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Everything posted by Nazalassa
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I know like half a year ago it was in dark mode, but now it's light mode code blocks that are unreadable (yes I still use light mode). Proof: I believe this is caused by the themes engine using dark mode color for light mode code blocks.
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- themes
- aaaaaaaargh!
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N -59 Gotta think about the graphs at some point.
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- going off the rails!
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N -57
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Here's the code for parsing "model" // The mesh for the mod [ParserTarget("model")] public MuParser Model { get { GameObject obj = null; if (Value.objects.Length > 1) { obj = new GameObject(); obj.transform.parent = Utility.Deactivator; foreach (GameObject subobj in Value.objects) { UnityEngine.Object.Instantiate(subobj).transform.parent = obj.transform; } } else if (Value.objects.Length == 1) { obj = Value.objects[0]; } return new MuParser(obj); } set { Value.objects = new[] { value.Value }; } } If anyone understands it...
- 205 replies
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- interstellar
- system replacer
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I figured since it's Kopernicus that loads the files then in the sources there must be all the options we can possibly put. So, without further ado... From Kopernicus sources, file /src/Kopernicus/Configuration/ModLoader/City.cs: public class LodRangeLoader : IPatchable, ITypeParser<PQSCity.LODRange> { [ParserTarget("delete")] [ParserTarget("visibleRange")] [ParserTarget("model")] public MuParser Model {...} [ParserTarget("scale")] } [ParserTarget("debugOrientated")] [ParserTarget("frameDelta")] [ParserTarget("randomizeOnSphere")] [ParserTarget("reorientToSphere")] [ParserTarget("reorientFinalAngle")] [ParserTarget("reorientInitialUp")] [ParserTarget("repositionRadial")] [ParserTarget("RepositionRadial")] [ParserTarget("repositionRadiusOffset")] [ParserTarget("repositionToSphere")] [ParserTarget("repositionToSphereSurface")] [ParserTarget("repositionToSphereSurfaceAddHeight")] [ParserTarget("commnetStation")] [ParserTarget("isKSC")] [ParserTargetCollection("LOD", AllowMerge = true)] From Kopernicus sources, file /src/Kopernicus/Configuration/ModLoader/City2.cs: public class LodRangeLoader : IPatchable, ITypeParser<PQSCity2.LodObject> { [ParserTarget("delete")] [ParserTarget("visibleRange")] [ParserTarget("keepActive")] [ParserTarget("model")] [ParserTarget("scale")] } [ParserTarget("snapToSurface")] [ParserTarget("alt")] [ParserTarget("lat")] [ParserTarget("lon")] [ParserTarget("objectName")] [ParserTarget("up")] [ParserTarget("rotation")] [ParserTarget("snapHeightOffset")] [ParserTarget("commnetStation")] [ParserTarget("isKSC")] [ParserTargetCollection("LOD", AllowMerge = true)] Sooo... It looks like a PQSCity2 is better. Or at least, more usable. Trying atm, results soon...
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N -41
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Quick question: if there is a Unity asset bundle (or whatever it's called) in the mod folder, and it (somehow) contains GameObjects, would the game directly load the GameObjects, so we can use them with PQSCity?
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Results: The transform is there The object is there But the mesh isn't there. Possible solution: The GameObject is just empty; Kopernicus just hasn't given it a mesh. So we have to find how to specify a mesh.
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N -40
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The Sky is Not the Limit - UPDATE: NEW THREAD OUT!
Nazalassa replied to TwoCalories's topic in KSP1 Mission Reports
I especially like the Picasso-like engine exhaust.- 217 replies
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- career
- Waiting for the real KSP 2
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I'm currently making tests with Temporalis' config file, to try to find out how to set latitude and longitude, and also altitude. Kerbal Object Inspector is very handy. (see previous updated post) btw: The absolute path in Unity hierarchy for any PQSCity thing is /localspace/<planet>/<planet>/<obj_name> Like, the commnet antenna is at /localspace/Kerbin/Kerbin/Larkes
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Interesting. So, regardless of whatever repositionToSphereSurfaceAddHeight is set to, if I set repositionToSphereSurface = False then it spawns at the center of the planet, but if I set it to True then it spawns at NaN altitude. But I apparently can't set either lat/lon or altitude. Regarding the KSC, it has its repositionRadial set to (cos(-120)*cos(0), sin(0), sin(-120)*cos(0)) so I believe we have to do the same thing. So I just tried with (790000, 0, 0). -- upd. -- So apparently it seems that lat/lon /alt is done with repositionRadial, who knew? I'm 54m under the surface. Gotta check it.
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For PQSCity animations: the way the comnet stations work is that the DishSupport is rotating around the local Y axis. I don't know what is causing it to rotate but it's probably a piece of code. It may be an animation, although I am not sure. Also the specific station I'm studying is labeled 'Larkes' and appears to be next to Woomerang launch site. It's got a PQSCity2, not a PQSCity. -- More investigations -- The parent of DishSupport id Dish, which has a DishController "thing" (the same way the KSC has a PQSCity) which in turn has a 'dishes' field which is DishController+Dish[] (I don't know what this means. If anyone is familiar with Kerbal Object Inspector, please tell me!)
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Aha! We have this: GameObject[] PQSCity2.LodObject.objects So... Let's admit we create a PQSCity2 object, and then we populate its LodObject.objects list with GameObjects. Since GameObjects can be models or whatever, including UI... Wait we (possibly) can add UI to a LodObject? If that's the case then we can make a UI pop up on approaching it. Cool... (note: I'm unsure this will work. These are just suppositions.) Hey, I think there definitely is a way to add that atmospheric harvester that's been sleeping on my hard disk for ages. -- upd. -- So it appears PQSCities have a 'lon' and a 'lat' attributes, whereas (in the cfg file from when I tried a while ago) I put 'longitude' and 'latitude'.
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So, anything about PQSCity? Not having some easter eggs would be a bit, let's say... Boring. Maybe it will require some code? Hey, I'll have a look into the KSP API. If I somehow manage to get a PQSCity working I'll tell you. Already I noticed some differences between PQSCity and PQSCity2: the former is more for easter eggs and non-interactive stuff, while the latter is more for launch sites.
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I thought you were starting from Temporalis.
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bash: /var/www/forum/lounge/games/hill.old: hill not found
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N -36
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The Kerbal KAL Logic & Computing Laboratory [WIP]
Nazalassa replied to Nazalassa's topic in KSP1 Discussion
Small update: KAL application suite is getting closer! I got back to the project this afternoon - after like two months away - and I got the main script working.- 71 replies
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- laboratory
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Kerbin, um, does not have axial tilt, and its orbit is circular - therefore, no seasons.
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N -32 Gaining even more ground
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N -30
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* ahem * We cannot be certain about the future, we can only make hypothesis. Maybe it will, but maybe it won't. Only time will tell us the answer.
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- ksp1
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