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asarium

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Everything posted by asarium

  1. I don't have much time currently but eventually I want to continue developing this as I also got some nice models which I want to use.
  2. I didn't know that. Thanks for letting me know. Thanks, I will let you know once I'm ready to actually use your model
  3. I wanted to use KerbTown (I think that is what it's called) for placing the arrays without having to use config files but that is sadly not being actively developed and the source code is not released under an open licence I can't do anything about it. I don't have the time to reimplement KerbTown-like functionality. I would really like to use your the model you gave me but under these circumstances I sadly can't...
  4. I updated the first post with a new download link as angavrilov kindly fixed the unresponsive array bug.
  5. I think someone managed to load a c dll in an earlier version of KSP. You could try moving the dll into the root directory of KSP (where KSP.exe is located). For standard .NET/Mono applications that is the location that is searched when trying to use an external dll.
  6. Yes, I noticed that a while ago and fixed it in the KerbTown branch but never bothered merging that into the master branch for a release but thank you for letting me know
  7. There are no runway lights in this version, I edited the planned additions section in the first post to clarify this.
  8. I updated the link in the first post with a quick 0.22 compatibility release, the lights should be correctly aligned again.
  9. Do you accept code contributions? I have been using this plugin to develop my PAPI plugin but I needed to extend the way a plugin parses the config node as I need to have access the whole config node object. It is just a simple check if the component implements IConfigNode and an appropriate Load(ConfigNode) call if that is the case. Is it possible to include this change in your code? Thank you for this plugin, it is really useful
  10. I got the plugin to work with KerbTown! It actually wasn't that hard to do and now I have solved multiple problems I had before and the plugin now has an interactive editor EDIT: Current source of the KerbTown port can be found here: https://github.com/asarium/PAPIPlugin/tree/feature/KerbTown
  11. I have considered switching to using a KerbTown module for this plugin as that would solve many issues I'm currently facing and it would also provide a fully functioning GUI. Thank you very much, I'm not familiar with what model format KSP needs but all part models are distributed as .mu files so I think that is the way to go.
  12. I can not replicate the bug on my KSP install, can you post your KSP log after the bug happened? Maybe an exception is thrown somewhere. The mod adds a button to the top left side of your screen which says "Light groups". When you click it a window will open which will allow you to change the glideslope.
  13. Very nice, thank you. I will link to the video in the first post Can you describe the issue you are describing at the end a bit more? Are there no lights at all or won't the array just not change the color anymore?
  14. I didn't really search for a solution as that wasn't the focus at the time I added the config system. A interactive GUI system is a better system in the long run, no need to hack the KSP API. The emissive textures can be easily colored at runtime by using a simple shader which just multiplies the (white) texture with the desired color. That way a single texture can be used to produce every color.
  15. Hello everyone, This is the development thread for my PAPI plugin. This is the place to discuss the development of the plugin and I'm also going to post development updates here. Currently I'm working on adding support for "static light arrays" which are just lights with a defined color. That's it for now, I hope this will keep the release thread cleaner. Regards, asarium
  16. Please be nice, the model is a very good replica of the real worldâ„¢ object and I want to use it in a later version of the plugin. I tried to make it possible to reload the config file(s) by pressing a button but KSP does preload all ConfigNodes which after that cannot be reloaded (at least I haven't found a way to do so). I want to add a KerbTown like editor for the arrays but first I will implement the static light arrays to add full ALS support without hard-coding anything. I also opened an issue at github to track your reported issue which I also encountered. Apparently you don't need to go into orbit at all but simply flying "around" KSC is enough to break it. I will also create a plugin development thread in the appropriate sub-forum to keep this thread clean and to inform about current development goals. EDIT: Here it is: http://forum.kerbalspaceprogram.com/showthread.php/45796-Development-thread-for-the-PAPI-array-plugin?p=589159#post589159
  17. Thanks everyone, I really appreciate your support I never thought about using a sprite but that sounds like it's going to work way better than the current spheres. I guess that I'll only need a white version as every other color can then be created by simply multiplying it with the texture color. I'll need to look up how Unity shaders work to do that though. I'm planning to add support for adding arbitrary light arrays to support the full range of runway lights.
  18. I just updated the link in the first post with a new version of the plugin which now allows interactive editing of the target glideslope (the edited values are currently not saved).
  19. Gah, yeah that explains why there is no config file, I updated the link... I tried moving the lights.cfg into the PluginData folder but the GameDatabase seems to be unable to find the config nodes in there so I'll have to leaft it where it is.
  20. I just checked the 0.2 download on github, it includes the lights.cfg file at the path GameData/PAPIPlugin. The groups are present to specify the body of the light array and as I already had the arrays grouped in the code I just used that pattern in the config file too. I agree that it may be a bit verbose but it's better than having to specify the body of every light array separately. I also made the Name property of a light group optional to reduce the number of required values if there is no good name to assign. I also renamed the BadGlidepath to your proposed GlideslopeTolerance, that really was a terrible name for that field... I have to disagree with you here, I made the experience that even in small projects the usage of well dosed abstraction can reduce the need for maintenance, especially when the performance overhead is negligible which is the case here. It also allows to plug in another implementation e.g. for testing purposes when needed. I understand that it makes the project hard to understand at first but really help in the long run. Care to elaborate what you mean with "bizarre treatment of exception handling"? It's very well possible that I'm doing something wrong somewhere so it could help me. You're already helping me with just looking over the documentation and the code and I'd like to thank you for this
  21. The light definitions are all done with a config file, there are no hard coded lights. I added a link to the config file in the first post (or just use this one https://github.com/asarium/PAPIPlugin/blob/master/assets/lights.cfg). I will try to reproduce that bug though I could image that it is related to the ScaledSpace bug that is occurring in the latest version. I am not familiar with the meatball system so I will have to read through some articles to get it implemented correctly but that may take a while as I'd like to add a GUI first to allow dynamic editing of the glideslope. If you have coding experience you could try to implement it yourself, I would be glad to include any changes. Make sure that you use the develop branch as that includes the latest changes, the default master branch only contains the latest release.
  22. I have just uploaded version 0.2 which adds configurable light arrays.
  23. Hello everyone, Is there a way to get the surface height of a planet at given coordinates (lat, lon)? In 0.20 using PQS.GetSurfaceHeight(<surface vector>) - PQS.radius returned correct results but that isn't the case anymore. Have there been changes to the API I didn't notice and is there still a way to get this information?
  24. The plugin is now again working with the newest version of KSP, link in the first post has been updated.
  25. I will try to fix that as soon as possible.
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