EndlessWaves
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Everything posted by EndlessWaves
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Collision Mesh Question
EndlessWaves replied to JordanL's topic in KSP1 Modelling and Texturing Discussion
Is it actually the colliders' date=' or is it the rigidbodies/joints that are the limiting factor in KSP? Even if not the colliders though, it is a good idea the keep the performance load down to allow more time to be spent on the other physics components. From the unity documentation (the engine KSP is based on), emphasis mine: -
'mod' covers a variety of things. From the bits you mentioned it sounds like you're initially interesting in making new parts for the game, is that correct? If so that's one of the most common mods so there's plenty of guides available - I'd start by reading the stickies in the various forum of the add-on section. Sketchup isn't the best choice for game modelling but there are plugins that provide some help such as PlayUp. Blender is generally the modelling tool of choice as it's free and very capable, unfortunately the unpolished and clunky interface (it doesn't even have tooltips) means that a bit of concentration is required to learn the basics.
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Empty tanks increase the minimum launch weight rather than decreasing it. Using full fuel tanks with fuel lines attached to drain them as part of the launch stage will get you a lighter overall rocket. Yeah, if you want to mod it's usually best to avoid anything that modifies things on your private computer without any involvement from you.
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Collision Mesh Question
EndlessWaves replied to JordanL's topic in KSP1 Modelling and Texturing Discussion
If you want to do it that way yeah, then delete the mesh filter & mesh renderer components afterwards. Personally I just add the box colliders (to extra empty gameobjects if the visual mesh is a single object) and adjust them numerically to fit. Unfortunately unity doesn't have a flat-ended cylinder primitive so a inline rocket parts usually will need a mesh collider but for things like rover parts it's worth looking at. -
We know it's KSPEvent tagged because it appears in the GUI, so as per sticky you use partInQuestion.SendEvent("EventName"); As to getting the event name, try iterating through PartModule.Events and seeing what name corresponds to the GUIName of the right click menu (alternative just guess, they're usually something simple and similar like Shutdown or ShutdownEngine).
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Collision Mesh Question
EndlessWaves replied to JordanL's topic in KSP1 Modelling and Texturing Discussion
It's best to avoid mesh colliders entirely and use multiple primitive colliders where you can. If you do need a mesh to wrap a mesh collider around then it doesn't matter how you import it, if it's easier for you to model it in a separate file then go ahead and do so. -
Given the average PC game main menu these days can barely be seen between the animated adverts and social media links a single word really isn't going to bother me.
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In general none at all, a basic plugin is a very simple thing. Obviously if you want something more complicated you may want to start from scratch when you've got more experience, but making a rubbish version of it first both gets you insight into the game and problem as well as the general experience.
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From the error message it may be a scope issue, can you post your code? specifically the following code compiles fine for me: public class SomeClass : PartModule { [KSPField] public float color_red = 1.0f; [KSPField] public float color_green = 1.0f; [KSPField] public float color_blue = 1.0f; public Color tracerColor; public override void OnStart(StartState state) { tracerColor = new Color(color_red, color_green, color_blue); } }
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Detecting if an EVA is using RCS?
EndlessWaves replied to TwistedMexi's topic in KSP1 C# Plugin Development Help and Support
Iterate through the components of the EVA Kerbal GameObject and it's children and you're likely to find the relevant objects that control EVA thrusters. I can't promise they've got public methods for what you want but it's where I'd start looking: Example method (call as PrintTransform(kerbalsTopLevelTransform, "") ): private static void PrintTransform(Transform aTransform, String currentPath) { currentPath += "/" + aTransform.name; print(currentPath); foreach(Component aComponent in aTransform.gameObject.GetComponents<Component>()) { if(aComponent.GetType().ToString() != "UnityEngine.Transform") print(aComponent.GetType()); } foreach(Transform childTransform in aTransform) { PrintTransform(childTransform, currentPath); } } -
Custom Engine Issues- 0 Acceleration.
EndlessWaves replied to Jack3663's topic in KSP1 Mods Discussions
This is the usual cause of the problem. This line tells the game which object to apply the thrust to, so if you're not getting any thrust applied it's likely that this object is misnamed (it's case sensitive, so ThrustTransform wouldn't work) or missing entirely (outside the exported hierarchy, forgotten etc.). -
Very few games release their source code, Minecraft is unusual in that respect. You have to extend the game and call it's public methods, recompiling it isn't an option.
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The classic Wings3d tutorials are here: http://www.wings3d.com/paulthepuzzles/aardvarks.html It works fine for basic KSP models, although of course it doesn't support advanced features like animations.
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Parachute animation and deploy vector
EndlessWaves replied to Tiberion's topic in KSP1 Modelling and Texturing Discussion
I'm only guessing here but it looks like the sort of issue caused by blender saving transforms rather than applying them to the vertex positions, but I'm not sure how that affects animations. -
How to set-up to create mods in KSP
EndlessWaves replied to diomedea's topic in KSP1 C# Plugin Development Help and Support
Project management is up to you, KSP, the forums and spaceport have no support for any versioning or similar tools so use whatever's familiar to you. Ditto for IDE, I don't like visual studio express due to it's limited code folding support but all three work equally well, as does a simple text editor and the .NET or Mono command line compiler. Unity is used for exporting Part models. It's not used for anything involving plugins directly. A specific version isn't needed, squad keep updating the version the game runs on, it can been seen on the first line of the output_log.txt file in the KSP_data folder (a log that's very useful for modders as it contains an expanded version of the in-game console). For 0.22 it's 4.1.2f1 but older and newer versions will likely work equally well, there's not much of it actually used for KSP.