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wasml

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Everything posted by wasml

  1. @Squishydoo Somewhere near the center of the SpaceDock page is a "Changelog" button - press that and you should see a list of previous versions, the KSP version they are for, and a download button for that version.
  2. My first guess would be that the model that your replacing the mainsail with has a different thrust transform name - the "thrustVectorTransformName = " in the config file. A good tool to find the internals of a model in game is:
  3. Have you seen Some - like wheels - outdated but many still useful. Bunch of tutorials about half way down - including some "Getting started" tutorials.
  4. Updated to both KSP 1.2.2 (v0.09) and 1.3.0 (v0.10) on Spacedock. I haven't had much time to test so downloaders beware - best to try in a temporary game to start.
  5. As HebaruSan mentioned you may not want colliders with your greeble - if greeble isn't physically significant (I think you can still do that with the PhysicsSignificance field in the cfg) it would reduce the processing load on the computer as it would be ignored when checking for collisions. If you haven't run across it yet there's a page with lots of info - some outdated (like wheel info) - but still lots of good stuff:
  6. A suggestion - a slider for intensity that would also impact electric usage, and range. And thanks for sharing these mods!
  7. OK - found the flicker problem (dumb mistake on my part) and it looks like I might get this working in 1.2.2 and 1.3.0 but still need to fix the particle hiding option. It may be the next weekend before I get either version up.
  8. Ah - forgot I had never made a 1.2.2 version - I'll give it a try this weekend and see what happens.
  9. I haven't installed this so don't know what state it's in - says it's in development:
  10. @Darth Jeb I had attempted to update this when 1.3.0 first came out and got it to where it worked most of the time but would sometimes reappear for a single frame - like once or twice per second. This sort of ruined the effect and I have no idea where to start looking for a solution. I'll see if I can take another look after 1.3.1 drops (in the off chance that what ever broke it gets changed again) but don't hold your breath. Sorry the news isn't more promising.
  11. After examining the code for Hangar and ELP I managed to get the following working: public void LaunchEvent() { uint flightID = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState); ConfigNode[] partNodes = new ConfigNode[1]; partNodes[0] = ProtoVessel.CreatePartNode("KSI.FlareA", flightID, null); ConfigNode[] additionalNodes = new ConfigNode[0]; ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode("Flare", VesselType.Probe, part.vessel.GetCurrentOrbit(), 0, partNodes, additionalNodes); protoVesselNode.SetValue("lon", vessel.mainBody.GetLongitude(launchPoint.position)); protoVesselNode.SetValue("lat", vessel.mainBody.GetLatitude(launchPoint.position)); protoVesselNode.SetValue("alt", vessel.mainBody.GetAltitude(launchPoint.position)); ProtoVessel protoVessel = HighLogic.CurrentGame.AddVessel(protoVesselNode); flare = protoVessel.vesselRef; if (flare != null) { flare.Load(); StartCoroutine("Spawn"); } } IEnumerator Spawn() { if ((flare.Parts[0] != null) && (flare.Parts[0].Rigidbody != null)) { flare.Parts[0].Rigidbody.isKinematic = true; } while ((flare.packed) && (flare.acceleration.magnitude == 0)) { flare.SetPosition(launchPoint.position); yield return null; } flare.SetWorldVelocity(launchPoint.up * velocity); flare.GoOffRails(); flare.IgnoreGForces(250); } This would create a vessel from a part named "KSI.FlareA". Notes: 1) this is a single part that gets created as a vessel 2) some of the lines may not be needed - got here by trial and error (lots of error) 3) it wasn't crashing the game but I didn't leave the game up very long - use at your own risk!
  12. Educated guess here but you might try looking into Finite State Machines (FSM) - I could see a FSM being used on a docking port with states like Docked, Undocking, Undocked, and Docking. the FSM could then be setup to keep the state from transitioning from Undocking back to Docked without first going through the Undocked and Docking states.
  13. Wow! Detail looks nice - I agree a little color to break up the gray would work. Reactor from Oct, Nov posts looks good too.
  14. Been awhile since I did this and I don't remember what I did but I would try going to Assets | Import Package | Custom Package and selecting the PartTools_AssetBundles_130.unitypackage file - then importing the lot.
  15. I think your going to have further problems as you'll need Unity to get the part into the game and Unity makes Blender look small - looking at one of the old 4.X Unity installs and it's over a gig.
  16. Unless I'm way off base Unity doesn't output a Dll. Here's a link to a tutorial - part way down is a section on outputting from Unity and connecting up in code.
  17. Great idea! One suggestion - add a version or "last updated" date (or both) to the header - will make it easier for followers to know when you have a new version out. Thanks for sharing this - I look forward to seeing where you go with this.
  18. By forum rules all mods with plugins here must include the source - locate one or more in the addon release section that have features you want and you can download the source. There's also a thread specifically for moders looking for help: Good luck with your mod! Edit: forgot to mention - this is still a good source of info:
  19. The All Rights Reserved license prevents an update unless someone can contact the author (last logged on Jan 2016) and get permission. The only other option would be a build from the ground up.
  20. There's a "explosiveNodeID" that needs to be set but Squad just uses the top node. If you're going to eject in a different direction (place?) than the top node z axis is pointing you'll need to add a transform.
  21. That's how I did it and I believe they were working - been awhile. A old but good source of info Wheel info is outdated but a lot of the other stuff is still good.
  22. New to this too so may be off base here but the standard KSP shader in Unity KSP/Diffuse only has a spot for the texture - if you chose a different shader (not sure which one - try one with Bumped in it as Kurld suggested) you may see two spots for textures- one the color and the other the normals. I think the normal needs to be in a different format too - DXT5nm? The positioning of the bumps should use the same UV mapping as the texture.
  23. Made a ladder in the past that worked using a link from this page far enough in the past that I don't remember any specifics so can't point you in the right direction other than the ladder info on that page. Note: Wheel info is out of date but most of the other stuff is still relevant.
  24. Your best bet would be to scan the log file for the name of the part (SDHI_Compatible_Adapter1) - it will often give you a clue as to what went wrong/wasn't found.
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