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Poppa Wheelie

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  1. I'm getting the in-game error when I press either of the 2 props set up to call my LUA functions at the onClick event: [AvionicsSystems]:INITIALIZATION ERROR CHECK MESSAGE LOG Full logs here: KSP log: KSP 20250112 1333.log Player log: Player 20250112 1333.log I attempted to set things up as @MOARdV did in the GameData\MOARdV examples, but I guess I've missed something. Hopefully it's obvious and quickly fixable. I get the same error for the PW_Keypad_Decimal and the PW_Keypad_Clear functions. Details below for the first one. Here's the error I see in the Player log. To me, the important text here is "attempt to call a nil value" (bold and red font are mine). I would think this means that my LUA function (PW_Keypad_Decimal in this case) is undefined at the time of the onClick event. Have I interpreted that correctly, or is something else going on? The COLLIDER_EVENT looks like this: The short script config, PW_Scripts.cfg, located at GameData\PoppaWheelieWorkshop\Scripts, reads like this: And here are the contents of the short PW_Keypad.lua file (also located at GameData\PoppaWheelieWorkshop\Scripts):
  2. @Manul, @kurgut, anyone else: I found this. But not sure if this is really it, and, even if this is it, I wouldn't know what to do with it: At: https://www.kerbalspaceprogram.com/ksp/api/class_k_s_p_1_1_u_i_1_1_screens_1_1_action_groups_app.html I found this: void KSP.UI.Screens.ActionGroupsApp.SelectNext ( ) inline Cycle "upwards" through the override groups void KSP.UI.Screens.ActionGroupsApp.SelectPrev ( ) inline Cycle "downwards" through the override groups Any idea what an "override group" is? I do know that in the in-game Action Groups editor (either in the VAB or in flight), when setting anything in an Action Group of Action Sets 1 through 4 I have the option of overriding the default (Action Group 0). Any thoughts on who I could go to, or where I should look next?
  3. Is there anything in the KSP API for sending F6 and F7 to the game?
  4. I figured it all out. I wrote an updated 2024 process and posted it here: https://forum.kerbalspaceprogram.com/topic/226382-unity-setup-guide-for-iva-editing-2024/
  5. I just finished using this guide. It "mostly" worked, but I did have a few issues. And one step is now incorrect (the ImageMagick tool has changed since the OP here was written). So I've written a December 2024 updated version of the process:
  6. I just set up Unity in order to do my own IVA editing. More specifically, this setup is for creating new “internals” from existing internals for existing cockpit and command pod parts by adding, removing, and relocating existing props within those internal spaces. I used the step by step guide written by @johnnydope in early 2022. That guide “mostly” worked, but I did have a few issues. And one step is now incorrect (the referenced tool has changed since that post was written). So the procedure written below is a December 2024 update with the latest. The johnnydope post is linked here, for reference. Thanks, Johnny! This process worked for me on a Windows 11 machine, KSP v 1.12.4, December 2024. Unity Setup Guide for IVA Editing Step 1: Download Required Tools Download the following. You need the exact versions listed. Unity Hub Current version, from the website: https://unity.com/download Run the downloaded installer, then register and login Unity 2019.4.18f1 From the website, while logged in with Unity Hub Leave the downloaded installer in your Downloads file for now PartTools_AssetBundles 2019.4.18f1 From: https://forum.kerbalspaceprogram.com/topic/160487-official-parttools/ Run a zip file extraction tool on the downloaded file. This will extract one file. Leave the downloaded zip file, and the extracted file, in your Downloads file for now TextMesh Pro Release 1.0.56 – Unity 2017.3 From: https://archive.org/details/text-mesh-pro-release-1.0.56.2017.3.0b-2-dll-only Leave the downloaded installer in your Downloads file for now ImageMagick Latest version, from the website: https://imagemagick.org/script/download.php Leave the downloaded installer in your Downloads file for now Step 2. Install ImageMagick and Unity Install ImageMagick Run the ImageMagick installer from your Downloads folder If the installer offers you an option to do something like, “Add application to your system path”, select that option If the installer does not offer you that option, or if you’ve already done the install and didn’t select the option (yeah, that was me), then add the imagemagick application to your system path manually (you’ll have to look up how to do this for your system) Close ImageMagick if it is running Install Unity Run the Unity installer from your Downloads folder Note the installed location of Unity Step 3. Unity Hub Setup Open Unity Hub Select Installs from left menu Select Locate, then specify the installed location of Unity Notice that the list should show “2019.4.18f1” Select New Project, then 3D Core Name your project under Project Name, then