X52
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Everything posted by X52
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Hi, I know reentry heating is not in the game yet, so this is a low priority thing, but I think it would be really nice to be able to enable heat shields for most parts. Basic Idea: A part switch for wings, tanks, landing legs, plane command pots, cargo bays, etc., wich can switch between no heat shield, a heat shield on the bottom side or a heat shield all around the part. This could be shown on the parts using a texture change. Additionally it should effect weight. An ablator slider would also be nice. Why this would be cool: This feature would make building of space planes and starships like reentry vehicle less tedious without the need of adding a lot of parts to your craft. Afterthoughts: This could be further extendable with a selector for different kind of heat shields with different advantages and disadvantages that could be acquired at different stages in the tech tree. But I digress
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Hi, accidentally put my thread into Add-on Development instead of Add-on Development/General Mod Development Help and Support Thread to be moved: to: https://forum.kerbalspaceprogram.com/index.php?/forum/104-general-mod-development-help-and-support/ Could someone please move it? Thanks and sorry for the hassle.
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I tried to modify the custom_axes values of the control state in multiple ways, but I couldn't find a way that applies it in game. Things I tried: FlightGlobals.ActiveVessel.ctrlState.custom_axes[0] = 0.33f; With OnFlyByWire attached to FlightGlobals.ActiveVessel.OnFlyByWire: OnFlyByWire(FlightCtrlState state){ state.custom_axes[0] = 0.33f; } and also FlightCtrlState state = new FlightCtrlState(new float[4]{ 0.2f, 0.2f, 0.2f, 0.2f}); FlightGlobals.ActiveVessel.SetControlState(state); sadly, none of these work. Is there another way to do this? edit: I found a workaround for this: AxisGroupsModule axisModule = FlightGlobals.ActiveVessel.FindVesselModuleImplementing<AxisGroupsModule>(); axisModule.SetAxisGroup(KSPAxisGroup.Custom01, value1); axisModule.SetAxisGroup(KSPAxisGroup.Custom02, value2); axisModule.SetAxisGroup(KSPAxisGroup.Custom03, value3); axisModule.SetAxisGroup(KSPAxisGroup.Custom04, value4); (value1 to value2 are floats containing the axis value) If someone knows a better way, please notify me
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As far as I could find out, all that would be needed for Kerbalism support is expanding the module of the engine and the fuel tanks with this: MODULE { name = Emitter radiation = rads/s } where rads/s should be replaced with the amount of radiation emitted in rads/s The only tricky part, would be to adjust it so that it is dependent on the amount of fuel in the tanks and only the engine only emits a much when it is firing (I don't know how to do this)(also I have no idea how much radiation it should produce).
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Hi, currently, some incompatible mods are not listed as incompatible in CKAN but show a notification in game ([x]Science! for example). It would be nice to list them in CKAN if that is not a big hassle. I also have a question about a possible additional feature: Is something like orbital decay planed? I think it would be really interesting and could also add functionalities like an action that is triggered when the orbit falls under a user specified height. Then it could automatically spend remaining fuel (RCS or current active Engines specified by user) to remain in the desired orbit (until fuel is empty of course) I totally understand if this is out of scope. If it is a possibility to add this, I would also be interested in contributing. Really love this mod by the way!
