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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.9.x] EVA Enhancements Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes, bug fix forthcoming New release, 0.1.5: Fixed nullref in the onCrewOnEva when resource didn't exist -
Uncontrollable wheel jitter
linuxgurugamer replied to voicey99's topic in KSP1 Technical Support (PC, unmodded installs)
@sal_vager Can you send me details on what EEX breaks? This is the first I've heard about it. -
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.
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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
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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
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Mods that still allow shareables
linuxgurugamer replied to Jestersage's topic in KSP1 Mods Discussions
Editor extensions, WASD editor camera Any pure visual modsd -
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? :
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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
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NRAP
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How do I make sure that Tweakscale will NOT and NEVER touch a particular part?
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[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Video is helpful, I'll take a look. Thanks -
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.5.4 Snappable and fully dynamic diameter -
@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?