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KSP2 Release Notes
Everything posted by linuxgurugamer
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I never said there were no other solutions. In fact, the dev team for KSP2 has stated that they are working on improving the available tools. Just don't expect a full autopilot like Mechjeb
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[1.2-1.7] Blender (2.83+) .mu import/export addon
linuxgurugamer replied to taniwha's topic in KSP1 Tools and Applications
Probably in the OP -
Nice image. Most likely there will NOT be black holes..
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They did say that they wanted to improve that aspect, sx o it might be best to wait and see
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And sometimes, something which seems simple to you is really quite complex, to the point that it's not worth doing. This , IMHO, is one of those things
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[1.2-1.7] Blender (2.83+) .mu import/export addon
linuxgurugamer replied to taniwha's topic in KSP1 Tools and Applications
yes, as long as you do it correctly -
[1.2-1.7] Blender (2.83+) .mu import/export addon
linuxgurugamer replied to taniwha's topic in KSP1 Tools and Applications
Did you specify the GameData directory in the settings for the plugin? -
Then you'd better prepare yourself for disappointment, it's going to be there.
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Huh? Where do you get that from? The phrase "it's the basis of the game" doesn't need playtime to know it's true, since KSP2 is a sequel to KSP1
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Very helpful, thanks So all I need (for now) is to get the correct targetOrientation for each of the various autopilot modes, including a maneuver node I got the maneuver node angle working. Regarding the Vector3.Angle, it's not obvious whether the vessel is pointing close to the node or in the opposite direction. I think I can live without it, but would like to know if there was a way to get a full 0 (pointing straight at th etarget orientation) to 180 (pointing away from the target orientation) I though I had it working, but it's not perfect. This seems to be somewhat working: Vector3 currentOrientation = FlightGlobals.ActiveVessel.ReferenceTransform.up; //up is foward Vector3 targetOrientation = //your desired direction manNode.nodeRotation.eulerAngles; manNode.nodeRotation.ToAngleAxis(out float angle2, out targetOrientation); float angle = Vector3.Angle(currentOrientation, targetOrientation); GUILayout.Label("Angle to node: "); GUILayout.TextField(angle.ToString("F2")); When pointing to the maneuver node, the angle is 90. when pointing directly away from the maneuver node, the angle is 90 Anywhere else, it's very odd and not consistent
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Detect Revert to Launch
linuxgurugamer replied to Teilnehmer's topic in KSP1 C# Plugin Development Help and Support
Take a look at KRASH -
I need to be able to know how far off a vessel is pointing from what one of the modes (selectable). For example, I would need to know how far off a vessel is from pointing Prograde, and also, would be nice to be able to get the rate at which the vessel is changing orientation. I believe this would need Quaternions, which I really don't understand :-( Good news (for me) is that I just need to know how far off it is, doesn't really matter which direction it is off in. Any help would be appreciated. I found this code, which I think may be part of what's needed. It seems to get the angles for pitch, yaw and roll of the vessel, I believe that if I can get the same for the desired direction, then it's a simple matter of subtraction. private Quaternion updateHeadingPitchRollField (Vessel v) { Vector3d CoM, north, up; Quaternion rotationSurface; CoM = v.CoM; up = (CoM - v.mainBody.position).normalized; north = Vector3d.Exclude(up, (v.mainBody.position + v.mainBody.transform.up * (float)v.mainBody.Radius) - CoM).normalized; rotationSurface = Quaternion.LookRotation(north, up); return Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(v.GetTransform().rotation) * rotationSurface); } Quaternion attitude = updateHeadingPitchRollField(ActiveVessel); float pitch = (float) ((attitude.eulerAngles.x > 180) ? (360.0 - attitude.eulerAngles.x) : -attitude.eulerAngles.x); float yaw = (float) attitude.eulerAngles.y; float roll = (float) ((attitude.eulerAngles.z > 180) ? (attitude.eulerAngles.z - 360.0) : attitude.eulerAngles.z);
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
Just ran into the discovered undiscovered body locking up space center last night. Also the Research Bodies not working in space. This post helped fix it: -
[1.12.x] NavBallTextureChanger Updated, now with UI
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Just changes the texture -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
linuxgurugamer replied to TriggerAu's topic in KSP1 Mod Releases
First mistake is not providing a log file. No help can be provided without it, we aren’t mind readers -
[1.12.x] NavBallTextureChanger Updated, now with UI
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I released a small update, both to fix a CKAN issue and add this. 2.0.0.7 is now available both on Spacedock and via CKAN -
[1.12.x] NavBallTextureChanger Updated, now with UI
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
why? -
[1.12.x] NavBallTextureChanger Updated, now with UI
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Release, 2.0.0.6 Added skin from forum user @OrdinaryKerman Available via CKAN soon -
AutoManeuver Mod Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
I added staging as an action -
[1.12.x] NavBallTextureChanger Updated, now with UI
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Adding now, thank you