select Create Project - Unity will now launch Step 4. Unity Config Part 1 From within Unity, select Window from the menu bar, then Package Manager Remove the existing version of TextMeshPro (a version that you do NOT want), by scrolling down the list and finding TextMeshPro, highlighting it, then selecting Remove Allow the un-installation to finish, then close the Package Manager window From the menu bar, select Assets > Import Package > Custom Package Select your downloaded version of TextMesh Pro Release 1.0.56 – Unity 2017.3 When extracted this will be a Unity Package File Select Open, which will open an Import Unity Package window Make sure everything is check marked, then select Import For a second time, select Assets > Import Package > Custom Package After the Import Unity Package window opens, select your PartTools download (the extracted file) Make sure everything is check marked, then select Import Notice a new entry on the menu bar called KSPAssets On the bottom navigation window, go to Assets > Plugins > KSPAssets Highlight KSPAssetCompiler.dll, then look at the right menu Inspector panel, and make sure that the Validate References checkbox is Unchecked Do the same for the KSPAssets.dll (make sure that the checkbox is Unchecked) Close Unity Step 5. KSP Content Setup It took me awhile to figure out what was going on with this step, so let me quickly explain. Hopefully you can avoid my misteps and get this setup right the very first time. You’re going to set up a KSP game instance for the sole purpose of populating the GameData folder of that instance with all of the mods that contain all of the internals and all of the props that you’ll need for your editing. Then you are going to make a copy of that GameData folder, and in that copy you’re going to remove every folder that doesn’t contain internals or props. Unity can’t read all of the stuff you’re going to delete anyway (it threw over 200 errors when I skipped the deleting step). This stripped down copy of GameData will be the source of all internals and props you will use in Unity. So here’s the process: Install a fresh copy of KSP in a folder of your choice, and note the installation directory For this procedure, let’s call this copy of KSP your TEST copy So the GameData folder in this copy is your TEST GameData Add any mods required This includes mods containing the internals or props that you need for your editing This may also include any mods you want to include for testing your edited IVAs Now create a copy of the TEST GameData created in step 5.1 Place this copy of GameData anywhere that makes sense to you and your development process – but do NOT include it in the KSP game instance from step 5.1. You can also name this copy anything you like, or you can leave it named GameData For this procedure, let’s call this copy of GameData your DATA copy (you’ll see why a little later) For the rest of this Unity Setup procedure, you will only be working within this DATA copy of GameData, and all further mentions of GameData refer to this DATA copy In the DATA copy of GameData, delete every folder that does not contain internals or props that you intend to use in your editing Open File Explorer, and navigate to your DATA copy of GameData In the File Explorer address bar, type CMD to get a command prompt window Note that the path showing in the command prompt window should be the location of the DATA copy of your GameData Make sure that you have added ImageMagick to your system path, as mentioned in step 2.1. If you haven’t done this yet, do it now. Then return to this point. (Yes, this is the point at which I figured out that I needed to do this step) Make converted file format copies of your KSP textures for use by Unity by doing this: Copy and paste the following into the command prompt window, then execute it (by hitting Enter). Note that this is slightly different than the text used in the @johnnydope post, or in posts previous to that. FOR /R %f IN (*.dds) DO magick mogrify -verbose -flip -format png "%f" Step 6: Unity Config Part 2 Open Unity Hub, and see your project listed by name Select your project to open it in Unity From the Unity menu bar, select Tools > KSP Part Tools Drag and drop the Part Tools window to the right, beside Inspector (this is a common location for it) Select Set Data Dir, then select the location of your DATA copy of GameData This is why I have referred to this copy of GameData as your DATA copy, because this is where you are pointing Part Tools to as you set this data directory Note that the Spaces and Props menu columns of the KSP Part Tools window are populated If this doesn’t happen, and you get errors in the Console output screen on the lower left, then Unity has found something in your DATA copy of GameData that it cannot read. You’ll need to delete more stuff from the DATA copy of GameData, and try again. OK, one more thought. The reason I suggested referring to the KSP game instance that you set up in step 5.1. as your TEST copy is because you can use that game instance to test the edits you make. That’s it! Good luck!
