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Elox

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Everything posted by Elox

  1. Elox

    KerbalView

    I only tweaked the camera so this mod can get control of it. I didn't test it myself, it's the work of @JonnyOThan
  2. They provided a launch point in the water, but right now floating physics are really bad (it's the Kraken's habitat). We can't really make ships
  3. I think is a good idea, not sure how hard would be
  4. It's geo_coordinates. In my opinion, types are especially confusing in this language. You can't declare them, you should use let and const, but you are expected to specify them in parameters/results. Also, if you use return floatValue, the compiler thinks is a Unit type, so you need to omit the return keyword. Other than that, I think is less tedious than kerboscript. Thanks for maintaining it, my favorite mod by far. I guess I'm irresponsible hehe.
  5. I'm trying to ref my AGL altimeter, I only found the terrain height in my current position.
  6. Well, I guess it's playable. Very impressive, tho I managed to land it, but not on flat terrain xD
  7. I tried to test it. But with that amount of boosters my pc can't handle it xD
  8. Man... I was thinking of doing one myself. Hope I can help with the project.
  9. Elox

    KerbalView

    I've disabled idling animations (except the fitting helmet one). I'll take the opportunity to update the status of the mod: There's no support for triggering or rebinding EVA actions right now, and the movement is relative to the camera. I can't order the kerbal to rotate when moving the mouse or swap [Q]-[E] with [A]-[D], for example. I can't call the actual code functions (because they are private), so I would have to make my own movement system and it wouldn't be consistent. Also, I'm attaching the main camera to the kerbal, as a child, for two reasons: I didn't figure out yet how to copy the main camera with the exact configuration, If I create a new camera, it doesn't render planet surfaces. And if I keep updating the camera with the kerbal position, it works well at land, but it can't keep his movement at high speeds/in orbit. This provokes that, when the game destroys the kerbal object (when boarding or dying), it destroys the main camera with him. Pressing twice M will remake the camera. I've tried to save the camera from destruction, but the code does unknown stuff when boarding a vessel and I guess it needs its original parent. So it does a weird thing: the ocean follows you to space. If I were able to create my own camera it would fix this issue, and, potentially, do gymnastics with the main camera and redirect the movement somehow. For now, I'm going to update it for SpaceWarp 0.4, tweak some values and think about what I can implement meanwhile.
  10. # KerbalView Mod Allows a glimpse of the galaxy through the eyes of kerbals. Source: github.com/EloxZ/KerbalView MIT License Download: KerbalView on SpaceDock Use SpaceWarps to install it. # How it works - [New] EVA Helmet Lights. Press [Alt] + [L] or Toggle Helmet Lights in Kerbal menu. - Press [Alt] + [2] in Flight Camera Mode Auto to get into First Person View. Press again or change camera mode with V to exit. - Currently is using the native controls and the camera is locked. - [A] and [D] to rotate - [Q] and [E] to slide sideway - In space you can use [Q] and [E] as yaw - Field Of View is set to 90. # Known issues - Bad controls # Next feautures - Revamped controls on land and space (Jetpack) - Immersive vision - Configurable values )
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