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Everything posted by linuxgurugamer
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@Enceos Is the VensStylePPTextures 1.2.2 compatible? If so, could you mark it as such in Spacedock? And let me know, so I can update CKAN Thanks
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[1.1.3] Kerbal Animation Suite
linuxgurugamer replied to MrHappyFace's topic in KSP1 Mod Development
For all you animators out there: Please move all conversation over to the new thread. Pinging @purpleivan @V8jester @Darth Jeb @meyler -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
linuxgurugamer replied to Ven's topic in KSP1 Mod Development
@Ven THANK YOU, THANK YOU, THANK YOU!!!! But (there's always a but..) Can you update the .version file, it's out of date. Thanks -
This wonderful mod was originally written by @MrHappyFace, who hasn't been around since September. Original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/117663-113-kerbal-animation-suite/&page=1Rebuilt for KSP 1.2.2 and your animation pleasure: The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. So here it is, Kerbal Animation Suite v1.2.1. It runs with KSP 1.2.2, and allows the creation of animations for kerbals on EVA. Download: https://spacedock.info/mod/1199/Kerbal Animation Suite Continued?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Source code: https://github.com/linuxgurugamer/KerbalAnimationSuite License: GPLv3 https://www.patreon.com/linuxgurugamer These gifs demonstrates this mod: http://gfycat.com/DifficultDeterminedGalapagospenguin http://gfycat.com/HilariousNarrowFlies http://gfycat.com/PettyMintyIrishdraughthorse I posted these gifs on reddit a while back, if you recongnized them. The animation files for them are all included in the download. This mod has 2 components: the animator, and the API. Animator: The animator is the main tool, which allows you to create, edit, play, and export .anim files, which can be used by your own plugins. Getting started with the animator Install this mod Launch a ship, or go to one you've already landed somewhere. Go on EVA. The animation tool will only work if the kerbal is standing on dry ground. Click the kerbal face looking button in the App Launcher You will see 4 windows pop up. The Bone Hierarchy window, which is where you select the bones to manipulate. The Manipulation window, which is where you manipulate the selected bone. The Animation window. This is the most important window, it's where you Load animation files, create them, and manage the timeline of the loaded animation. A little window in the top right corner which allows you to hide any of the other 3 windows You will also see, if you right click on the kerbal while you're NOT in the animation screen, there are some new right click actions. You can play any animation anywhere in the GameData folder, and you can reload the animations (Reload Animations) if you want to test animations you've just made. You can also use the 1-9 keys to play animations without the rightclick menu. There are 4 animations included with the download in the Presets folder. Source Code: https://github.com/HappyFaceIndustries/KerbalAnimationSuite Download: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/releases/latest Latest Version: v1.2.0.0 License: GPL v3.0 [full text]. Code in the API subdirectory is not restricted by this licence, and is in the public domain. API: The API is a file that mod developers can include in their plugins that handles the loading and playing of animation files. Because it is not a seperate dll, there's no need to include the animator with your download when releasing a mod that uses these animations. You do, however, need to include a copy of animation_hierarchy.dat with your mod, which can be found in GameData/KerbalAnimationSuite/Config You can see the API here: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/tree/master/KerbalAnimationSuite/API The API has 2 classes. KerbalEVAUtility class public static void AddPartModule(string moduleName) public static List<KFSMState> GetEVAStates(KerbalEVA eva) public static List<KFSMState> GetEVAStates(KerbalEVA eva, List<KFSMState> states) public static void RunEvent(this KerbalEVA eva, string name) public static void RunEvent(this KerbalFSM fsm, string name) The first method, AddPartModule, is the most important. You can use it to add your own part module to the kerbalEVA and kerbalEVAfemale parts, which aren't supported by ModuleManager, so using a plugin is the only way. This is the reccommended way to handle animations, but if you're feeling adventurous (or stupid) then you can use some other method. The other methods are methods to manipulate the Kerbal's Finite State Machine (KerbalFSM). The KerbalFSM is the engine kerbal's use to handle animations, like walking, swimming, etc. I highly reccomend you research the concept of Finite State Machines if you haven't already, and want to use this. KerbalAnimationClip class public KerbalAnimationClip(string url, bool fullPath = false) public void Initialize(Transform transform, Animation animation) public string Name { get; } public int Layer { get; } public float Duration { get; } public UnityEngine.AnimationClip Clip { get; } Basically, you use the constructor to create the clip object, then load the animation by putting in a path relative to the GameData folder (example: Squad/Animations/bleh.anim), a ConfigNode object, or a full path if you so choose. You can optionally set more values in the Clip property, such as the frame rate, wrap mode, etc. All of the properties are set in the .anim when you create the animation using the animator, but you can edit those values in the Unity animation system later, after you call Initialize. Then, you use Initialize to add the animation to the kerbal's transform/animation components. If you're use a part module added to the kerbalEVA and kerbalEVAfemale parts using KerbalEVAUtility.AddPartModule, then just use transform and GetComponent<Animation>() as arguments. The rest of the code will be done with Unity's AnimationClip, Animation and AnimationState classes. You can see the documentation for those here: http://docs.unity3d.com/ScriptReference/Animation.html http://docs.unity3d.com/ScriptReference/AnimationClip.html http://docs.unity3d.com/ScriptReference/AnimationState.html
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[1.1.3] Kerbal Animation Suite
linuxgurugamer replied to MrHappyFace's topic in KSP1 Mod Development
I recompiled it without any tweaks, looks good, I'm working on a release now -
[1.1.3] Kerbal Animation Suite
linuxgurugamer replied to MrHappyFace's topic in KSP1 Mod Development
Hmmmm, I wonder........... -
How to make interesting satellites...?
