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doxid310

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Posts posted by doxid310

  1. @linuxgurugamerI don't know if this is the best place to post this, but I found a fix for the dynamic parts of the HUD when you're IVA . Here is a part of code that I've used to fix it. The problem arises at private void drawPitchLadder. Hope it's useful.
     

            //funky method
            private Quaternion updateHeadingPitchRollField(Vessel v)
            {
                Vector3d CoM, north, up;
                Quaternion rotationSurface;
                CoM = v.CoM;
                up = (CoM - v.mainBody.position).normalized;
                north = Vector3d.Exclude(up, (v.mainBody.position + v.mainBody.transform.up * (float)v.mainBody.Radius) - CoM).normalized;
                rotationSurface = Quaternion.LookRotation(north, up);
                return Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(v.GetTransform().rotation) * rotationSurface);
            }
    
            //Draws the pitch ladder or vertical ascent circle, and roll scale
            private void drawPitchLadder(Vessel v, bool full)
            {
                ball = UnityEngine.Object.FindObjectOfType<NavBall>(); //deprecated
                Quaternion attitude = updateHeadingPitchRollField(v);
    
                float pitch = (float)((attitude.eulerAngles.x > 180) ? (360.0 - attitude.eulerAngles.x) : -attitude.eulerAngles.x);
                //float yaw = (float)attitude.eulerAngles.y; //not useful here
                float roll = (float)((attitude.eulerAngles.z > 180) ? (attitude.eulerAngles.z - 360.0) : attitude.eulerAngles.z);
                roll = -roll;
    
                //Display relative pitch in orbital mode
              //...

     

  2. On 12/20/2022 at 2:08 PM, doxid310 said:

    Hello @cmet24! This mod is just perfect considering that I am really passionate about designing all kinds of aircraft.

    However, I noticed that it has a very weak upwards wind component, which makes building gliders kind of useless, since you can't take advantage of the vertical winds. I am familiar with C# and I've seen that the mod source code is available on GitHub. My wish would be to multiply the vertical wind component by a considerable amount at all times (since it depends on lots of factors, randomization wouldn't be a problem). Since I'm not too familiar with KSP modding in particular, I would like to ask you what variables or lists should I modify.

    I would like to rebuild the mod for personal use with the desired changes, if that's okay.

    Nevermind, I found out myself.

    For anyone interested, in climate_data.cs and weather_data.cs multiply the "ww" variables with something around 30-100 and don't forget to change in the GUI the units for vertical velocity from mm/s to m/s (remove the *1000 and edit the string). Rebuild the project and replace the dll in gamedata/kerbalweatherproject. Cheers.

  3. Hello @cmet24! This mod is just perfect considering that I am really passionate about designing all kinds of aircraft.

    However, I noticed that it has a very weak upwards wind component, which makes building gliders kind of useless, since you can't take advantage of the vertical winds. I am familiar with C# and I've seen that the mod source code is available on GitHub. My wish would be to multiply the vertical wind component by a considerable amount at all times (since it depends on lots of factors, randomization wouldn't be a problem). Since I'm not too familiar with KSP modding in particular, I would like to ask you what variables or lists should I modify.

    I would like to rebuild the mod for personal use with the desired changes, if that's okay.

  4. 9 hours ago, thepres1s_Stuff said:

    @blackrack For the volumetric clouds, any chance for Tornadoes and Hurricanes? (probably no wind unless kwp can put it in)

    This would be rather a matter of  @cmet24 's KWP - some strong vertical winds would be great for gliding/ soaring planes. It would be nice if it was somehow integrated with @blackrack's EVE true volumetric clouds config so that they generate in stormy areas. Perhaps we'll see this someday.

  5. 18 minutes ago, doxid310 said:

    Hello, I am currently experiencing an issue regarding the FMeshSwitcher on all the parts that have this feature. I am currently using the latest version of FAR Continued along with the latest version of AP from @Lisias github page.
    It seems that all the meshes are bulked upon one another to the point of z-fighting, and the next/previous buttons do not appear in the editor menu.
    In the screenshot I've tested it with some mk3s0 parts and a wing connector.B3yfZNZ.png

    Sorry for the bother, I figured it out rather quickly.
    I had an old version of Firespitter installed.
    For those having the same issue, update Firespitter to the latest version.

  6. Hello, I am currently experiencing an issue regarding the FMeshSwitcher on all the parts that have this feature. I am currently using the latest version of FAR Continued along with the latest version of AP from @Lisias github page.
    It seems that all the meshes are bulked upon one another to the point of z-fighting, and the next/previous buttons do not appear in the editor menu.
    In the screenshot I've tested it with some mk3s0 parts and a wing connector.B3yfZNZ.png

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