  7. I’m stuck, and could use some more help, please. I’ve been following the steps as outlined in @johnnydope’s post linked above. I had a little trouble with the ImageMagick part of Step 4, but figured that out. Now I’m stuck on the Set Data Dir in Part Tools step. The instructions read as follows: However, when I click Set Data Dir, and select my GameData folder, I get these errors.
  8. Thanks @Svm420. I'll follow this guide, as written. I would be willing to make my own props for changing the Action Set, but I would need a method for sending a keyboard F6 or F7 to the game (which I don't know how to do), or to use some action function such as, "incrementActionSetNumber" or "decrementActionSetNumber". I would also need a way to look at some system variable, such as "currentActionSetNumber". And thank you, too, @kurgut, for your advice and pointers to documentation. And, yes, I meant "Action Set", not "Action Group". The game has 5 Action Sets. Each Action Set is a set of Action Groups. So I can really have 50 Action Groups in play at once, not just 10. Use F6 and F7 to move between Action Sets. Thank you both! I'm off to install Unity.
  9. @johnnydope: Is your 2022 guide still current? Any updates? Why should I prefer Unity or Blender? @kurgut: I see you've been doing a lot of custom IVA work in the past year or so. Any advice? Unity or Blender? Any thoughts on the other questions?
  10. I want to do the following, and have some questions: Edit some existing IVAs Create a feature that I have not yet seen within an IVA, and include this new feature in my IVAs Questions: 1. Do I need Unity, or Blender? What are the use cases for preferring one over the other? 2. If I want Unity, is this still the best process for setup? (from March 2022). If this is not the latest, can someone please provide an updated version of the process? 3. If I want Blender, can someone please provide a process for setting this up? 4. Some props perform an action by setting "actionName", others by setting "onClick". Sometimes the actionName is set to "plugin", and then an actionMethod is set inside a PLUGINACTION. Are all of the possible actions, plugin actions, and onClick function calls documented somewhere? 5. Sometimes a prop sets a labelText, like this: labelText = <=0=>$&$AGMEMO4 Is the format of these strings documented somewhere? How do I read and interpret these strings? How do I create my own? How do I figure out where the string parts of this text have been set previously? In this example, how do I determine where AGMEMO4 was set? 6. I want to be able to change the Action Set, which is currently possible with F6 and F7. I also want to be able to read what the current Action Set number has been set to. Is this possible? If so, how?
  11. This looks very nice! Would you be willing to release for CKAN?
  12. Found it, edited it, worked great. Thanks!
  13. I see that inside my station hubs, each hatch has a switchable label. I can switch it to display labels such as "Airlock", "Pod", "Bridge", etc. There are 23 built-in label options. How do I edit these label options?
  14. No, I only had the one single launch. Everything needed for the mission, including all fuel, was in that launch. You're right, though. A more "logical" way to do this would have been to launch the Eve Transfer ship to LKO, empty of fuel, then launch some fueling missions. The boosters for the Eve Transfer ship could have been much smaller if I had done this. But, this was my last mission, and I wanted to Go Big!