linuxgurugamer replied to SpacedInvader's topic in KSP1 Discussion
I did a lot of that using Infernal Robotics and tweakscale. -
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Please open an issue on Github for this -
[1.1.2] Kerbal Optical Alignment System v1.0.3 (5-22-2016)
linuxgurugamer replied to tg626's topic in KSP1 Mod Releases
I see you've been updating the source on github, any chance for a full update?- 32 replies
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- camera
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
linuxgurugamer replied to sarbian's topic in KSP1 Mod Releases
@sarbian Can I assume this is working without any problems in 1.2.2? If so, can I have your permission to update the CKAN info for it? -
Actually, @alexustas just returned, it looks like he will be releasing an update in the next day or so.
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Oh crap. That was a mistake, I'll fix it, sorry. Was rather busy yesterday with several issues. Just delete that "aa" directory, I'm going to release an update in a few minutes New release: 0.3.7.1 Deleted unnecessary directory Updated buildRelease.bat
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[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Initial Release: 1.5.2 (https://github.com/linuxgurugamer/NRAP/releases/tag/1.5.2) Fixed issue where it was telling KSP that the size was changing every tick, which was causing issues in other mods which were reacting to the event Fixed issue where clicking Apply wasn't updating the Totalmass display immediately, you needed to click it a 2nd time Fixed issue where changing the fuel wasn't showing the change in mass unless you clicked the Apply button Removed the CompatibilityChecker Currently available only at Github, I've asked @stupid_chris to give me access to the mod on Spacedock. That will avoid the need to update CKAN with new information Edit: Now available on Spacedock, thanks @stupid_chris -
It all depends on the changes which will be needed. Hopefully, they are in a more stable state, and won't have the need to change existing interfaces. Hi Everybody, Since @stupid_chris isn't working on this, I've decided to adopt it. I've emailed him, and he is OK with it. I've started a new thread here: Please move all discussions on the new version for 1.2 over there.
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This is a continuation of the Kerbal NRAP mod, which was orignally written by @kotysoft (original thread: http://forum.kerbalspaceprogram.com/index.php?/topic/65937-kerbal-nrap-adjustable-test-weight-for-lifter-building/) and continued by @stupid_chris (thread here: http://forum.kerbalspaceprogram.com/index.php?/topic/69054-112-kerbal-nrap-procedural-test-weights-v1511-010516/#comment-1075313) Dependencies Click Through Blocker SpaceTuxLibrary CKAN has been updated with the new dependency ADJUSTABLE TEST WEIGHT for lifter testing purposes 0.01 - 1000t What is this exactly for? The title speaks for itself. This simple MOD made for those KSP project managers (hereinafter referred to "players"), who builds lifter rockets (and save as subassembly) for different payloads to overcome that evil Kerbin gravity. Personally I playing carreer mode, and time-to-time, after some new research, I make lifters for 10-20-50-100t payloads, but already tired to stock up many Rockomax fuel tanks to get X tons of payload. Made it for myself, but shared to public. How it works? This part is functional just like an unmanned pod. So put this on your lifter in VAB, right click on it, and you can open a simple gui to change mass, diameter and height. Don't forget to apply changes before you close the UI. MonoPropellant and ElectricCharge can be adjustable in normal way. (by right clicking on part and move KSP original slider) By adding MonoPropellant, it raises mass 0.4t by 100 unit. Carreer mode If you playing career mode, you have to unlock this part in R&D facility in starter tech. https://www.patreon.com/linuxgurugamer Original thread All credit for the original idea as well as for the models and textures for this go to @kotysoft. He's awesome!
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[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's not an exact number, it's calculated, the 50 is a base number -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
If you have Science after Failure enabled, then yes. Look at the Flight log for details -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release: 3.1.2 Fixed typo in KW_ETT.cfg If you aren't using the ETT, then you don't need this -
New release: 0.3.7 Added Experimental Rocketry to tech tree
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No, the patch to add it must have been deleted by accident, I'll get it back in there
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@rakol It's available, see this posting: Dang It New release: 0.7.10 Removed the lastTimeReset code, wasn't needed after 0.7.9 Changed print to Logger.debug, to reduce log spam
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Hi, I've offered to @stupid_chris to take this over. In the meantime, you can get my build of this for 1.2.2 here: https://github.com/linuxgurugamer/NRAP/releases/tag/1.5.2 Fixes the following issues: Fixed issue where it was telling KSP that the size was changing every tick, which was causing issues in other mods which were reacting to the event Fixed issue where clicking Apply wasn't updating the Totalmass display immediately, you needed to click it a 2nd time Removed the CompatibilityChecker
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Working on fixing another bug, where you hit apply and it didn't seem to take in the editor until you hit apply a 2nd time
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It's an NRAP bug, I have a fix which I'll get out later.