nubeees
-
Posts
224 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by nubeees
-
-
Münwalk!
An acceleration-based motion system for kerbals
This is my first C# plugin for KSP, so progress has been pretty slow.
What works so far:
- Button that orients kerbal based on acceleration
- Animations
- Movement
- "Airplane mode" (Disable drag on kerbal)
Pictures:
Current problems:
- Kerbal "trips" every couple of steps.
- Jumping does not apply enough upwards force.
- Kerbal cannot un-ragdoll while on a moving vehicle in contact with the ground or ocean.
- On centrifuges kerbal will lean.
- Activating Munwalk while kerbal is on ladder may disable gravity on the kerbal for some reason...
Download is here:
https://spacedock.info/mod/2021/Kerbal Munwalk
License: MIT
Updates:
Spoiler8/19/19
I've returned!
spaghetti codesourcecode now available to look at- at your own peril, its a mess- and the mod is now properly licensed as it should've been since release.I'll continue to superficially support Munwalk-- if you DM me saying its having issues I'll try my hand at fixing said issues. However, munwalk has outgrown my knowledge of KSP and its engine.
If another modder would like to pick up where I left off, I'd be grateful!
10/3/18I've entirely overhauled the code to not be such a mess, experimented with applying the "walk" force at the kerbal's feet (still working on that), and have now averaged acceleration across five calculation frames (every other frame calculates acceleration, so forces aren't applied at the same time acceleration is calculated).
10/9/18
Animation-based movement proved to be futile; for whatever reason I could not get the foot colliders as I'd hoped. Fortunately, with a bit of tweaking moving by applying force to the kerbal seems to work perfectly fine! Aside from the fact that a kerbal can't walk backwards without tripping... Little bit of tweaking needed there.
I've removed the debug acceleration arrow and will soon be looking into fixing it up for a public release!
12/1/18
Happy December, everyone!
I've released the first public iteration of Munwalk today! Go play with it! In my next release I'll probably add buttons to control how many frames the accel vector is smoothed over.
-
Would I be able to use this to play a walking or standing animation without the kerbal snapping to its up orientation?
-
Hi, very new to scripting plugins!
I assumed a kerbal's current pose/animation would be an enum or something. I've found KerbalEVA.animations but can't really make sense of it. Is there a way I could force a kerbal into a certain pose to prevent ragdolling?
Thanks
-
8 hours ago, JadeOfMaar said:
Concerning the infinite sunlight problem, this is likely the effect of the stars not having light curves as introduced in Kopernicus 1.3.0-6. This feature enables the intensity and ranges of starlight to be finely controlled which means your inner planets can be over-bright as needed and your outer planets will be nice and dark all-over.
No light curves = no control = infinite starlight. KSC will get lit up from the red giant on the opposite side of the galaxy as if Kerbin was orbiting that red giant.
I sort of figured this was what's going on.
It's hard to tell, but it also seems like exoplanets not be getting lit up properly for me, but that requires further research.
Time to figure out what the conflict is.
Edit*
Getting the issue with nothing in my gamedata folder but modulemanager 2.8.1, modular flight integrator, koperniucs, and TBG. Going to try the latest modulemanager
Edit again*
Trying the newest module manager, and trying a previous version of kopernicus both did nothing to help.
-
5 hours ago, TastyMango said:
Had the same problem. Turns out it was the butler (module manager 3.0.0) all along!
Module manager 2.8.1 seems to set things right.
That's odd, I've got module manager 2.8.1.
I'll have to see if reinstalling it helps
Edit*
2.8.1 nor 3.0 are fixing the blinding issue.
I was also really confused about not being able to focus the camera on any of the minor bodies, then I remembered that I have research bodies installed XD
-
Saw a post stating this was fixed, so I assumed it was scatterer or planetshine causing the bug. Testing found that removing those had no effect.
SpoilerAny ideas? Did Kerbol go supernova?
-
I've noticed that all the weather/wind mods are dependent on Ferram, so I'd like to request one which works with the stock aerodynamics if possible.
Is there anyone who could give this a go?
Thanks in advance!
-
Nah, just like a brick wall. I'll make it look like water with a texture later. Still, any ideas on how to make it not-sideways?
