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ensou04

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Everything posted by ensou04

  1. You're right, theres no way to know the internal values. and alot of stuff is hidden within KSP itself. I guess there really isnt anyway to know the acceleration per part. Thank you for explaining it to me My last resort actually is just use FAR, I think somewhere inside FAR is a code that breaks joints and I Guess I could do something about it to do what I want to achieve
  2. I actually took a look at FAR, though i still have to find where it is Edit: Sarb explained to me how the joint breaks unfortunately, there really isnt anyway way to know the internal numbers "the stress". So I think this feature cannot be done at all. UNLESS its FAR which actually adds physical forces to specific Parts. Though I need to ask Ferram first about it
  3. Yeah thats what I found out, because most members inside the Part class are constants and some are just universal like the angular velocity and drag. So there is really no way? how does the game handle joint breaks though?
  4. If someone here has knowledge on how Part works in KSP, I need help for this feature im trying to add Im trying to figure out what forces are in play that causes parts to break and bend in code format. I have Isolated each parts already, I know how to grab the BreakingForce and Torque limits but I cant figure out what I need to get the amount of stress there is for specific part The plan is to add soundeffects for each part that is being stressed so you can "hear" which part is having it worst. And at very high stresses where parts will actually break, I would play a sound that would correspond to the situation. foreach (Part part in vessel.parts) { if(part.physicalSignificance == Part.PhysicalSignificance.FULL) { //whattodohere } }
  5. Im trying to figure out what forces are in play that causes parts to break and bend in code format. I have Isolated each parts already, I know how to grab the BreakingForce and Torque limits but I cant figure out what I need to get the amount of stress there is for specific part The plan is to add soundeffects for each part that is being stressed so you can "hear" which part is having it worst. And at very high stresses where parts will actually break, I would play a sound that would correspond to the situation. This is for the mod Im working on in This Thread foreach (Part part in vessel.parts) { if(part.physicalSignificance == Part.PhysicalSignificance.FULL) { //whattodohere } }
  6. alright that would work. I'll try that EDIT: Docking AND undocking sounds are now done, I figured it out it wasnt that hard than I thought it was, I was just quite dumb ahah
  7. That feels like an awesome mod to make actually, kerbal reactions! but i do think it will be better if it was a separate mod. probably named "KerbalEffects!"
  8. unfortunately i cant for now, and also it wouldn't make sense because you have already undocked before the sound plays
  9. Guess what! We now have docking sounds!! But I dont know if I should do UnDocking sounds as well and how to do it. EDIT: I'll just leave the undocking part alone. figured it'll be too difficult when the API is quite hidden. Still WE HAVE DOCKING SOUNDS! Alarm Systems on the other hand will be a separate(ish) Part Module mod. but will still be inside the main plugin. I'll put a hold on this for now and will work on it later once im done adding a few little details to ShipEffects itself
  10. Looky! I INTRODUCE YOU THE SEASys (ShipEffects Alarm System) So i've been thinking about how the Alarm System will work this morning and I started fiddling around. I got this, its not yet complete. the other indicators dont work yet except for the HIGHG one. And it does make alarm sounds. I have a vague idea how Master Alarm Works so what are your thoughts on this? How will I make this behave? "going to add TAC support as well once I now exactly How this thing works". I had the idea of when you click it they will mute, but will still Light Up.
  11. That sound was intended, its going to be a new feature on the next update as well "was meant to be a subtle hint". third person sounds! Those are not the Rattle sounds though, its the Thump Sounds. its the sounds that both you the IVA and the people around you within 100 meter range hears. this is not to be confused with the IVA sounds being enabled in third person though. Thanks too! and no problem! I might end up designing my own muffler as well, as Svm420 pointed out, I intentionally had one sound in particular audible in thirdperson.
  12. NEW UPDATE! UPDATE 0.2.3 Code Re-write, alot more stable, better calculations and ram/cpu friendly Better Dynamics response, now takes into account Rotation, Atmosphere Pressure and DeltaV differences (calculated and actual) Removed old stress sounds. going to be replaced with a better system Engine Response is now more realistic because of better Dynamic response. rattles caused by the engine will ease out when final velocity is reached. Audio widen with Unity 3D Audio Next Update: Brand new Alarm System, Docking sounds! And a new fuselage Stress Sounds!
  13. thanks man! the new version im working on "which will be released today or tomorrow" is WAY more better and also alot more kinder with the computer in real life, sounds inside the cockpit stay the same. imagine riding a car and the only sound you'll hear are the muffled engine, and the tire's friction over the ground. but your dashboard, sits and windows vibrate accordingly aswell. I watched a couple of cockpit video footage its kinda the same. I imagine even if after breaking the sound barrier, the air particles smashing towards the fuselage should still create sounds inside the cocpkit
  14. you were right, for some reason the debug.logs are running even if they are disabled. can you wait for the next update? for good house keeping, i'll delete the debug.logs instead of commenting them out this time
  15. Oh I havent tested this on 64 bit and also, what kind of log, there should not be even one log except for when you initially start "it will log the settings once" All debug.logs are commented out. can you send in the ksp.log ? OHH i SHould try this aswell Thank you so much! well its fun! I never had a finish program before and I randomly just decided to make this mod because i couldn't wait any longer for someone to write it. NO REGRETS AHAH True, mk2's windows are too high. You should try NearFutureShip(cant remember correctly) they have a cockpit with big windows and also bigger Screens for RasterPropMonitor. Oh btw, the last 'ensou' on my name is silent xD @Encous I got the sounds, thanks for this raw assets but I dont know what to use them for
  16. I used clips from freesounds.org as well as sounds(synthesized) created by me and also I edited and enhanced all the sounds to fit my needs. Thanks for this man! thanks! lets hope it gets updated Just a headsUp I've been doing alot of reworking on the mod, things are going very well. Sounds are now more Wide so they dont seem like they all are coming from behind. *thank you Unity Documentation* So far the rattles, vibrations and rumble sounds are running good, very responsive as well. doesnt take as much ram anymore, I changed how they are played, instead of playing all at once with Zero Volume, they will only play when a Curtain Velocity is reached (i also did my own math instead of using the default one for Gravity, now it disregards the Constant Gravity). Thrust are now very responsive, they will also ease out when the final expected Velocity is reached by grabbing the difference between the calculated a=f/m and the actual Acceleration (has bigger difference in bodies with atmospheres). they'll still make your ship rattle a bit even if you reached the final velocity. Added angular velocity to the equation as well, so if your ships are spinning it'll make sounds I still have to figure out how to play sounds during docking success
  17. Ahah win example. And ofcourse im going to setup configs for the alarm system. as usual I want things to be easily customized.
  18. Thats not supposed to happen, what version are you using? I had the latest version's (0.2.1) debugging settings disabled and no one can enable them unless they have the source and recompile it. EDIT: But I HAVE NO IDEA How docking sounds like ; A; Thanx~ I'll try what I could do
  19. So far this is my new Goal for this mod together with the gathered suggestions : New and Improved ShipEffects •̶ ̶S̶o̶u̶n̶d̶s̶ ̶f̶o̶r̶ ̶j̶o̶i̶n̶t̶ ̶b̶r̶e̶a̶k̶s̶ -̶ ̶S̶o̶u̶n̶d̶ ̶d̶e̶p̶e̶n̶d̶s̶ ̶o̶n̶ ̶M̶a̶s̶s̶ no need for this silly me its already in the game • Alarm System - Low Power Alarm - Temperature alarm above 1000c - Alarm for breaking parts - Gee Warning Sounds when pass 5gs - TAC Life Support THANKS bro! if you could make a video about it that'd be awesome!
  20. Ohyess thanks for this! I should watch the movie itself too AHah I havent played with realchutes lately. is the author of KerbQuake still active? Throw in all your suggestions with samples and help me craft this mod to a better version. I really enjoy reading up suggestions and help me out how will I achieve such feature keep em coming
  21. ALARM IT IS THEN. just to hype the pressure more when re-entering and of course i'll make it configurable. kerbquake seems to work fine for me at 0.90 with the 0.25 version. unfortunately i'll be focusing on the sound part for now. maybe in the future.
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