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Everything posted by cyberKerb
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Time stepped animation possible?
cyberKerb replied to cyberKerb's topic in KSP1 Modelling and Texturing Discussion
If I ignored the planetary aspect, is there way to set an animation frame? -
Time stepped animation possible?
cyberKerb replied to cyberKerb's topic in KSP1 Modelling and Texturing Discussion
Thanks @SpannerMonkey(smce) I'm doing a solar flare / SME mod where a "cloud" of material get ejected from Kerbol and fires off into the distance. I'm detecting if anything is within the area of the SME "cloud" that I'm tracking and will be later adding code to affect craft due to the solar flux affecting electrical systems. I'm still deciding what effects to have - having batteries lose all charge is the one at the top of the list, but I've got other ideas I'm looking to implement. I have to delve into background processing though, seeing as a lot of this stuff would be seen in the map view - so that's going to be a fun exercise to learn. I'll probably lean a fair bit on how the Kerbalism mod handled their background stuff. Anyway, back to the modelling - I've got the Flare process working and have a SME sphere shoot out from the sun at random periods and inclinations. I've manage to incorporate some solar cycle maths and long period cycles written in some sci papers on a formula for our Suns own process. I even managed to model equivalent sunspots to allow a player to do some predictions if the want to reverse engineer the maths I used without looking at the source code. However, I thought it would be nice if the area of the SME "cloud" changes shape and goes from an initial sphere and slowly morphs into in arc-ish thing. (think of two overlapping spheres but slightly offset. I'd boolean out one of from the other and end up with a rough bowl / 3d arc shape. While I could just have it be represented by a sphere primitive for it's entire life cycle, I was looking to see what I'd need to do to have this slow motion change of shape take effect. The final shape would be something like the below (picture not relavent to mod - only there to give an idea on shape and grabbed at random from the internet). So the flare would have the two spheres that are closer to the same size and deeper inset. I'd use this method (using spheres) so that detecting if something is within the "flux" (and thus get affected) would be as easy as seeing if a craft was within the radius of the first flare sphere, but not in the negative sphere that was cut way.. Catch is, I've never 3d modelled stuff so I've still got to learn that (same for animations). This question is from me trying to work out what I need to learn to bring the change of shape about. I first thought animation, but I thought the KSP animation abilities was mainly for animating little part deployments and probably wasn't capable of what I needed. However, if I can freeze an animation at a certain point and have the code decide when it moves to the next frame, I'd get the same effect that I wanted. Reason I think KSP animation "might" be usable as-is, is because the Stock cargo bay has an opening animation, but the player can set it manually to a certain value via a tweakable slider. I figure, if I had an animation with something similar, I could set the value / animation frame via the plugin code and hide any manual interface from the UI. Back to the time stepped stuff. The goal is I want to load the model at a certain point in it's animation depending on how far it is from the sun and compared to it's max distance, where it'd be too dispersed to bother with. I also need to be able to load the model from a save point, and I figure if I know the distance, then I know what it should "look like" at that point and set the frame in the animation automatically. This is why I want to control the animation from the plugin and not just "hit play" and then let it cycle through it's frames. Does that help with what I'm looking for at all? Sorry if it sounds a bit lost / all over the shop. Still learning what I need to do. -
Time stepped animation possible?
cyberKerb posted a topic in KSP1 Modelling and Texturing Discussion
Weird question I know... Not sure what the correct terminology is here, but I'm looking to have a model change it's shape based on a long time period that has past since it was first activated. I also want to have control of the models state so if the scene was unloaded, I can note where it was. If the scene was reloaded, the model gets set at the correct stage to be where it should be in the animation, based on time past outside the scene. I'm not sure if I even need to generate an animation - It would only run once for each instance of the object spawning , so no looping / reversing of animation. An idea I had would be to have multiple copies in my model across different layers and have the mod manage which "layer /frame" is visible after determining how long it's been since the object was initiated. Can you do this with animations in KSP? (ie set a specific frame) -
[1.4.X] OSE Workshop Continued - KIS Addon
cyberKerb replied to Aelfhe1m's topic in KSP1 Mod Releases
From memory it currently doesn't do that, but I know it IS planned. The release notes a few posts above yours mentions the idea of using the extra workshop models from @Enceos "future versions will limit part construction by type of workshop". -
Map Layer over orbit lines?
