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Everything posted by cyberKerb
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I was looking for the same solution and found this method that uses reflection. using System.Reflection; MethodInfo editorReportUpdate; editorReportUpdate = EngineersReport.Instance.GetType().GetMethod("OnCraftModified", BindingFlags.Instance | BindingFlags.NonPublic, null, Type.EmptyTypes, null); editorReportUpdate.Invoke(EngineersReport.Instance, null); FAR uses it in this module https://github.com/ferram4/Ferram-Aerospace-Research/blob/787a30bc9deab0bde87591f0cc973ec3b0dd2de9/FerramAerospaceResearch/FARGUI/FAREditorGUI/EditorGUI.cs#L183
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Official API Documentation KSP 1.12.0
cyberKerb replied to JPLRepo's topic in KSP1 C# Plugin Development Help and Support
Wondering if anyone would know when a partmodule was added into the API? I ask as I noticed the unused planetary sample class and was curious how long that had been there. Did it pre-date the surface samples science experiment or was it something that was abandoned for the Breaking Ground expansion? Not planning on using, just idle curiosity in the history. -
ModuleScienceContainer: volume/mass/size?
cyberKerb replied to OrbitalManeuvers's topic in KSP1 Mods Discussions
(slowly) working on this idea for a while. I'm barely a coder, but it's coming along ok-ish. -
I don't think it does. From memory the system works on a catchup mechanism in that nothing happens for unloaded craft resources. However, as soon as you load the vessel in as the active vessel, it'll do the necessary difference calcs prior to displaying the scene. These work out what the resources should be at the current time based on their original values when going "on-rails", knowing the length of the time passed since then, and the math for resource changes. Here an old mod that used to do what you're after - Almost certainly won't work with current version of KSP, but it should give you the key-words to look for in other mods. Some mod-makers add similar functionality into their mods, but that's usually a choice. Kerbalism (mentioned above) does that in spades and then some. Also, most life support mods (eg: TAC-LS , USI LS) include some kind of background processing. This is so the LS (Life Support) requirements continue to tick down, even when vessels are not loaded. I think these also track EC for unloaded vessels, usually because the mod-maker decided the LS requires EC to function. So, I don't think it's part of the base game, but it can be if you find he right mod for what you're looking for.
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[WIP] [1.11.x] Heavy Science - Development Thread
cyberKerb replied to cyberKerb's topic in KSP1 Mod Development
Still having fun at the moment. Couldn't resist adding in the required icecream cone model. I've found how to display the Minmus flats surface textures. edit: Below is the updated version. Bumped the texture scale a bit, also used the cone supplied by @Rodger as a replacement to my tacky procedurally generated one. Looks much more delish. -
I was more thinking along the lines of, if the super powers of KSP1 reaction wheels are planned to be continued. Currently it reduces any need for RCS on small / medium craft.
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Just wondering if there were any plans for Saturatable Reaction Wheels in KSP2? Or a hint of alternative tech / methods...
