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ummwut

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Everything posted by ummwut

  1. This is all Newtonian; Gravity propagates at an infinite speed? Seems like having gravity propagate at any lower speed would be problematic.
  2. I don't think anything could be more exciting than eggrobin's Principia, right now. Except random changes in gravitational strength, which I doubt this would do. More specific details would be helpful, as hype running on vague details only lasts so long.
  3. PrivateFlip, does this support automated engine thrust balancing around the CoM, such that an unbalanced vehicle (similar to a Harrier jet) can take off and land vertically in between horizontal maneuvering? Apologies if this has already been asked/requested. EDIT: Looks like this was actually the main goal of the mod. How did you handle engine gimbal and/or simultaneous RCS thrusting?
  4. I am not good with terminology. The math is nothing special, but I cannot words. Thanks, though. Now how can I indicate that this thread has been [Answered]?
  5. Well, escape trajectories are elliptic, but I was wondering why orbits that don't leave the SOI are always circular in KSP. As for "vis viva calculation", I did not know such a thing existed, thanks.
  6. I've been meaning to ask, why are the orbit shapes a circle instead of an ellipse? And then, how does one calculate the circular path based on a velocity vector and an acceleration vector?
  7. Please read my post again. The word 'obvious' being key here; I don't want a comprehensive automatic analysis. Simply checking to see if the plugin starts digging around outside the install folder or attempts an outbound network connection can be enough to raise a red flag. Additionally, monitoring such events is simple to do.
  8. Ideally, we would have a source code submission in a zip file to an automated tester somewhere. The tester bot would compile the source, run it to make sure it wasn't doing anything obviously naughty, then submit the source for human review. The only way a DLL should be created is after passing a set of reviews. Also, the DLL should have a hash value to verify that the coder is handing out the verified compiled code. Otherwise, the easier/faster way is a warning on spaceport about the safety of the plugin being undetermined, and using it is at your own risk. Basically like visiting sketchy websites and downloading "videoplayer.exe", you know the risks.
  9. If your engines are heating up like a Mainsail, yeah, turn the heat down. I don't know how deadly re-entry works with heat, but try testing without it.
  10. Has plugin security become an issue? Or is this just preemptive measures to keep it from becoming a problem at all?
  11. You're welcome, although I doubt I contributed much. One thing I should mention, take advantage of the UID every part has, so you can organize or even build custom part trees having to do with your engines and magazines. Good luck! I look forward to future installments of your mod!
  12. Hey Ben! Looking forward to more videos! I'd like to see more stuff in Blender like animations and maybe a collide mesh (although I understand you could add one in Unity too). Just walk through it slow and make it simple. Thank you for showing how it's done!
  13. I was thinking you could handle the pellets purely as integers, but you're right, this won't work as a generic resource. The only other thing I can think of is including such a capability with a plugin, such that "transfer pellets" would come up as an option on a right-click menu. Otherwise, you'll have to treat it as a liquid fuel if you want the alt+right-click capabilities. I think, for realism and functionality, you may want the pellet containers to dock directly with another container of the same pellet type (find the other compatible tank by iterating through neighbor parts), and transferring pellets from the right-click menu. I don't think adding a certain type of docking node on the side of the container as a "bomb transfer plug" would be too difficult, right? I'm out of ideas.
  14. I thought the pellets were treated as generic resources like liquid fuel? Transferring pellets should be as easy as a right-click & alt-right-click. What you wanna do is make a resources.cfg file in a folder titled Resources under the Nyrath folder. Put this in the file: RESOURCE_DEFINITION { name = NukePellets density = however dense these things should be flowMode = ALL_VESSEL or STACK_PRIORITY_SEARCH transfer = PUMP } The more you treat your resources like Squad's resources, the nicer they'll behave.
  15. If something is moving or animated, does that need to be a separate object in Blender in order for Unity to transform it through the animation?
  16. I understand I can add meshes for the object in Unity, but what do I do about animations for things like gimbaled engines or robot arms or simple fan blades? I can probably play with Blender and figure out how to animate things fairly quickly, but how do I export something like that to be Unity-ready, and how do I configure it in Unity after that? I'm assuming things like attach nodes and pivot/joint types are added as a Unity object. Also, what kind of Unity object would I export to be KS-compatible?
  17. I can't make much sense of some of the tutorials I find, I think I need it spelled out a little bit Even something as simple as a basic fuel tank is causing me enough confusion as it is. Eventually, I would like to make small pivots and rotors, and maybe some lights. Who knows. I figured out basic stuff in Blender for modeling, but things like adding a texture or importing it to Unity are beyond me, let alone an animation for an arm joint. Help!
  18. The Subassembly plugin is awesome, definitely changed how I constructed ships, and how quickly I was able to do so.
  19. 1. If the game itself can add them in when it generates the planetarium, so can we. 2. To my knowledge, someone managed to move the Mun closer to Kerbin, but thats it. 3. Outside of the main body's SOI? Doubtful. Then it would be orbiting the sun instead. That's just how orbits work. 4. Yes. There's no other way for gravity to behave. If we made the SOI a cube, patched conics would be too chaotic.
  20. Vessel.transform should give you some info about your craft as far as momentum is concerned. For lat and lon, use CelestialBody.GetLatitude(this.vessel.findWorldCenterOfMass()) and CelestialBody.GetLongitude(this.vessel.findWorldCenterOfMass()). As for whether or not the Lat and Lon values will be within +/- 180 I don't know. So far during my tests, that seems to be the case. Ah, actually, there's a few methods in Vessel that will give you velocity: GetObtVelocity() and GetSrfVelocity(). I hope you can distinguish when to use each.
  21. About plugins: the wiki is incredibly out of date, and many would benefit from being directed towards the Unity documentation directly when dealing with graphics stuff. Learning about how to build a basic GUI basically came from the documentation on Unity's GUI stuff and what little programming knowledge/experience I have on dealing with user input. I'll also be happy to answer any questions about basic GUI windowing stuff.
  22. Thanks, Specialist! Any pages of interest on there that I should know about?
  23. Thanks, tavert! This will get me started. I'm also looking for other information that can help me derive equations like Kepler's, but I should probably just go watch some physics videos on Khan Academy.
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