cyberKerb replied to cyberKerb's topic in KSP1 C# Plugin Development Help and Support
Thanx once again @sarbian. I haven't even set a camera for what I'm doing as was just using a renderer to draw my procedural primitive. I see where in your example where you set this and will play around with that. Is there somewhere I can read up on the knowledge I'd need to know on which camera I should use for specific conditions? Also what is the default camera if you don't specify one? Edit: Actually better question would be is there any difference in the cameras when viewing from Map vs Tracking station? -
[1.4.X] OSE Workshop Continued - KIS Addon
cyberKerb replied to Aelfhe1m's topic in KSP1 Mod Releases
I may be wrong, but doesn't that already happen based on what size KIS container is available on the craft the OSEworkshop is on? -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
cyberKerb replied to Li0n's topic in KSP1 Mod Development
Hi @Li0n - had a thought on the range circle alignment and was wondering if it might help orientation. Would it be possible to take whatever you need to draw the circles around (ship/craft, planet/DSN) and traverse the objects parent tree until you get to a celestial body. Would it be possible to use the relative reference of that parent object to it's transform Left & Fwd (X & Z) axis's to set the circles orientation? That way they'd all be on the same relative plane. This would still allow things at different heights as you'd still be using the actual objects Y axis height to place the range circle around it's centre? (This kind assumes that all celestial bodies fwd & left axis are on one plane, but at differing heights depending on if the orbit is inclined or not.) If they aren't all aligned, could you use the Suns left/right axis to get a single plane for all circles and still use the object Y height to keep it around that object. That could either be an absolute reference with referencing the Sun object directly, or a relative reference by going up the parenting tree until you get the Sun. I may be waaay off on this one as I haven't checked and assumed you'd eventually get a relative reference with something like: craft is child of/orbits moon, which is child of/orbits a planet, which is child of/obits the Sun. -
I'm drawing a primitive on the map layer and am trying to get it to show over the item over orbit lines when they intersect. I got it to work when setting to object to layer 31 which is used for drawing vector lines, but it only works when viewing at a planet level zoom. If I start to zoom out, when I see that system orbit lines start to be drawn, the object I was able to see, goes invisible. Is there a property I'm missing to allow this to be viewed at a system zoomed out level? Or might this be something to do with 'when' I'm drawing the object at the BetterLateThanNever update stage.
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Kerbal Health - Not exactly a LS mod, but it's my LS-ish mod of choice TACLS, USILS, Snacks! I still haven't gone outside Kerbin SOI, but I option read the awesome mission reports on the forum and dream of missions where I'd do all the required planning and have all the necessary resources so Kerbals don't go on strike/tourist mode on me. side note: I always change the LifeSupport mods options so my Kerbals don't die. Reality hit me late last year where I realised the effort I was putting into needing to supply my crew (even just on Minmus) with what was required for BAU. As I've still not gone outside SOI, I decided it was time to reduce mission clutter to allow me to focus on that goal. Each time I tried a LifeSupport mod, I eventually felt weighed down with needing to forward plan other resupplies missions (eg 1 mission would turn into 5 each time realising I was under resourced or just forgot part necessary for certain parts to function) Eventually, I'd changed out those mods out for something lighter each time. I eventually found the 'Kerbal Health' mod which hit the right balance I wanted... It directs me to have to consider my Kerbals wellbeing, but not have to worry about constant resupplies. Again - understand this isn't exactly a LifeSupport mod, but I came to it from Lifesupport, so I figured it was OK to add to this thread as another person take on LS. Once I get better at interplanetary travel, I'll probably re-add a full LS mod back into the mod roster I'm running. Couple of years each for TACLS and USILS before looking around for something simpler. It was only when trying Snacks! for a 2-3mth period that I found out what it was about LS mods that wasn't working for me. Snacks! itself was awesome and nothing was wrong at all. It just happened to be the mod that was installed when I had my realisation about what play style I wanted for a KSP Career game.
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Fair point - didn't think of it that way. Yeah - I was still in the mode of thinking how best to support a game developer directly. But as you've mentioned, things have changed and that may not be possible / relevant anymore.
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They pay the great developers that made this awesome game - so I think my point still stands, but for those that aren't interested in the DLC because of Take Two ownership, then each to their own. (at least it's not EA)
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Just a quick query to @SQUAD With the Making History expansion coming out sometime "soon", I figured it might be an idea to ask if the developers had a preference where people would purchase the DLC when it does eventually come out? I ask as if there is any choice in the matter, I'd like to choose that my money to the developers directly and not have that money divvied up between various intermediate parties that doesn't directly benefit the developers other than distribution of KSP. Is buying the DLC directly from the KSPStore actually a more beneficial option that via something like Steam or GOG? Also, pre-empting a question that might arrive from my thread - if someone purchases via the KSPStore, can they then register that DLC purchase via steam to get the best of both worlds? i.e. I assume that with this option, all money would go to the developers AND people could have the DLC on their desired platform (for those that use Steam) (for the record, I'll be purchasing the DLC via the store as I don't use Steam for KSP and prefer the manual install)
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Thank Garwel! I'll have a poke around in the sheet - it's nice an organised so I like it already Here's the "PPD 20 Jumbo Kerbal Can" part from Vens Stock Revamp that I was thinking of adding some recup to. I haven't found any pictures of it online, so I've uploaded a quick snap with a mk1 capsule ontop for size comparison. It's 5t with 10 seats, so it's well below your metric of 1t / kerbal, so maybe not. Would this be more of a crowded mitigator?