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I know it's a stupid question... But it occured to me their arms aren't long enough to reach the top of their heads. This means they can't lift a helmet 'off' their head, just raise it to brow height. Maybe it's Avengers time-heist suit style, where the helmet collapses into the neck ring via "nano tech"
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[WIP] [1.11.x] Heavy Science - Development Thread
cyberKerb replied to cyberKerb's topic in KSP1 Mod Development
Decided against the rock in water. while it looks good on the launchpad, it makes no sense when it orbit with no gravity. I've opted to simplify it and just have a sphere of water for certain biomes (eg KerbinWater) for both landed & splashed. For others like shores / mountains (lakes) I'll leave it as a boulder for 'landed' the sphere of water for 'splashed'. Progress Report Managed to made good progress last week. I'm currently fine tuning how all the items are viewed when they spawn in the container. Even managed to work out to add a floating bob and and down animation included. Learnt all about 'lerp' & 'pingpong' with that one. This week I've got the current items on my to-do: need to re-code where to grab the mesh/material for the breaking ground ROC scatter and test the whole thing still works when the DLC is not installed. work out the HSV color modification of scatter. Will be testing with both setting the "_Color" & "_TintColor" material properties. look into how to add a conditional process to modify the color itself (to be a touch brighter) when the sample is a bit dark. Write a procedure to create a better grass mesh. Currently using a flattened box so the texture shown on both sides. (Done) Want to add a few extra copies of things like cactus ,tree00, pine00 & grass, rather than just a singular item. Just so it looks more 'substantial' as a surface sample. I'd love to have them laying horizontal, but the mesh is transparent from that angle, so I guess I'll have to avoid that. add a code link to the part rescale value so the sample rescales with the part if someone changes the cfg. (Done) If all that gets done, I'll start sifting through the debris of my 2016 code that got pulled apart in a refactoring that never finished. That's the bit that handles the mass change and limiting the ScienceContainer to one SurfaceSample only. I can't remember if I managed to work out how to stop the "Transfer All" function from snagging SurfaceSample though. -
Kerbal Space Program 3D animations [New release May 4th]
cyberKerb replied to AnimatedK's topic in KSP Fan Works
Seeing the snippet on reddit, your animations are staggeringly awesome. I thought it was a KSP2 preview at first. Looking forward to seeing more in the future. -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
cyberKerb replied to nightingale's topic in KSP1 Mod Releases
just wondering what other things you had in mind? Was it changing details on contracts or was it more to do with the location of things? Also just noticed a few commits to the github source a few months back. Did you want anyone to compile a version to test or is it not worth it yet?- 502 replies
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- contract pack
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Found it! (the pol 'stalactite'), It was where I should of expected it to be based on the hierarchy in the Kittopia extracts... I just had to learn how to reference it. It ended up being the 2nd mesh in this list of meshes. PQSLandControl.scatters baseMesh.name = Cube It has Vertices:246 Triangles:1260
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You too eh? I know enough to get the gist of the code and piece together bits knowing about dependencies and inheritance, but yeah - It's lot of change, load game, check result, refer to logs, then repeat ad-nauseum until either it gives up it's secrets and I understand what's going on, or I give up and find another method.
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Hi @R-T-B, I might be asking the impossible here, but I've been combing the github scatter code all night and haven't made much progress as yet. Is it possible to pick apart the bits of code to be able to generate a single Scatter mesh? For context, I'm trying to find a way to specifically generate a single Pol 'stalactite' mesh and using these two github pages for reference to work it out. I want to use that mesh and add it into a part model, which is why I'm only after 1 copy of the mesh and not a full quad of meshes merged into one. As mentioned, I see that in the Kopernicus code comments it mentions that KSP merges all scatters that are on one quad into one gigantic mesh. What I can't find is the first copy of that stalactite mesh. (Best guess is that it's either procedurally generated, or it's under one of the 'Unass' Quads that is referenced in the code. I found 5 x UnAss Quads, but haven't checked the hierarchy to see if there is a mesh I can use.) https://github.com/Kopernicus/kittopia-dumps/blob/62d64791adba14aacd33b5f2d7a3c42f8b78cd8b/Configs/Pol.cfg#L397 https://github.com/Kopernicus/Kopernicus/blob/081c87c39ade281ff4df44ef216ff175fcd07f38/src/Kopernicus/Components/ModularScatter/ModularScatter.cs#L276 I figure I might be able to 'preload' the variables to only generate a single stalactite on the quad and then somehow isolate that mesh into it's own Mesh gameobject to be used elsewhere. This is a total guess, but it seems to be a mix of the boulder and Cube meshes, but I'm not sure how to go about recreating the shape.
