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Everything posted by linuxgurugamer
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I feel like banging my head against a wall. I'm trying to trigger the event that tells a kerbal on a ladder to let go. The only events related to the ladder are: public static EventData<KerbalEVA, Part> onPartLadderEnter; public static EventData<KerbalEVA, Part> onPartLadderExit; Using the following: if (kEVA.OnALadder && kEVA.Ready) { KerbalEVA kEVA = FlightGlobals.ActiveVessel.GetComponentInChildren<KerbalEVA>(); I've tried: EventData<KerbalEVA, Part> onLadderExit = new EventData<KerbalEVA, Part>("onLadderExit"); onLadderExit.Fire(kEVA, kEVA.LadderPart); and EventData<KerbalEVA, Part> onLadderExit = new EventData<KerbalEVA, Part>("onPartLadderExit"); onLadderExit.Fire(kEVA, kEVA.LadderPart); and GameEvents.onPartLadderExit.Fire(kEVA, kEVA.LadderPart); After firing the event, I then tried waiting 5 ticks (in FixedUpdate). Nothing happens. the kerbal is on the ladder and stays there So, what am I doing wrong here?
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What I need is something which is currently not available: KerbalEVA.On_ladderLetGo But I've been told that something is going to be done soon in the game, so now I'm just waiting. I will look at that, and the OnPartLadderExit, but I need to be able to let go of the ladder, which is a bit different. Thanks
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[1.0]Vanguard Technologies | EVA parachutes | still works
linuxgurugamer replied to Kreuzung's topic in KSP1 Mod Releases
Are you going to be able to make me a new ejection part? -
Well, one thing I found is that you are running build 1494 I'm running 1479, I forgot to update my local version Found and fixed a couple of problems, I've uploaded a new release to Github, you can get it here: https://github.com/linuxgurugamer/KRASH/releases/download/0.5.21.4/KRASH-0.5.21.4.zip If you still have problems, please do the following: 1. Save both the game and the log file in a zip 2. Install the DLL in this zip file: https://www.dropbox.com/s/i6nyfbo4551mvi1/krash.zip?dl=0 and try it again, send me the log from this as well Also, please detail exactly what you do, every key click until you see the problems. Thanks
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Gah, I feel stupid. 5 minutes after writing this, I found the answer: Where: origVessel is the ship FlightGlobals.Vessels[i] is the Kerbal Vector3 direction = FlightGlobals.Vessels[i].rootPart.transform.position - origVessel.rootPart.transform.position; direction.Normalize(); FlightGlobals.Vessels[i].rootPart.AddForce(direction * ejectionForce); I'm not sure yet of the order of the calculation, but it's mostly a matter of testing. Comments would be appreciated.
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A question for all you smart people who understand vector3 Here is the situation: A ship, and a Kerbal has just exited and is holding on to the ladder (or, possibly, has let go and is floating there). I want to use Vessel.AddForce(Vector3 awayFromCOM * ejectionForce) where awayFromCOM is calculated by pointing away from the Center of Mass of either the entire ship, or, preferably, from a specific part. Right now I'm using : part.transform.up, (part is the kerbal), but, if the kerbal is underneath the ship, bad things happen. How would I do this? Thanks in advance.
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So right now, after using spawnEVA to send a kerbal out on EVA, I use an ejection force to get him away from the ship. This has problems, mainly if the direction of the force happens to be into the ship, bad things happen (explosions, receding form Kerben at >40,000m/sec, etc). I'd rather just have the kerbal let go, but haven't yet found how to do this. Any ideas? Thanks in advance