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Everything posted by linuxgurugamer
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I realized I never posted. Here is the code to find the furthest point: // Following method from Unity forum: // https://forum.unity.com/threads/how-to-find-a-point-in-a-collider-farthest-from-a-given-position-reversed-closestpointonbounds.344122/ Vector3 GetFurthestPointOnBounds(Collider boxCollider, Vector3d myVector) { List<Vector3> vertexPoints = new List<Vector3>(); //BoxCollider boxCollider = gameObject.GetComponent<BoxCollider>(); vertexPoints.Add(boxCollider.bounds.max); vertexPoints.Add(boxCollider.bounds.min); vertexPoints.Add(new Vector3(boxCollider.bounds.max.x, boxCollider.bounds.max.y, boxCollider.bounds.min.z)); vertexPoints.Add(new Vector3(boxCollider.bounds.max.x, boxCollider.bounds.min.y, boxCollider.bounds.min.z)); vertexPoints.Add(new Vector3(boxCollider.bounds.max.x, boxCollider.bounds.min.y, boxCollider.bounds.max.z)); vertexPoints.Add(new Vector3(boxCollider.bounds.min.x, boxCollider.bounds.min.y, boxCollider.bounds.max.z)); vertexPoints.Add(new Vector3(boxCollider.bounds.min.x, boxCollider.bounds.max.y, boxCollider.bounds.max.z)); vertexPoints.Add(new Vector3(boxCollider.bounds.min.x, boxCollider.bounds.max.y, boxCollider.bounds.min.z)); int maxDistanceVector = 0; float distance = 0; Vector3 getCollisionPoint = boxCollider.ClosestPointOnBounds(myVector); for (int i = 0; i < vertexPoints.Count; i++) { if (i == 0) { distance = Vector3.Distance(getCollisionPoint, vertexPoints[i]); maxDistanceVector = 0; } else { float newDistance = Vector3.Distance(getCollisionPoint, vertexPoints[i]); if (distance < newDistance) { distance = newDistance; maxDistanceVector = i; } } } //Debug.Log("Farest away point of box collider from vector: " + vertexPoints[maxDistanceVector]); return vertexPoints[maxDistanceVector]; }
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Does mini AVC spam the log for anyone else?
linuxgurugamer replied to kerbodog's topic in KSP1 Mods Discussions
Install ZeroMiniAVC. -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] Part Wizard Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@Renfrew this fixes your problem New release, 1.3.8.2 Removed toggle for the KSP stock toolbar (obsolete, not used) Fixed sort by name to avoid order being changed when sorting by adding persistentid to title -
Originally written by @Whitecat106, this mod introduces the idea of decaying orbits. Original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/116818-1 Adopted by @Papa_Joe, he compiled it for a later version of KSP (1.4), thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/175618-1 I've adopted it, fixed a lot of bugs (see list below), and am continuing it now. What does it do? On rails and off rails orbital decay for any vessel around any celestial body, this decay is determined by various factors, such as atmospheric drag, radiation pressure drag and more! Estimated impact times are given for each vessel. Station Keeping for active and non active vessels. Supports all KSP Resources. UI interface for predicted decay times and vessel information. The above work during time-warp! Known Incompatibilities: (Major, Minor) - RSS Extrasolar - Sagitarius A* causes problems with the coding of the mod, use at your own risk. Similarly other 'galactic core mods' may cause problems - To be fixed in 1.6.0 - Mechjeb autopilot can fail when nearly reaching a set altitude due to drag reducing the actual altitude - Fix in 1.6.0, other autopilot mods may be effected. Note: This mod now has dependencies: Click Through Blocker ToolbarController SpaceTuxLibrary Solar Cycle Simulator Current in BETA, availability: Source: https://github.com/linuxgurugamer/OrbitalDecay Download: https://github.com/linuxgurugamer/OrbitalDecay/releases/tag/1.7.0.3 License: CC-BY-NC-SA 3.0 Will be available in CKAN when full release
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[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
Actually, it does appear that it gets the mass of the vehicle, see the VesselData.cs, line 355.: https://github.com/linuxgurugamer/OrbitalDecay/blob/e0d4a511aeaf66c88e94bfa128e9009771d345de/OrbitalDecay/VesselData.cs#L355-L376 It also calculates the vessel area, see, same file, line 261-295 https://github.com/linuxgurugamer/OrbitalDecay/blob/e0d4a511aeaf66c88e94bfa128e9009771d345de/OrbitalDecay/VesselData.cs#L261-L295 -
[1.4.x] Solar Cycle Simulator Recycled! v1.1.0.1, 4 Jun 2018
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
Hi all, I've adopted this, new thread is here: -
Originally written by @Whitecat106, then updated by @Papa_Joe, I've taken this under my wing in order to support the Orbital Decay mod I'm also adopting. @Papa_Joe's thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/175617-* @Whitecat106's thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/138281-1 Note: This mod now has dependencies: Click Through Blocker ToolbarController This plugin simply generates and tracks the constantly changing solar cycles of the sun, this can be used in conjunction with RSS or a Stock game. This however is more of a tool for modders than an actual plugin, installed on its own it will simply track and display information on the solar cycle in the Tracking Station, but together with some programming skills a mod maker could create accurate (realistic) solar flare, coronal mass ejection, solar storm or other interesting solar activity based plugins. For Players: Simply download the pack and install the GameData folder into your GameData directory; remember this does not add much apart from a small tracking station UI! (It is also a dependency of Orbital Decay). For Mod Makers: Download the pack from the link above and install into your GameData directory, remember that this pack will be a dependency of any mods you create using it, so ensure you provide a link to this page for the latest release. You can include the latest version of this plugin as a reference in your C# development project, from this you will be able to access the following functions: (limited at the moment I know, but bear with me and I will add some more!) The following can be retrieved by using for example: SCSManager.FetchCurrentF107() or SCSManager.FetchCurrentAp() Here are the available functions: Availability Source: https://github.com/linuxgurugamer/SolarCycleSimulator Download:https://github.com/linuxgurugamer/SolarCycleSimulator/releases License: CC-BY-NC-SA 3.0 Available via CKAN
