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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. 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.
  2. 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.
  3. Sorry, on mobile right now. But that looks nice, what I'm working on will fit with it nicely, Eva parachutes and ejecting all kerbals. Last problem is the ejection, and having them let go of the ladder
  4. Well, the OnALadder is not true right after the spawnEVA, but probably the next frame. and, the ON_ladderLetGo is private, which means I'll have to do some Reflection to use it. So next up is trying to capture the event onCrewOnEva
  5. 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
  6. That's what I thought. I'm EVA'ing a number of kerbals, and having a chute open up after they eva. It isn't working for some of them, so it's something in the code. This is the EVA Parachute mod I'm reviving Also, my understanding is that spawnEVA will spawn the kerbal and make the kerbal the active vessel. Will this also happen if you do a spawnEVA on a vessel which isn't the active vessel?
  7. No offense taken Any idea how to have a partmodule on an unfocused ship (but still close by) to continue to work?
  8. Like I said, this is a mod I'm reviving, and this was some old code. Thanks for the info.
  9. @Papa_Joe I'm having an issue where I am getting the kerbal EVA'd, but need to eject him, ie: not have him holding on to the ship. I'm using this: FlightEVA.fetch.spawnEVA(kerbal, p, p.airlock) but, when I do this: FlightGlobals.Vessels[i].rootPart.Rigidbody.AddForce(FlightGlobals.Vessels[i].rootPart.transform.up * ejectionForce); it doesn't seem to do anything, the kerbal stays attached. Any ideas?
  10. The patch was for what? or how, was it in code or a MM patch? Regardless, I can't test FAR right now, but will keep it in mind. It most likely will work without any changes other than that patch, and if you get it to me, I can probably incorporate it Once thing I need to do is figure out how to have the ejection part increase in weight proportional to the number of kerbals a pod can hold.
  11. Did the old one work with FAR? @SpannerMonkey(smce) Very nice models, thanks. I'll use them and credit you for it
  12. Frankly, I think the idea of the parachute box is rather ridiculous. I mean, for things like this, the chute will be part of the spacesuit, at least when near atmosphere. So I've embedded the function which provides parachutes by default in the code, let me know if that makes sense Another error in the model for the box: Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "mk1podNew/VNG.PB.ParachuteBox/model/node_collider", Mesh asset path "" Mesh name "Cube_002-mesh"
  13. As long as the chute animations are the same, it should work. Please send them I don't like the square chute either. I don't do graphics, so appreciate the help I don't have the chute box working yet, I am getting the following errors: Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "VNG.XE.EjectionModule/model/node_collider", Mesh asset path "" Mesh name "Cube_001-mesh Doesn't seem to hurt, but if you could fix that, I'd appreciate it. Also, the parachute box doesn't seem to have any colliders. Not sure yet what's going on with it, but if you could also take a look, that would be great. Thanks
  14. I have a working version in 1.2, for the EVA parachutes I don't know what else uses this,and need to do some work. I'm going to send a message to @Kreuzung to see if he want's to pick it back up. If not, I'll probably get this finished soon
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