  15. I recently finished my For Science! playthrough with the Under Pressure Eve mission, and the Crater Conundrum Gilly mission. Featuring: One single launch rocket SSTO to LKO 11 kerbals to Eve and back versus the 10 required All kerbals traveled in command pods or crew modules - no rumble seats This Mission Report contains 4 short videos, and a bunch of screenshots. Enjoy!
  16. I recently finished my KSP2 For Science! playthrough by completing the last 2 missions: the game's final Big Boss mission, Under Pressure (10 kerbals to Eve and back); and The Crater Conundrum (Gilly). Here are a few of the unique things I did for this mission: One single launch rocket SSTO to LKO 11 kerbals to Eve and back versus the 10 required All kerbals traveled in command pods or crew modules - no rumble seats Launch to LKO This is the heaviest launch I've ever done, at 6426t. It's also, therefore, the heaviest SSTO I've ever done. This is also the heaviest single-launch payload I've done, at 787t. Some more stats: Boosters: 4730t of methalox and 20 x Mammoth II engines Launch Profile: 90 degree elevation until 1km 45 degrees by 16km 5 degrees by 66km Ap altitude of 120km dV: 4547 m/s according to the game staging stack, and according to the Micro Engineer mod 4052 m/s according to the rocket formula in my spreadsheet (which I think, in this case, is more accurate) Here is a 4m9s video of the entire launch to LKO. It's running at 5x speed. My actual fps during the entire launch was between 6 and 9. Special thanks to @cfloutier for K2-D2, and to @schlosrat for Maneuver Node Controller! Without these 2 mods I would have had a bear of a time doing this launch manually at 6 to 9 fps. Launch to LKO video: If you don't want to watch the video, here are a few screenshots of the launch: After achieving orbit, I got rid of the fairing, nosecones, and the boosters. Transit to Eve In LKO, ready to go to Eve! The transit: Land 11 kerbals on Eve Here's a 6 minute video of the atmospheric entry and landing: Here are a few screenshots: Since I landed at night, I waited until the next morning, then all 11 kerbals got out for a team photo and the flag planting. Return to Eve Low Orbit 3 minute video: Some screenshots: Final orbit. Not very circular, and not much fuel remaining, but I have a plan. Return "Go Big" to "Eve Station" Some screenshots: To Gilly! Screenshots: Return to Eve Station from Gilly Screenshots: Go Home! Screenshots: Kerbin Atmospheric Reentry and Splashdown 3 minute video: Some screenshots: Mission complete! For Science! playthrough complete!
  17. Today I launched a 6426t rocket-style SSTO called "Go Big" for the final, boss-level Eve and Gilly mission of my For Science! playthrough. This is the heaviest launch I've ever done, at 6426t. It's also, therefore, the heaviest SSTO I've ever done. This is the heaviest single-launch payload I've done, at 787t Some more stats: Boosters: 4730t of methalox and 20 x Mammoth II engines Launch Profile: 90 degree elevation until 1km 45 degrees by 16km 5 degrees by 66km Ap altitude of 120km dV: 4547 m/s according to the game staging stack, and according to the Micro Engineer mod 4052 m/s according to the rocket formula in my spreadsheet (which I think, in this case, is more accurate) Video: 4m 9s Entire video is playing at 5x speed My actual fps during the entire launch: between 6 and 9 Special thanks to @cfloutier for K2-D2, and to @schlosrat for Maneuver Node Controller! Without these 2 mods I would have had a bear of a time doing this launch manually at 6 to 9 fps Enjoy!
  18. Thanks! No, it wasn't inspired by any television show or other popular culture. When i first started playing KSP1, I realized that I liked to explore with wheeled, kerbaled, vehicles; and that the easiest way to get these horizontally-oriented vehicles back into space was to "pop a wheelie" before lighting the rocket engine.
