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Everything posted by Deus Zed Machina
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Banned for being poor since the cryptocurrency bubble popped.
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So here's my dilemma, right? I've built this rad spaceship using KSPI and Procedural Parts that has a 5m-wide main body. However, I don't have any 5m-wide passenger cabins (or command modules, for that matter), and I use CLS so clipping a bunch of little passenger cabins into a big structural part ain't gonna cut it. Are there any mods that might assuage my ails?
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Banned for not making any sense.
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This is probably the single greatest aircraft I've ever seen posted on this forum. Well done!
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totm march 2020 So what song is stuck in your head today?
Deus Zed Machina replied to SmileyTRex's topic in The Lounge
This: Actually pretty much all of the Devilman Crybaby OST, but mostly this. -
Engine gimbal piston setup
Deus Zed Machina replied to Deus Zed Machina's topic in KSP1 Modelling and Texturing Discussion
Awesome, thanks! -
Hi, I'm currently working on adding an engine to KSP, and I was wondering how to set up engine gimbal such that I can have pistons that follow the nozzle's rotation, like so: I tried writing a script in Unity for this, and, as I had feared, it didn't work. The pistons just stick out at a fixed angle no matter which way the nozzle is pointing. Does anyone know how to do this?
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How to subtract score every minute?
Deus Zed Machina replied to Deus Zed Machina's topic in Making History Support
That does sound like a much easier solution, but is it even possible? As far as I can tell, you can only modify the score based on a constant value. -
I'm making a mission wherein I want to time the player and reward players that complete the mission faster with a higher score. To this end, I set the score to 10,000 at the mission's start, and now I'm trying to set it up such that it subtracts 1 point for every in-universe minute that passes. However, I'm not sure how to get this to work properly. Any suggestions?
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I mean, I just thought I'd bring it up. But you're right, it does get pretty hand-wave-y once you get into the specifics.
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So there's this book by Peter Watts called Blindsight. In it, the ship Theseus gets around using something called a Telematter Reactor which I thought might be of particular relevance to this mod. The gist is that it's an antimatter reactor, but Theseus doesn't have any antimatter containment traps since they're big and bulky and dangerous; instead, it quantum teleports antihydrogen into the reactor core, whereupon it's annihilated with hydrogen supplied by Theseus's on-board propellant tanks. I'll admit I don't fully understand the science behind it, but from what I do understand, it required a laser signal from a separate space station with its own supply of antimatter containing "specs" for antimatter atoms, which Theseus would then use to transmute its own hydrogen into antihydrogen. He does cite scientific papers from a number of sources, but again, I won't pretend to have divined the meaning behind the contents thereof.
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A Question About Reaction Control Systems
Deus Zed Machina replied to Deus Zed Machina's topic in Science & Spaceflight
Hooo boy that's a lot of replies. Thanks, everybody! I think part of the problem is that the unity object containing the thrusters is actually scaled unevenly (more across the y axis than x or z) so the distance value of each thruster from the CoM doesn't reflect its actual distance. @K^2 Yeah, a module might be nice, since I'm not too familiar with matrix math myself (though I'm currently in college for game design so I'm sure it'll come up in one of my CS classes). For now, though, I'll just work through it. How hard can linear programming be, anyway? -
I'm developing a game of my own based around spaceflight, and a physics problem came up that I'm not sure how to solve. In short, I need to figure out how to distribute thrust across multiple RCS thrusters such that the net force lines up with a spacecraft's center of mass. This haphazard assembly of default Unity shapes is the spacecraft in question, and the little cubes are the RCS thruster blocks. Currently, they all push with a force of 100 Newtons along the x, y, and/or z axes depending upon which keys the player is pressing. Since the lower blocks are closer to the center of mass than the upper ones, the net force applied by the thrusters when I try to move the ship horizontally is actually slightly above the center of mass, causing the whole thing to rotate. I could manually set the center of mass or move the lower thrusters so they're lined up properly, but I'd rather figure out how to eliminate this rotation without doing either since that would give me more flexibility when I design other ships to add to the game. So how would I calculate the amount of thrust the lower blocks should apply such that the ship doesn't rotate?
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Well, that didn't work. It says I need to update visual studio to open the .cs file, then it takes me to MSN. I think the issue has something to do with my version of visual studio... EDIT: If I make a new project and select .NET 3.5 in the file creation menu, the resulting .csproj still lacks the <TargetFrameworkVersion> tag.
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So I'm trying to add an action to a part's right-click menu, but when I click the in-game button, nothing happens--the debug messages I programmed in don't even show up anywhere. As far as I can tell, this is the relevant bit in KSP.log: [ERR 14:14:51.877] ADDON BINDER: Cannot resolve assembly: System.Collections, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a [EXC 14:14:51.879] FileNotFoundException: Could not load file or assembly 'System.Collections, Version=4.0.10.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() And here's my code. Is there something I screwed up?