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Poll on Multi-Window support
linuxgurugamer replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Yes, much better. Now it's mostly positive. I'd like to compliment you on this thread. I had been planning on posting in the previous one, suggesting that you do exactly what you are doing here. Just keep in mind that this is a very unscientific poll, meaning that people who will answer it will most likely have fairly strong feelings either for or against. When you post it, I'll make a point to mention it when I stream and ask people to go answer it, hopefully that will help get more answers -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, where did you get the data from? Was it copied from a stock part, and if so, which one? -
Poll on Multi-Window support
linuxgurugamer replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
No, you are reading it wrong. You should not ask if someone does not want a feature to be in a game. Only ask question about would they want a feature. There can be three answers to this question: 1. Do you want for the game to have multi-window support (multiple independent windows on the desktop) Yes No No opinion The next question could be: 2. Assuming that there was multi-monitor support in the game, would you use it? Yes Maybe No Notice that these questions do not imply anything, and are not leading the person to answer in a particular way. My words: do not contradict what I just listed above. The questions are asking positive, and are not leading the person to an answer. -
Poll on Multi-Window support
linuxgurugamer replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
I feel that this question is inherently biased. IMHO, you should confine the poll to the desirability of the feature only, and if the person would use it. Anything else will add bias -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Can you explain why you renamed the drill? -
Poll on multi-monitor support
linuxgurugamer replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Why even ask that? It is irrelevant to the main question. You are asking two questions in one entry, which gives the impression of bias, even if not intended As soon as you say "I hope", you are admitting that the question is vague leaving the answers to be interpreted in ways you may not have intended -
Poll on multi-monitor support
linuxgurugamer replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Well, the third option is very negative, and that in and of itself can create bias. The second question could have been phrased better. First off, there is no need to ask if someone wants a feature to be in the game. There are always going to be lots of features, some of which various people will never use. A better phrasing might be: Assuming that there was multi-monitor support in the game, would you use it? Yes No And frankly, you left stuff out. Multi-monitor support is merely one aspect of multiple windows. If a game or program has multiple windows, then it automatically has multi-monitor support. And I can see someone wanting to have multiple windows on a single screen. -
[1.12.x] Maneuver Node Splitter
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.8.0.2 Fixed missing icon for the toolbar buttons -
[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
I'm working on updating it. Oddly enough, I found stuff in it which would have never worked, I'm wondering if I got an intermediate version. I'm also going to merge the SolarCycleSimulator with this, it will have it's own DLL, but a single distribution, since I'm not aware of any other mod which uses it -
[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
Principia is a total replacement of the physics in KSP. As such it does not "compete" with this one at all. It does a whole lot more, but comes with stability issues which most people won't want to deal with -
Use Cygwin
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What was the heaviest payload that you launched to orbit?
linuxgurugamer replied to AHHans's topic in KSP1 Discussion
Stock plus mod, I did the Retro Solar Rescue challenge. Two launchers, the smaller was about 5,500 tons, the larger was about 20,000 tons. Total delta V in orbit when the two parts were docked was about 60,000 dV. Rescue 1: Here are the Imgur albums showing the whole mission: Launch of Rescue 1 https://imgur.com/gallery/5s5wc Launch of Rescue 2, crew cabin and docking: https://imgur.com/gallery/KwbAe Main mission, from orbit to splashdown: https://imgur.com/gallery/9Q7ml -
Offhand, if the mod is reporting 144.78, then you are doing 144.78. Can you really tell if the monitor or videocard is exactly at 144FPS? Is it possible that something is slightly out of spec by about 1/2 of 1%? I'll add a simple check for above 60fps, it makes sense New release, 0.2.3 Adjusted display of the FPS: FPS > 60 now get rounded to nearest integer FPS<= 60 get rounded to nearest 2 decimal places Disabled the logging