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SegmentationViolation

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Everything posted by SegmentationViolation

  1. Hey man, your inbox is full, I can't PM you...

  2. Oh, I didn't know about the separate reaction wheel parts. I will have to look for them tonight. I was using RC-L01 control module. While Im here, can you tell me if RO affects microwave transmission, and if so could you point me to any info about how? Thanks a lot!
  3. I know real reaction wheels have less torque and spin up, but does it make sense that in RO a reaction wheel with nothing attached floating in free space is not capable of producing any visible rotation at all? I would appreciate it if you try launching only a command module and hyper-edit it into orbit and try it out and let me know if you can rotate it, by itself, with nothing attached.
  4. Yeah. You would think a real reaction wheel with nothing attached to it would be capable of turning itself visibly within a few minutes, though. Otherwise there is probably not ever a reason to use one, even on a telescope...
  5. Must be Realism Overhaul. I uninstalled that and now my reaction wheels work again. Unfortunate, even with nothing attached floating in space, RO reaction wheels don't move at all, but non-RO reaction wheel on the launch pad has enough torque to flip itself over and blow itself up. I liked RO, wanted to keep using it. Is there another way to achieve good pointing? Electrically, without fuels?
  6. I don't see any way to toggle torque in the action menu, not sure what you mean. (I'm gonna have to get an account at imguru or picterest or something so I can post images here...) - - - Updated - - - Ok, to simplify things, I made the simplest spacecraft ever, a Guidance Unit (early), 1m, then added a single XT3 Solar Panel Array Mk1 and HyperEdited it into orbit around Earth and same issue, does nothing, 100 electric charges, but this time I don't even have the buttons for pro-grade, retrograde...
  7. No remote tech, got plenty of electricity, the RC-L01 it self has 30 electric charges, plus batteries I think I have about 4 megajoules, solar panels are working fine. Clicking "Control from here" does nothing. Next to the Navball I have all those buttons for pro-grade, retro-grade, etc., but they do nothing. I thought maybe it was Mechjeb, so I uninstalled that, but still can't point the guy no matter what I do... maybe Realism Overhaul only lets you spin the reaction wheels so long? But I tested it just on the launch pad and still couldn't get a wiggle out of it...
  8. Hi all, I've been having a problem now that I can't rotate my RC-L01 Remote Guidance Unit any more, I can activate the S.A.S. but it doesn't have any effect, nor does trying the pitch, yaw, roll with the keyboard. I installed several mods, so, not sure if that might have anything to do with it, RSS, RO, Interstellar Extended. Or maybe I am missing something very obvious... Any advice would be appreciated. (I'm using KSP1.04).
  9. Ok, if I do Camera.main.gameObject.AddComponent (typeof(MyPart)); in my OnStart then OnPreRender gets called, but I can't see the effects of it drawing anything. In the log file I get thousands of these now: DrawGUITexture: texture is null (Filename: Line: 487) [MyProject.MyPart] OnPreRender
  10. Ok, so I added a function like this to my PartModule: public void OnPreRender() { Util.log ("OnPreRender"); DrawObjs (); } } but it never gets called (no log text). How do I get the function to be called? Segmentation
  11. Hi everyone, another question for the experts out there, is there a way to draw something after the skybox has been drawn but before the celestial bodies are drawn? Currently I only know about the two functions RenderingManager.AddToPreDrawQueue and AddToPostDrawQueue. The PreDraw gets my stuff drawn before most of the gui level stuff, but even with first parameter -1 I can't get it to draw before the planets (so that it has the visual effect of being behind the planet). Anyone know the answer or know a mod where I might find it? I tried Distant Object Enhancement, but couldn't find any answers there... Any help would be appreciated!
  12. Hi Red Iron Crown, thanks for pointing that out, getting Lagrange points working is a nice addition!
  13. I discovered KSP earlier this year from reading an article about Elon Musk where he endorsed the space flight simulation software. I have been hooked ever since! I have already started working on my first addon (about a month into it) which I hope to be able to share with all y'all if I get it to the point that it would be cool enough to share. I am an astrophysicist by training, so the mod I am working on is geared towards that. This forum has helped me quite a bit so far, so I thought it would be a good time to sign up, got a few questions that I haven't been able to find answers to quite yet. Happy modding!
  14. Hi everyone, I am still new to KSP and the whole modding community (this is my first post). I am an astrophysicist and am developing an astrophysics oriented mod as a sort of self tutorial process. I do have many years of programming experience, but not really in 3D modeling and game making, etc. So my question is this, I would like to place some astrophysical object markers at particular positions in the sky. I would like them to be just a small marker (perhaps having different icons for different types of objects) with a floating text name that don't move relative to the sky and at some point I think I would like to make them clickable to give a popup window with extra info, for example. I was thinking maybe I could spawn empty objects at really large distances (we are talking about kiloparsecs so no Kerbal should be capable of visiting these objects in the foreseeable future, so I don't need textures, etc., just clickable labeled objects). Does anyone have a good suggestion for how to implement this or where to start? Besides this point, the mod is off to a good start and I hope to be able to share it with you all at some point and maybe even open source it if I get that far. Any advice would be greatly appreciated!
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