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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Each one by itself, no, but all of them put together, yes Then I think that I will provide a set of configs to provide a set of larger parts, but only if TS is not installed. I had to make some changes to accomodate the new parts, they are really nice, but are much longer than the original, so the mod wan't doing a good job with them. Right now I'm wrestling with a really strange problem: Any ideas? I need to get this solved. This is needed to find the closest vessel, needed to arm, but took me a long time to realize I was getting bad data from KSP
  2. This is now out of beta. I did not include the Nuclear Jet Engine from Atomic Age No changes from 1.3.0.1
  3. I'm hitting a strange issue with this method. First, a bit of background: I'm updating the old NeatherdyneMassDriver mod. Now, one of the things it does when being armed (using a manual event) is to look at the entire FlightGlobals.Vessels list using this: for (int i = 0; i < FlightGlobals.Vessels.Count; i++) The code only looks at vessels which are loaded. The strange thing is that upon first runthrough of this after launching a vessel, the GetWorldPos3D returns wrong information, it's actually off by about 18m or so. I have to either do a Revert to Launch, or change scenes (not Mapview) and return, and then, when I try it again, the values are correct. Edit: a few other pieces of info: The vessel is landed It's been staged It's still attached to the ground via Launch Clamps Cycling through all the vessels in range doesn't change this In at least one case (a Kerbal on EVA), the initial reported position is only about 3.7m from the vessel which is on the launch pad, but this kerbal is standing on top of the SPH So, either I shouldn't be calling it when I do, which begs the question of what I should be using to get the current position, or there is something mildly wrong. Anybody have any ideas about this? Edit 2: More info: I added this event to the module: [KSPEvent(guiName = "Dump 3dWorldPos", guiActive = true)] void DumpAllWorldPos() { for (int i = 0; i < FlightGlobals.Vessels.Count; i++) { Log.Info(" vessel: " + FlightGlobals.Vessels[i].GetDisplayName() + ", GetWorldPos3D: " + FlightGlobals.Vessels[i].GetWorldPos3D()); } } Then I ran it This first data is right after scene entry (via Launch in VAB): NeatherdyneMassDriver: vessel: Ast. HSJ-227, GetWorldPos3D: [-1124879303.97714, -733815128.549169, -575230659.152941] NeatherdyneMassDriver: vessel: Bug-E Buggy, GetWorldPos3D: [985.913289922824, 591.861797130415, 1415.44591948658] NeatherdyneMassDriver: vessel: Ast. RGM-917, GetWorldPos3D: [-293479531.735809, 431907041.770186, 454418748.74671] NeatherdyneMassDriver: vessel: Ast. TMB-379, GetWorldPos3D: [-1023536652.28846, 218600335.368253, 403709979.216618] NeatherdyneMassDriver: vessel: Ast. HCD-748, GetWorldPos3D: [-152570086.523338, -127737266.158059, -60279170.0043015] NeatherdyneMassDriver: vessel: Ast. OER-301, GetWorldPos3D: [186115770.605457, 51428147.3947904, -5342574886.78443] NeatherdyneMassDriver: vessel: Ast. SFB-334, GetWorldPos3D: [-896989968.552023, 153602818.648187, -931489546.981206] NeatherdyneMassDriver: vessel: Ast. KNE-432, GetWorldPos3D: [-156166998.831367, -147138502.919713, -1135450874.30196] NeatherdyneMassDriver: vessel: Bug-E Buggy, GetWorldPos3D: [972.820820344182, 591.748435160849, 1396.5951393447] NeatherdyneMassDriver: vessel: #autoLOC_501174, GetWorldPos3D: [990.145519455868, 508.822024835369, 1430.04441930554] NeatherdyneMassDriver: vessel: Bob Kerman, GetWorldPos3D: [436.497802734375, 208.381652832031, 684.302307128906] NeatherdyneMassDriver: vessel: m1 Ship, GetWorldPos3D: [493338.263559453, 601047.624391597, -341130.058751659] NeatherdyneMassDriver: vessel: M3, GetWorldPos3D: [-11.8811203269019, -0.298791598763315, 8.25047809103551] Then I reverted to launch, and did it again: NeatherdyneMassDriver: vessel: Ast. HSJ-227, GetWorldPos3D: [-1140276075.97325, -733812912.308787, -544015357.766437] NeatherdyneMassDriver: vessel: Bug-E Buggy, GetWorldPos3D: [1031.74545127409, 592.166583143299, 1382.56478619274] NeatherdyneMassDriver: vessel: Ast. RGM-917, GetWorldPos3D: [-280847806.280659, 431904672.499405, 462329954.84738] NeatherdyneMassDriver: vessel: Ast. TMB-379, GetWorldPos3D: [-1012009919.0946, 218597987.064976, 431751248.705451] NeatherdyneMassDriver: vessel: Ast. HCD-748, GetWorldPos3D: [-154168133.004789, -127736440.106006, -56050102.0961084] NeatherdyneMassDriver: vessel: Ast. OER-301, GetWorldPos3D: [38935875.9285049, 51428088.1133079, -5345635726.95092] NeatherdyneMassDriver: vessel: Ast. SFB-334, GetWorldPos3D: [-922286462.306923, 153601919.06607, -906414492.983304] NeatherdyneMassDriver: vessel: Ast. KNE-432, GetWorldPos3D: [-187369986.391262, -147141138.537524, -1130708600.31984] NeatherdyneMassDriver: vessel: Bug-E Buggy, GetWorldPos3D: [1018.23721994056, 592.053217722987, 1364.00967907606] NeatherdyneMassDriver: vessel: #autoLOC_501174, GetWorldPos3D: [1036.30101758615, 509.126778534616, 1397.06556526787] NeatherdyneMassDriver: vessel: Bob Kerman, GetWorldPos3D: [466.214141845703, 208.686447143555, 663.813903808594] NeatherdyneMassDriver: vessel: m1 Ship, GetWorldPos3D: [485648.511977542, 601047.929163854, -352022.088823108] NeatherdyneMassDriver: vessel: M3, GetWorldPos3D: [2.91912340327718, 0.0061136586090001, -2.10437255929283 Nothing else was happening. You can see the differences.