*Edit
Ayyy! I got it to work!
http://i.imgur.com/n6PWy7i.png
Thats not a mountain!
-
I got an Mu working, the only issue: My 4,000 ft tall tidal wave is sideways! -Oops I gave away what the project is
-
I think KSP can still read DAE files in some limited capacity but I'm not 100% sure. MU is probably your best bed, though in truth I've never tried using the converter in that direction - I usually use Unity to convert.
Alright, I'll give it a try. Thank you!
-
I'm sorry if the answer to this question is already somewhere on this thread, but does my model have to be converted to a .mu in order to be loaded in as a static object? I'm mostly asking this because the blender .mu converter is misbehaving for me. XD
-
Doesn't this mod have a pretty severe problem of throwing you into interstellar space? Not the one you linked, Timewarp rotation fix.
I'm not sure I ever ran into that during the brief time I used it...
What I did run into was ships rotating faster every time you slow down from timewarp, which was slightly frustrating. Still though, this was a beautiful mod. I wish someone would pick it up again.
-
Throttle Controlled Avionics sounds like it may be of interest to you.
Neat! Thanks!
-
These would be thrusters (or possibly a setting for our current thrusters) which adjust their throttle independently of the main thrusters based on the center of thrust and their distance from the center of mass. These would be incredibly useful for VTOL's, and if needed, I can model. (Though I can't guarantee a decent texture. XD)
Would anyone be willing to make this a thing?
-
Any chance of this being updated? For me it just caused my station to spazz out and spin madly when I time warped. XD
I miss this plugin
-
Are you never going to release this script? It seems great!
-
Did you do anything special? I have run this mod before .90, so I know how to use it, but when I right click my Kerbal no button appears for first person.
I am having the same problem. Installed it, and nothing shows up.
Hullcam works fine though
-
Fun little idea, how about a yellow gas giant?
-
From the How To Get Support thread:
These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:
Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )
Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.log
Thanks!
-
Know what would be simple? Uploading your output_log.txt. Anyway, I'm 99% certain that's your problem. Do a search in your Gamedata for KSPAPIExtensions - if what you're saying is correct, you'll only have one.
I double checked my Gamedata folder, and the only thing with KSPAPI is Tweakscale
However, I hadn't thought of uploading my output_log. Thats not something I've had to do before.
First, dumb question! How do I even do that?
-
You have conflicting versions of KSPAPIExtensions. Update all mods that you have installed from this list.
I really do wish it was this simple, but as far as I can see, tweakscale, the only mod using KSPAPIExtensions I have, is up to date...
-
HALP! It no worky! there's a gaping hole in the right-click menu!
As for as I can tell, I have everything installed correctly. Tweakscale has never worked for me and I want to figure out why.
-
Can someone help me please?
I am really intrigued by this mod and the many possibilities it brings, but I seem to be doing something wrong when installing the mod.
I have downloaded and extracted the mods to my gamedata folder, I checked to see if I had other mods using kspapiextensions.dll, only infernal robotics seemed to use it. so I looked online for the newest version of the kspapiextensions.dll and replaced the older version in both mods with this one. But I still don't get the option of rescaling parts when rightclicking them in the VAB or SPH. I am using 0.24.2 64 bit ksp with quite a few mods on a 64 bit windows.
I hope someone can help me, if you need more information I will gladly provide it.
And for all the modders out there: thanks for all your hard work, you've made ksp and many other games incredible.
You appear to have the same problem as me...
I'm pretty sure 64 bit isn't causing the problem, but there seems to be no good reason for it not to work.
-
Do you have Goodspeed Aerospace installed? If so, get rid of the scale.dll from there.
If it's not that, see which mods include KSPAPIExtensions.dll, and update those.
All the mods I am using are freshly installed. I do not have Goodspeed.
Might Magic Smoke have something to do with it?
*edit
I forgot! I tested it without Magic Smoke, and it still didn't work...
Münwalk - Walking in Artificial Gravity
in KSP1 Mod Development
Posted
https://imgur.com/kStAL2P
Looks like I might need some sort of "kerbal clamber" function.
Maybe a raycast and a teleport?