Ragequit
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Posts posted by Ragequit
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13 hours ago, richfiles said:
Have you considered mounting a set of bars to the handles of the faders, to actually create crosshairs for the grid? That might look pretty sweet!
LOVE the idea you're implementing with the faders!
I actually have! I got some linear bearings and a piece on 3mm steel. Can upload the whole sketch later
Edit:
Got the complete sketch here. Not much more than the one before, but here it is
SpoilerRed is size of (almost) everything behind the panel. Dark blue is the conceptual/planning layer. For an example, i used the planning layer to figure out the rotations of the rotary switch
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I have mostly been lurking this thread for a while, but then i was really inspired by all the great projects and decided to try building my own control panel. I have got a lot of parts lying around
I started with thinking i would just mount some buttons and switches on a piece of MDF, but after doing a lot of research and looking at other projects it ended with me trying with a backlit and CNC-milled piece of acrylic. Im almost done with planning the first panel, but still not really happy with the grid and a bit unsure on how to do it in a good way while still being able to mill it.
The bars to the left and at the top are cutouts for motorized linear potentiometers (Flying faders). With two of them mounted on the board i get a two dimensional analog display. If you are docking, this can show you your relative position to the docking port. If you touch either of the potentiometer knobs it goes from display mode into input mode. If you then, for an example, position the knobs one tick to the left, your ship will use RCS until its relative position is one meter to the left of the docking port.
The top right is a rotary switch to change what the display is showing and bottom right is to either automatically or manually set the scale on it. (The scale indicators light up individually). The input does different things depending on what mode you are in.
At the bottom you have a status led indicating that its trying to display something out of bounds, which in manual scaling mode basically tells you to decrease the scale.
Not sure if its easy to understand the concept of this display/input device. Im not going for the historically accurate or the most practical approach (Which is obvious looking at the picture).
If anyone has any input on how the grid could be improved i would appreciate it!
Picture inside spoiler:
Spoiler
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On 2016-11-11 at 3:42 AM, c4ooo said:
Well, that mod would definitely help me dock xD
It would seem kinda hard to recreate that alignment indicator on a physical panel though Plus, the mod i am using doesn't send this sort of information.
If you wouldn`t mind trying something new KRPC could help you with that. You would for an example need a Python script running in the background, but that also means you can do all the calculating on your computer and you only need to send the end result to your arduino.
I am trying to do something similar myself, so if you need any help with the coding or anything just send me a message!
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Thank you! It somehow didn't occur to me that i should check the log
The problem was that i put the animation on the wrong object in Unity, and also possibly that Unity's animation module was not set to legacy.
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Edit: It is (almost) fixed. Remember to check your KSP log if you are having problems
I made a model for KSP, imported it into unity and used partTools to import it into the game. I then wrote this config
PART
{
name = ragequitWalkway
module = Part
author = Ragequit
mesh = model.mu
scale = 1.0
node_stack_bottom = 0.0, -0.615, 0.0, 0.0, 1.0, 0.0, 2
node_stack_top = 0.0, 0.87, 0.0, 0.0, 1.0, 0.0, 2
entryCost = 10800
cost = 900
category = Science
subcategory = 0
title = Shielded Walkway
manufacturer = Ragequit Science
description = For people without sunglasses
attachRules = 1,0,1,0,0
// --- standard part parameters ---
mass = 1.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 15
maxTemp = 3200
}In the folder Gamedata/Ragequit/parts/Walkway lies 2 texture files, walkway.mu and part.cfg
Now, when i start up my game and go to the VAB my part doesn't show up.
I have looked through this forum, i have googled it and looked through a couple of tutorials, but i still don't know why i can't find my part.
Does anyone have an idea why it isn't working?
Edit:
The problem was either
1. I had an animation file on the wrong part
or
2. The animation model for the part in unity was set on generic and not legacy
tl:dr I made the part load by fixing those 2 things, and i made the animation work by adding this to the code
MODULE
{
name = ModuleAnimateGeneric
animationName = Take 001
startEventGUIName = Open Shields
endEventGUIName = Close Shields
}Edit:
Since my modeling isn't that good, i managed to crash the game when Bill(or was it someone else?) walked inside the walkway.
I would guess my collision models are what is causing the crash
https://www.dropbox.com/s/7o4fpx8315l9hqw/output_log.txt <--- Here is the log if you feel like it
And here is the crashing part
(Filename: ..\..\Core\Common\src\BoxShape.cpp Line: 126)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\SphereShape.cpp Line: 96)
Invalid parameter because it was infinity or nan.
(Filename: Line: 150)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\BoxShape.cpp Line: 126)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\SphereShape.cpp Line: 96)
Invalid parameter because it was infinity or nan.
(Filename: Line: 150)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\BoxShape.cpp Line: 126)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\SphereShape.cpp Line: 96)
Invalid parameter because it was infinity or nan.
(Filename: Line: 150)
Invalid parameter because it was infinity or nan.
(Filename: Line: 150)
Invalid parameter because it was infinity or nan.
(Filename: Line: 150)
Invalid parameter because it was infinity or nan.
(Filename: Line: 150)
Look rotation viewing vector is zero
(Filename: Line: 62)
Look rotation viewing vector is zero
(Filename: Line: 62)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\BoxShape.cpp Line: 126)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\SphereShape.cpp Line: 96)
Look rotation viewing vector is zero
(Filename: Line: 62)
Look rotation viewing vector is zero
(Filename: Line: 62)
Look rotation viewing vector is zero
(Filename: Line: 62)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\BoxShape.cpp Line: 126)
dest.radius>=0.0f
(Filename: ..\..\Core\Common\src\SphereShape.cpp Line: 96)
recalculating orbit for mk2LanderCabin: Kerbin
rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
recalculated orbit for mk2LanderCabin: the Sun
rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
[Progress Node Reached]: Escape
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
[Progress Node Complete]: Escape
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
recalculating orbit for kerbalEVA (Bill Kerman): Kerbin
rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
recalculated orbit for kerbalEVA (Bill Kerman): the Sun
rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
setting new dominant body: the Sun
FlightGlobals.mainBody: Kerbin
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
Vessel mk2LanderCabin velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN]
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
Vessel kerbalEVA (Bill Kerman) velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN]
(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
Look rotation viewing vector is zero
(Filename: Line: 62)
Crash!!!
Custom hardware / simpit repository. For people who take KSP a little too far.
in KSP Fan Works
Posted
It should be possible, but I think it lacks the sensor feedback needed to make it work.