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[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
X52 replied to sarbian's topic in KSP1 Mod Releases
Hi, I have a KSP Install with many mods and get the following error when I reenter the atmosphere (of Kerbin): [ERR 10:25:04.090] TimingFI threw during Update: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[OcclusionData].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusionConvection () [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at FlightIntegrator.Update () [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.TimedUpdate () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at TimingFI.Update () [0x00000] in <filename unknown>:0 The complete log can be found here: https://drive.google.com/open?id=15D4SvmYpFGMqv6te87wgaiPRrCvqUn1_ (it was to big for pastebin) When entering the atmosphere, the craft begins to wobble (every polygon not only the connections between parts) and doesnt respond to drag or gravity anymore. I hope someone here can point me in the right direction to find the origin of this error. Maybe an incompatible mod? I posted this here because ModularFlightIntegrator was the only clue i could find in the log that was directly related to the problem. -
Hi everyone, I try to understand the Camera System in KSP and hope I can get help here. Is it possible to correctly Render everything (all the Layers with Objects that are Visible on screen except the UI) with a single Camera? And If not, how would I do it with multiple Cameras. Currently when I create a Camera and set the render Layers like this: camera.cullingMask = (1 << 0) | (1 << 4) | (1 << 9) | (1 << 10) | (1 << 15) | (1 << 16) | (1 << 18) | (1 << 20) | (1 << 23); Then the Cockpit Interior is not correctly rotated and the sky is just a blue Square over the ship. also, I have the problem that if I copy a camera other than the main Camera the game crashes after a view seconds. Would be nice If someone could point me in the Right direction. Edit: With two Cameras I can Render the sky correctly, but I can't rotate the sky camera without the sky turning into a small blue square. I can rotate the sky itself by setting ScaledSpace.transform but it behaves really odd (the rotation speeds are faster than I would expect them to be and I don't know how to scale them correctly)
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I'm trying to set up Xamarin Studio for my first plugin. It seems the wiki entries about this are out-of-date because they say I should install monodevelop which I could't find for windows. (I want to develop on Linux and windows so an IDE which works on both would be nice) The wiki says I should set the target framework to .net 3.5 but I can't find this in Xamarin. I can compile the solution but when I put the .dll into ksp I get this error: [EXC 09:29:39.878] FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. I don't know what to do and could't find something in the wiki or the forums. I hope someone can help me.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
X52 replied to Ven's topic in KSP1 Mod Development
Love this mod, and I´m currently starting to mod the new KSP version. Is it working in 1.2.1 or should I wait? -
If DMP is just updating positions, than that would explain the lag i mentioned. Best way of achieving a smooth multiplayer experience is not only updating position, but also speed vectors (and in case of KSP acceleration vectors) and letting the client interpolate until the next update from server arrives. This way a single package is bigger, but the game feels smooth between packets. UDP is much faster because there is not so much handshaking going on, the down side is packets can get lost. This would be no problem for vessel locations, but for login and other data that has to be reliable TCP is the Protocol of choice. That´s the reason some games use both in combination.
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Is it normal that crafts of other players are lagging or can i do something about it? I tried to set up a Server in my local Network and everyone is jumping around (testet it with 2 and 3 players all on local network). I never used DMP before so i don´t know if this is normal or if some settings have to be changed.
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[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
X52 replied to sarbian's topic in KSP1 Mod Releases
Thanks! It works! you do a great job, thanks a lot! -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
X52 replied to sarbian's topic in KSP1 Mod Releases
here is my output_log using 2.4.4.0: http://www.file-upload.net/download-9587746/output_log.txt.html -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
X52 replied to sarbian's topic in KSP1 Mod Releases
here is my output_log: http://www.file-upload.net/download-9582014/output_log.txt.html i found this for example: NullReferenceException: Object reference not set to an instance of an object at SmokeScreen.SmokeScreenUI.OnDestroy () [0x00000] in <filename unknown>:0 -
i found this: NullReferenceException: Object reference not set to an instance of an object at SmokeScreen.SmokeScreenUI.OnDestroy () [0x00000] in <filename unknown>:0 and: NullReferenceException: Object reference not set to an instance of an object at ModelMultiParticlePersistFX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at EffectList.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.SaveEffects (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0 at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0 at Vessel.Load () [0x00000] in <filename unknown>:0 at Vessel.MakeActive () [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0 i uploaded the complete log here: http://www.file-upload.net/download-9582014/output_log.txt.html
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[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
X52 replied to sarbian's topic in KSP1 Mod Releases
it happens with every ship, as long as i use a non-stock engine. i´m using 32bit ksp and only have B9 Aerospace | Release 5.2.3 installed. -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
X52 replied to sarbian's topic in KSP1 Mod Releases
Hi, i already mentioned it in the B9 Threat, but i have a problem caused by smokescreen. If i stat a ship from vab its OK, but after i switched vessel or switched to space center and back to the vessel, it´s invisible except of the engine. the Ship is not controllable and no kerbals are showing. if i remove smokescreen, it works fine. what should i do? -
Because of my disappearing ships: i looked in the debug console and found the following errors: 3 times: [Exception]: NullReferenceException: Object reference not set to an instance of an object and one time: [Log]: SmokeScreenConfig could not load config It is definitely Smokescreen that is causing my invisible ship problem. if i remove the smokescreen folder everything works fine. But i don´t know what type of problems could occur without SmokeScreen. I hope someone can help me.
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I have a strange bug, hope you can help me: When i construct a ship and start it, everything is fine. When i switch the vessel or reload the game (or switch to space center and back) only the engine of the vessel is left, and i cant throttle up or down. on map view the orbit is in gray instead of blue and i cant switch vessel until i go back to space center. it only happens when using b9 parts on the vessel. If i use sock only (but whit the mod installed) everything is fine. I used a clean install and only installed B9 (i use 32bit KSP)
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