = size0,size1,size2" they should all dock to each other.
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Added Control surface, Radial decoupler, Engine (Simple and Gimbaled), Grappler and updated Parachute (attach node was positioned and oriented wrong) and docking port - added info. I've also uploaded the lights but they're not working properly - either the emissives work but the lights are on permanently or the emissives don't work and the lights toggle properly. If anyone can tell me what I'm doing wrong I would appreciate it. Some of these are 140 and some still 131 but they've all appear to work in 140.
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Found it:
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If you filter by cross section some (not all) of the old parts are available. Edit: I don't know how close to the old parts these are but: