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Everything posted by Li0n
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[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
@Skalou I got time now so, here is a new version that can recognize every part with "light" somewhere in theirs actionGUIName's field. It also check for several light per part. I just quick tested it (obviously ) so watch for the bees -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
Just tried and my plugin only toggle one light animation per part. I'll draft a new release tomorrow if I have some time. Until then nothing you can do about it, sorry. Modeling/Animation are the "dark side of the force" to me but maybe B9 Part Switch can help with that ? -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
@Skalou To light a part with ModuleAnimateGeneric I check if "actionGUIName" == "Toggle Lights" or "startEventGUIName" == "Lights On". In your .cfg you call those fields "Toggle Lights Hatch" and "Lights Hatch On" so they aren't seeing as light animation. You can obviously change those but you'll end up with two buttons labeled "Lights On/Off" in the right click menu, not convenient. Can you make it so there is only one ModuleAnimateGeneric for both hatch and regular light ? I imagine it will also be better for people that don't use my mod so they have one button for both lights. No idea if this doable tho... On my hand I could (should) use a regex to check if "actionGUIName" contains the word "light", it will solve this problem and probably with others mods that don't spell those fields exactly like in stock part. -
Love this one (the others too) It don't seems to be on you todo list but would you consider doing a pod extension that's not conical ? Like a short 2.5m sleeping compartment for 1 or 2 Kerbals ? I could really use it as lately my rockets tends to grow to fast to a 3.75 size. Anyway thanks for the hard work.
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[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
@RealGecko thanks for those links. I didn't think about Remote Tech nor the stock Commnet but they obvously deal with occlusion / raycasting. I'll take a look at that. -
I think there is an exception if you want to do KSPedia stuff. From the topic Modders Notes for KSP 1.2 :
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[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
Why do things simple ? Is there some sort of layers I can use when raycasting so the ray don't get stop by the ship ? Sorry for the probably dumb question, I never use raycast. -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
That was my first though when @RealGecko voices the idea, I'd take a look at ModuleDeployableSolarPanel and I think I can use the field "hit" (return the last RayCast from the panel) or the method "CalculateTrackingLOS()". Does "LOS" stand for "Lose Of Sight" ? For the false negative relative to the transform direction, maybe just create the solar panel as a spherical one (panelType = panelType.SPHERICAL) ? Here is a link to the ModuleDeployableSolarPanel, if you find any other ideas -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
Nope. Lights of crewed part are on until there is no more crew in it (Kerbal are afraid of dark, no matter if the sun shine or not ) and I don't touch others lights (on the active vessel). Good idea tho, not sure if there is a stock event that I can use to check if the sun is shining on the craft but I'll look into it. -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
The game needs to run once for the settings file to be created. -
Sorry, try this one. The message you're looking for is the 4th on page 142.
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[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
v0.6 The MORSE edition As mentioned earlier I wanted distant vessel to blinks theirs lights as you approach them, I take it a step further : they now send you a Morse message when you come close This is fully adjustable, you can change the message, the distance at which it begins and the duration of the "dit" and "dah". More info in the OP. Others changes include an option to disabled the removal of crewable part from the Light action group and a few improvement to code readability (still need some more...). You can grab it on SpaceDock or on GitHub (delete the old CrewLight folder before updating) As always please report any issues/bugs or suggestions -
There is a dev version here. It is working just fine for me.
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@magico13 I have a few "NullReferenceException" showing up in the log when a vessel/stage is destroyed : NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_CALL_InverseTransformDirection (UnityEngine.Transform,UnityEngine.Vector3&,UnityEngine.Vector3&) at UnityEngine.Transform.InverseTransformDirection (Vector3 direction) [0x00000] in <filename unknown>:0 at StageRecovery.RecoveryItem.DetermineTerminalVelocity () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) StageRecovery.RecoveryItem:DetermineTerminalVelocity() StageRecovery.RecoveryItem:Process() StageRecovery.StageRecovery:VesselDestroyEvent(Vessel) EventData`1:Fire(Vessel) Vessel:Die() Vessel:CheckKill() VesselPrecalculate:MainPhysics(Boolean) VesselPrecalculate:FixedUpdate() Full output_log.txt Tested in a new stock career in KSP 1.2.1 with Stage Recovery 1.6.5.0. Occurred whatever the stage is recoverable or not. It don't break Stage Recovery (or anythings else as far as I can see), I still get fund back when it should and the math seems correct, but I think you should know.
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Li0n replied to linuxgurugamer's topic in KSP1 Mod Releases
May I ask what is intended for ? -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Li0n replied to linuxgurugamer's topic in KSP1 Mod Releases
Is the whole screen flickering or only the preview window when you disable "Auto Preview" ? I run KSP on Windows 10 with Directx 9 and the preview window do flicker when "Auto Preview" is disabled. But it go black if I click on a sub-menu ("Color Adjust", "FXAA" or "Part Config"). @linuxgurugamer is this behavior (preview window going black) the purpose of this option ? I don't remember if older version behave the same. On another hand I found a strange issue when KVV is installed along with RCS Build Aid, when both theirs windows are open a "grid" appears in the VAB, aligned with the rocket. Quite strange as this isn't a feature of neither mod (that I'm aware of). Closing one of the window dismiss the "grid". See the screenshot below : -
Didn't know that and I'm using KER for years, thanks.
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I don't think there is an alternative. There is TotalTime that display a lot of time related information but not the current time. The source is included in the download so I may be able to update it to KSP 1.2.1 but I have my own mod I like to finish first. I also have little experience in modding KSP but this one should be simple enough for me Don't expect it right away but I'm thinking on it.
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Li0n replied to linuxgurugamer's topic in KSP1 Mod Releases
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Li0n replied to linuxgurugamer's topic in KSP1 Mod Releases
Can't help further as it is working for me, sorry. -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Li0n replied to linuxgurugamer's topic in KSP1 Mod Releases
Check if you have the folder "KronalUtils" in GameData, easy to copy it without notice in another folder. -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Li0n replied to linuxgurugamer's topic in KSP1 Mod Releases
It's better looking with the strut hided in exploded view, and yes it is toggleable. You should have an icon "KVV" in the stock toolbar to open it. -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Li0n replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes I did haven't tested yet -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Li0n replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer thanks once again for the update -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Li0n replied to DMagic's topic in KSP1 Mod Releases
This is the behavior since at least 1.1, I think.