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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. NRAP has the bottom node offset from the center, and recalculates it when the height of the part is changed. This works fine in the editor, and when launching from the editor. However, the following problem exists, when doing an undo, when loading from a saved craft, and when going to an existing vessel in flight: If the height is changed, the part is misplaced. If the height is less than the default, the part will be recessed into the part it is attached to. If the height is greater than the default, the part will be in the air above the part it is attached to. The height is checked in the OnStart(), but I'm guessing that it's too late at that point. I tried doing something in the OnLoad(), but the part doesn't exist at that time, so it's height can't be adjusted. Any ideas? Thanks in advance Edit: More investigation, appears that in the save file, the "pos" is being saved with a wrong value. When I set the value to the original value, it loads correctly in the editor, yet when I load the same vessel on the launchpad, it's now floating in the air. If I build a ship, go to the launchpad and then save the game and reload, it's still positioned correctly. so the problem is only in the editor for some reason when it loads from a save file Problem fixed, I had accidently disabled a check for initialization from the original mod
  2. Yes, bug fix forthcoming New release, 0.1.5: Fixed nullref in the onCrewOnEva when resource didn't exist
  3. I just ran an initial test, and it seems to be working. The window is a bit wonky, though, I'll need to work on that
  4. @sal_vager Can you send me details on what EEX breaks? This is the first I've heard about it.
  5. I found from the Scatterer code that it's the Camera 00 I need to use
  6. Ok, so it's a camera issue, I did a quick test and saw that there are 10 different cameras being used in the scene. And rereading what @blackrack said earlier, I'm beginning to understand. Is there any place which describes which cameras are used for what? GalaxyCamera ScaledSpace Camera 01 Camera 00 UIMainCamera UIVectorCamera kerbalCam KASCamItem4 KASCamItem6 KASCamItem8 KASCamItem10 I found the KASCam* in KerbalInventorySystem, so I'll ignore those.
  7. So in the editor, only a single camera is being used, but in flight vthete are multiple cameras?
  8. That is clearer, thanks. I don't know the Unity stuff, but deal with enough coding to take care of bugs. So for the update you mentioned, i would need someone else to step up and help. But the mod itself won't be a problem. I'll see, rather busy right now with 4 other mods
  9. The problem is that those crash logs are for a DLL which was compiled against an old version of the game, which makes them useless for the current version
  10. Thanks, was a good vid I need you to do the test with my dll, otherwise it's useless.
  11. Is this stable for 1.2? Would anyone be interested in a real release, something like a CE edition? Also, I'm not sure what the install process is. This post was somewhat confusing. The Meciafire link seems to have everything there, except for the updated settings.cfg @Alshain Please let me know if you are going to continue with this, I don't want to step on your toes
  12. Editor extensions, WASD editor camera Any pure visual modsd
  13. I'm a bit stumped. I have code from Kerbal Object Inspector which can display a part as wireframe in the editor very nicely, you can see the code here: https://github.com/linuxgurugamer/KerbalObjectInspector/blob/master/Source/KerbalObjectInspector/WireFrame.cs And this is where the component is added to the parts (code here: https://github.com/linuxgurugamer/KerbalObjectInspector/blob/master/Source/KerbalObjectInspector/Hierarchy.cs): void OnSelectionChanged() { for (int i = 0; i < selectionChain.Count; i++ ) { // If the transform has some form of mesh renderer, if (selectionChain[i].GetComponent<MeshFilter>() || selectionChain[i].GetComponent<SkinnedMeshRenderer>()) { // Add a WireFrame object to it. WireFrame added = selectionChain[i].gameObject.AddComponent<WireFrame>(); // If the current index doesn't point to the last in the chain, if (i < selectionChain.Count - 1) { // Dim the color a bit. added.lineColor = new Color(0.0f, 0.5f, 0.75f); } } } } So I've tried adapting it to the flight scene, and have not had a lot of success. I am getting wireframes, but it looks wierd: var v = FlightGlobals.ActiveVessel; foreach (var p in v.parts) { var mf = p.FindModelComponents<MeshFilter>(); var smr = p.FindModelComponents<SkinnedMeshRenderer>(); if ((mf != null && mf.Count > 0) || (smr != null && smr.Count > 0)) { // Add a WireFrame object to it. WireFrame added = p.gameObject.AddComponent<WireFrame>(); } } } What I am getting is the following. Anybody have any ideas what's wrong? :
  14. It doesn't matter, it's just a dll. Replace the dll in whatever you have with this. I'm working on some other stuff right now, so may not get to this today. But, it would be very helpful if someone would post a video (or a link to one) showing me how it is supposed to work, since I haven't used this before. Thanks
  15. Try with this, it's my latest compile: https://www.dropbox.com/s/laj3xlv3p0e8nx8/fmrs-dll.zip?dl=0
  16. How do I make sure that Tweakscale will NOT and NEVER touch a particular part?
  17. At about 40 seconds, what is causing the NRAP to get big again? Right after you place the chute. Edit: Oh, I see you are doing an Undo. Which is a bug, I'll fix that also
  18. Actually, yes, a smiley would have helped. The written word came across as demanding, smiley would have softened it I accept the apology, will assume its just a miscommunication snd will continue with updayimg it. I will test your bug report before releasing. Thanks
  19. I don't have to, I found some cone in one of the mods I'm maintaining which will do it. Thanks
  20. I found that by adjusting the Camera.main.farClipPlane, I can have the wireframes rendered further away. But I would prefer to only have the vessel wireframe, not sure how to do that yet
  21. @blackrack So I have it working, but it's kind of weird. It seems that the wireframe depends on the distance from the camera, see this imgur album for what I'm seeing: http://imgur.com/a/6gCWr Ideally, I'd like the vessel to be wireframe and everything else normal. Barring that, then everything to be wireframe Ideas?
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