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Sorry - by calculation patch I just meant the KH module being added via the MM patch. I assumed the calculation was within the code "somewhere". Best guess is this area in the code that does it - althought it just as easily be something done outside the mod and hardcoded in. I'll wait for Garwel to reply https://github.com/GarwelGarwel/KerbalHealth/blob/3b45b16a6651cdbfda718cc8ddd2afbeee22575f/VesselHealthInfo.cs#L82
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Thanks for the update! Phew! I was a little worried my freshly constructed station was going to need a major refit with this update. My station has two cupolas and a few other crew capacity modules and had (I think) a hover health level of something like 60/70%. With the update it's slightly lower (55%-ish), but still a hover health level, so the station is still viable for long term habitation. Just curious, what's criteria are you using for a part to have a recuperation module? Is it required that a part has to have windows? I ask as I'm looking at my other mods I've got installed and wondering what patches I can create that might be a big enough part to warrant adding that module. I understand I can just add it to any part I see fit in my own game, but I was looking for information on what is more in theme with the your own criteria. I've created a patch to add Shielding to the extra large structural panel (3x3) & small triangle panel from Vens Stock Revamp. I'm sure there is stack of other stuff to add from this Mod (hence the question above), but this is what I've used so far. @PART[Angledpanel]:NEEDS[VenStockRevamp&KerbalHealth] { MODULE { name = ModuleKerbalHealth shielding = 0.375 } RESOURCE { name = RadiationShielding amount = 0 maxAmount = 0.375 } } @PART[structuralPanel3]:NEEDS[VenStockRevamp&KerbalHealth] { MODULE { name = ModuleKerbalHealth shielding = 6.75 } RESOURCE { name = RadiationShielding amount = 0 maxAmount = 6.75 } } For the Mk1 Crew cabin - based on the github, I see that it's been specifically set, so it doesn't use the calculation patch. https://github.com/GarwelGarwel/KerbalHealth/blob/master/Patches/KHStock.cfg#L84
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Wow thanks for the fantastically comprehensive dump of information on the issue. Seriously that's awesome investigation. I'd only starting playing around with what was being affected and have the same list of plumes. I thought it might of been the negative but they didn't effect anything when testing. So you just comment out these lines for those plumes? // energy = #$../../../PLUME[Hypergolic-OMS-White]/energy$ // speed = #$../../../PLUME[Hypergolic-OMS-White]/speed$
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Antenna Range Diagram (stock / OPM /JX2 / GPP / GPO)
cyberKerb replied to Kergarin's topic in KSP1 Tutorials
I haven't played with GPP yet and was surprised by the distance on Grannus. That extra scale change was huge. When you see OPM and GPP distances side by side on the same scale, it gives and interesting comparison of Plock vs Leto. -
FloatCurve error in Log
cyberKerb replied to cyberKerb's topic in KSP1 Technical Support (PC, modded installs)
Thanks for this - I've checked running without RealPlume / RelPlumeStock / Smokescreen and the problem does indeed go away. Found the old issue, another one too. Posted there to see if there is something I can test for. -
Not sure if this is an issue for RealPlume or not... I'm getting some log spam regarding a number of engines with float curve errors. I've seen there were a view issues with float curves in the past on Github, but they all seemed resolved now. Example error I'm seeing is: [ERR 22:19:06.623] FloatCurve: Invalid line. Requires two values, 'time' and 'value' Looking around the cfgs, all I can see that is similar / different is that all those I see with errors have a negative value in the grow{ } section on the plume module.. I tried setting the negatives value to 0 for a plume (Ion-Argon-Gridded) that affected some Near Future engines, but that had no effect on the error nor was I really expecting it to. Just wondering if anyone has seen the floatcurve issue come back all all?
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FloatCurve error in Log
cyberKerb replied to cyberKerb's topic in KSP1 Technical Support (PC, modded installs)
Happy to do that and I usually do report issues that cause errors where I find them. Just depending on how confident I can be with knowing if it's an actual error or just some conflict with another mod. Which leads be back to the curve editor, will that spit out error when it finds them? enough that I can report issues it says are incorrect? EDIT: I've tried to add the following curve from a FASA engine atmosphereCurve { key = 0 320 key = 1 290 } I can't tell if there is an issue. Is the correct notation for the curve 4 values per line as per the editor, or will 2 values (like that above) also work without error. If it's the former and all I need to do is add " 0 0" at the end of any rows don't have 4 values, then it should be an easy fix. Nevermind - I see from the info thread here that they are optional. https://forum.kerbalspaceprogram.com/index.php?/topic/84201-info-ksp-floatcurves-and-you-the-magic-of-tangents/ -
FloatCurve error in Log
cyberKerb replied to cyberKerb's topic in KSP1 Technical Support (PC, modded installs)
So, could I troubleshoot it by finding the curves that cause the error and running it through Sarbians Float curve editor to check? -
Yes - works for me in 1.3.1 with Kopernicus 1.3.1-3, SVT & SVE, Scatterer. Terrain looks a little pixelated / "minecrafty" in areas with some straight edges and squares showing up, but on the surface the walls of the canyon are monstrous! I need to get a rover there to have some fun. Jeb is still center of frame in second pic, just zoomed far out. view from the bottom (after a bit of a roll and bounce down the hill)
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
cyberKerb replied to Galileo's topic in KSP1 Mod Releases
Thanks Galileo! Why is it when I look for Minmus screenshots, the ground is all "mushy"? There's not enough out there with this mod installed! Here's my contribution. I can see down to the pebble Love your work!- 1,019 replies
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