  4. Jeez. You posted less than 3 hours ago. You know, people have lives, they sleep, they work. This isn't the first priority in most peoples' lives. You need to be a bit more patient. Right now, I'm actually at work. But to reply to this, I'm only (for now) getting it to work in 1.9.1 and adding the Atomic Age Nuclear Jet engine. These may be decent suggestions, but wasn't the intention of my adoption at this time to make major changes. Maybe in the future, but not now. Also, the startup speed is fine, this _is_ a game, after all
  5. It was one I had looked at. Unfortunately, it uses this: Vector3 partEdge = p.collider.ClosestPointOnBounds(FlightGlobals.currentMainBody.position); //find collider edge closest to ground which is a Unity call, and gets the closest point to the body. I would need the furthest point, and there is no unity call for that But, it gave me an idea, I just found some code to get the furthest point.
  6. I'm trying to get the highest point on a vessel, in relation to the planet. Would also be useful to find the horizontal distance from a Transform (found in a part). I thought I could do it with Vessel.vesselSize, but that's just a raw set of numbers, no way (AFAIK) to know the orientation of the vessel. Thanks in advance
  7. Look at all the references, you are probably linking against a 1.7.3 dll
  8. Install the ZeroMiniAVC mod. It's seriously broken in 1.8 and 1.9, and until it's removed, I can't say anything about any other problems Also, you have an old version of ModuleManager installed Overall, I'd recommend starting over and using CKAN to do the install for it.
  9. Ok,thx . Oh. Does your change REQUIRE Tweakscale for different size part?
  10. Oh, so thats the difference. @VoidCosmos, good to know, but I’m goind to replace the entire Parts directory with the one from @FreeThinker. This means that I need to redo the changes I did to the part files. @FreeThinker I assume the hidden parts are the old ones?
  11. @VoidCosmos looks like you may have compiled against one or more old DLLs. Or possibly compiled against .Net 3.5
  12. New release, 2.0.1.6 Fixed issue with selection of a ship selecting the nth ship Changed a few foreach's to for (int i = 0...) for efficiency
  13. Ok. After a lot of work, I have an initial beta available. Changes Added license file Added build scripts Moved source directory up one level Added AssemblyVersion.tt Added InstallChecker.cs Added version file Renamed mod to NeatherdyneMassDriver Replaced all "foreach" statements with more efficient for (i = 0; i < ??.Count(); i++) Added standard Log class Replaced all print with Log.Info Replaced all Debug.Log with Log.Info Added setting to have custom countdown length (1-30 seconds) Added power setting, tied to difficulty. Normal = 1, easy is 2, harder is < 1, multiplied against the config value Fixed nonsense display of 15 significant digits for the countdown Added on-screen countdown Big cleanup of redundent and repetitive code in ModuleMassAccelerator Changed attach settings so parts don't have surface attach mode Downloadable here: https://github.com/linuxgurugamer/NeatherdyneMassDriver/releases @VoidCosmos Have at it. For now it's still using the original parts, which is rather inefficent, but I do hope to be able to get some new models soon.
  14. Ok. But you can certainly help with the configs. Currently the parts are set for RO (mostly). Would be great if, when I'm done with this initial activity, that you could look at the configs and redo them for stock, and also for 2.7 (JNSQ).
  15. I was going to talk to you about working on the models, if you would be interested
  16. It's ok. I've decompiled the 1.7.3 code, am comparing it to the Github code. So far, no real differences
  17. Would you think it would be a problem to change the locations in the tech tree, for the RO people? Also, is the github source up-to-date? I'm a bit concerned about that now
  18. I actually pulled it from Github, I'll get the 1.7.3 version from Spacedock and compare Oh, I see. Github repo had a bunch more, I'll backtrack and put in the ones from the 1.7.3 version
  19. Sure. The mod as I got it from Github has TechRequired = hidden and TechHidden = true, category = none on most of the parts. I'm changing it to: TechRequired = experimentalScience TechHidden = False category = Electrical I haven't looked at the CTT patches yet. That was for the Accelerator2Meter parts I'm looking at the MassDriver parts now Still in flux, so don't hold me to this yet. Most parts aren't showing up, I'm looking into why
  20. KSP has changed over time. For backwards compatibility, they keep certain things around, but put messages in which say it's obsolete and should be replaced with the new call. usually more efficient, etc.
  21. Now it compiles with VisualStudio 2019 and links to the DLLs found in the KSP folder. I'm renaming files and the mod itself to reflect the current name, will also be updating the code to replace obsolete calls
  22. Never though about that. EER is discontinued, but what would you suggest to replace the colors?
  23. Good news is that I have it compiled cleanly for 1.8 Have some packaging to do and testing
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