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EndlessWaves

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Everything posted by EndlessWaves

  1. 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:
  2. '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.
  3. 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.
  4. 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.
  5. 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).
  6. 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.
  7. 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.
  8. Use whatever you want, the main requirement is that you produce a common language runtime assembly at the end of it. The most popular choices around here are the C# IDEs - MonoDevelop/Xamarin Studio, SharpDevelop and Visual Studio (Express). What are you trying to do?
  9. The part tools don't function properly if unity encounters any errors (generally, not with the part tools). That null reference exception listed at the bottom of the screen is probably what's interfering. Click the console tab and see what the rest of the details about it are there.
  10. 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.
  11. You've got two decimal points in your mass entry, so I'd assume it's interpreting your 0.1.228 as 01.228. Remove the rogue decimal point and it should be fine.
  12. If you're running a 32-bit version of Windows 7 then KSP will be limited to 2GB instead of the usual 4GB.
  13. 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); } }
  14. 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); } }
  15. 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.).
  16. A common cause of lag is message spamming to the logs, so open your log (alt+F2 or alt+F12) and see if you're getting messages scrolling faster than you can read then (or almost). A copy of the log is saved as KSP_Data/Output_log.txt
  17. 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.
  18. [KSPField] public float color_red = 1.0f; [KSPField] public float color_green = 1.0f; [KSPField] public float color_blue = 1.0f; public Color tracerColor = new Color(color_red, color_green, color_blue);
  19. 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.
  20. 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.
  21. dae importing as a whole is depreciated. The behaviour you describe sounds like your mesh might not be convex, if you want a non-convex collision mesh then it's more reliable to make it from multiple convex shapes.
  22. R4m0n did it a year ago, although I don't know if he ever released an updated version:
  23. 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.
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