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I was browsing the Kittopia extracts and noticed the cause of the issue seems to be simply due to a color duplication in the biome configuration and map. The issue is also reflected in the images on the Wiki which have the same color code on the map for both biomes. I've updated the existing bugtracker ticket for the issue to advise @SQUAD the changes required to fix this years old issue https://bugs.kerbalspaceprogram.com/issues/13965#note-6 If you're able (and think it's worthwhile) log into the tracker and up vote the issue so it gets the devs attention
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[WIP] [1.11.x] Heavy Science - Development Thread
cyberKerb replied to cyberKerb's topic in KSP1 Mod Development
Question for anyone following along... I'm trying to work out what to represent each biome. So far, I've settled on using the default scatter boulder mesh with a random rotation when the surface sample collection situation was "SrfLanded". This make less sense for biomes that are all water like Eve's "Explodium Sea" or Laythe's "The Sagen Sea" biomes. (where would you get the boulder?) I'm thinking I'll make certain biomes always have a sphere of water... The question, (finally) is which biomes should be "strictly" a water surface sample when in SrfSplashed? The idea I have for intermediate surface samples from biomes like "Shallows"/ "Shores" / anything you can get a surfacesample in SrfSplashed situation is to show the boulder, but have it sitting in the middle of shallow cylinder of water. (sample below) Thoughts? (Don't ask where the Kerbals got the Technology to capture / contain water like this) -
[WIP] [1.11.x] Heavy Science - Development Thread
cyberKerb replied to cyberKerb's topic in KSP1 Mod Development
Understatement of the year (Above emphasis mine). Thanks for the info @Ger_space.!There's a good amount of stuff in that paragraph I have no idea about, but I knew this would be an up hill battle when I started. With the new KSP 1.11: Some Reassembly Required including an Engineer function revamp, maybe I could plead to @SQUAD to have something like this on their development roadmap for a Scientist revamp? To get it functional, I'm planning to assign a model, & material where I can. I can't think of much I can do with water (Laythe, Kerbin & Eve other than a sphere of water colored appropriately. Failing that, I'll assigned a mesh, texture, color & shader per biome. I'll also have the ROC samples (with assigned mesh and material) so they look as expected. That just leaves cometsample & asteroid sample. I'll probably just use the potatoroid mesh and material for both and hope I can just tweak the color of one of them. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
I'm not sure what not initialising means in context of game play - does that mean the beacons won't be able to see each other? Or is this just a coding thing that there will be error, but no effect on game play? -
Oooohh that's neat!
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I think it works that training is for the part / command pod they occupy. e.g if they are fully trained for a 'Mk1 Command Pod', and you modify the vessel to have a Mk1 Lander Can instead, when you launch they will show up as untrained as they didn't do any training in the lander can.
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[WIP] [1.11.x] Heavy Science - Development Thread
cyberKerb replied to cyberKerb's topic in KSP1 Mod Development
Despite multiple years passing, I'm still poking at this idea. I picked this up again a bout two weeks back and here's what I've got so far. I'm using some of the code from @Ger_spaceAdvancedTextures mod to try this proof of concept. Essentially I want the games scatter models and surface textures to represent the 'surfaceSample' that a EVA kerbal has just stored in the container. I also want to have it so if a player has the BG DLC, a scientist will have a chance to pick up the 'surface feature' models rather than just the scatter 'boulders'. The chance will increase as the Scientist levels up. Below are all the textures and models related to Minmus that I could grab. I've also added a cactus and water from Kerbin to see if this works with odd shapes. I'm still investigating how to get surface textures & colors like the Minmus flats before I move further in the development. -
[1.12.x] Cacteye 2 Refocused Full Release
cyberKerb replied to linuxgurugamer's topic in KSP1 Mod Releases
Is the model that @CobaltWolf worked on a possibility? Dev post mentioning it here -
It had some cool models, but the dropbox link goes to 404 error now. so it's been unavailable for a while. LGG must of snagged a copy prior to the link dying. As for why it's 'special', I just like it for more things for the Kerbals to do while in orbit.
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FuelScience is coming back?! That will be awesome to see that again. I was looking for it a few weeks back, nice to know it'll be on the cards again at some point. Let me know if you want a beta tester at all for this. Happy to look for bugs before you release it.