  19. I completed a combined Eeloo and Dres mission, got tons of science points, and bought out the remaining tech from my tech tree. I have Mission Control credit for all missions now except for the Eve and Gilly missions. That will be next, and will finish this For Science! game, but it may be a few months before I get it completed. This was the 19th launch of my For Science! playthrough, and the 6th mission which involved landing kerbals on one or more celestial bodies. So the mission name is Global Hop VI. Full imgur album (a couple hundred screenshots) here: https://imgur.com/a/l19-giant-hop-vi-eeloo-dres-ybpt9nz
  20. Thanks. I'll update the OP with something on this.
  21. I recently asked the forum moderators if there was a tutorial on how to edit a forum signature. In the most polite way possible (truly) they asked me to figure it out and write the tutorial myself. So let’s do this: below is my take on how to do various things associated with editing a forum signature. Please comment below if you have a better way of doing something, or if you want this tutorial to address something not currently addressed. I will update this original post as needed to keep it current with the latest and greatest. Note: The examples used here appear correctly at 150% zoom. If your browser is zoomed in more than this, you may get unexpected results. Some Questions and Answers Q: How Do I Even Get To My Signature To Edit It? Short Answer: Drop Down in Upper Right > Account Settings > Signature Longer Answer (with screenshots): Q: Are the Capabilities of the Signature Editor the Same As Those of the Editor For Forum Posts? Short Answer: Yes Longer Answer: Q: Does the editor size my images appropriately for the signature line? Short Answer: No! You must size all of your images before you use them. Q: Can Zooming the Browser Affect My Signature? Answer: Yes! After you've built your signature, zoom your browser and make sure it behaves as you want. Edit more, if needed. In My Signature, I Want To … Have Only Text Like This: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "My favorite quote of all time!" -- That famous guy "My second favorite quote of all time!" -- Some other guy Aliquid facetum latine -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here's How: Have Only a Few Images Like This: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here's How: Make a One-Row Table With Invisible Borders Wait, what? I know, you're probably thinking, "Hey! We don't need no stinkin' one-row tables!" But trust me, you will need this to provide some of the capabilities listed below. So, later on, when I say something like, "you'll need a one-row table to do this", you'll know to come back here. Here's How: Have a Mix of Images and Text Like This: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My SSTOs | My KerbalX | My Current Jool 5 Mission -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Or Like This: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Tutorials Calculating Fuel Reading the dV Map -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here's How: Have Text That Is Associated With Only One of Several Images Like this: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Got It: Gilly, Duna, Ike, Minmus, Mun, Kerebin Need It: Everything else -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here's How: Imbed a Link In Some of the Text, or In an Image Why? So that the reader can follow the link and see some details on whatever you are displaying in your signature. Here's How: Imbed a Link That Leads To a List of More Than One Other Links Why? Perhaps you have earned a particular badge more than once, and you want the reader to click the badge and arrive at a page where you provide links to each of the times you earned the badge Perhaps you have a lot more that you want to put in your signature line than will easily fit. Perhaps you want to send the reader to a whole page of information and links Here's How: @adsii1970explains the process in this post, much better than I could. Thanks, @adsii1970! Edit the HTML of my Signature Short Answer: It looks like you have some editing capability, but it's complicated and difficult Longer Answer: Some Other Questions, Still Unanswered Is It Possible To Create More Than One Single Status Update? What Are the Limits On How Tall and How Wide the Signature Can Be? What Else? Please post below if you have any feedback on the following, and I'll update this post: Is there a better way of doing some of the things listed here? Do you have a solution for anything listed in the “Other Questions, Still Unanswered” section? Is there something you want to do with your signature, but you don’t see it listed here? Do you have any suggestions for improving the readability of this post? I'm using dark mode. Does anything need to be adjusted to work better for light mode? Is anything else needed to help readers find what they are looking for?
  22. @adsii1970, in the following post, you talked about creating a single status update page. I followed your steps yesterday, and somehow I created ONE status update page. Is it possible to create a second and a third one? I can't figure out how to create any more status update pages than the one that I now have.
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