Jump to content

EndlessWaves

Members
  • Posts

    1,359
  • Joined

  • Last visited

Everything posted by EndlessWaves

  1. Yes, would you be interesting in helping out making tracks and engine sounds for the caterpillar tracks mod?
  2. Sounds like you've got to set them use the general control system, try increasing the throttle and see if they move forward. Otherwise if they're still not working can you provide an example craft file? Yes, change: TorqueCurve { key = -20 0 key = -10 0.5 key = 0 15 key = 10 0.5 key = 40 0 } They're points that define the torque curve, just like a car has. The first value is RPM (of the wheels rather than an engine) and the second value is the torque at that rpm. I generally set them up to have lots of torque at low speeds (lots of pulling power) and torque that reduces as the speed climbs (so they don't go on accelerating for ages and the top speed is relatively low). You may need to play about with the values a bit as you need very high torque at low speeds for turning on the spot (tracks don't like being dragged sideways) but you want to reduce it rapidly or they'll shoot out from underneath the load they're carrying. As a first stab try something like: TorqueCurve { key = -80 0 key = -40 0.5 key = 0 15 key = 40 3 key = 320 0 } It shouldn't be your remapped keys, the plugin gets the value from the in-game variables labled rover controls. It may be they're detecting the forward direction incorrectly, can you post or send me the craft file please? The downsides of a modular system, I'm afraid. Having each part look at each other part to work out what it should be doing means the workload grows exponentially with the number of parts, instead of linearly as it would with central control. It is on my TODO list though, so hopefully I can come up with a decent solution that doesn't require too much knowledge of the other track units on a vehicle.
  3. To answer the original question, I believe unity does supporting importing dxf format so autocad should be usable.
  4. You always keep the orbit passing through the current point, but you change the direction of travel so it passes closer to the planet in the next frame/second than it would otherwise have done. I'm guessing you'll have to change the eccentricity (increase AP to PE, decrease PE to AP) and shrink the SMA, although I'm not sure if you'll need to change the other parameters as well.
  5. And what have you got rescaleFactor set to (if anything) in your config file?
  6. As far as I know packed craft aren't set to read only, they simply have the physics system turned off. So while you can't apply a force to them and expect anything to happen you shouldn't have any trouble editing their orbital parameters. It's easy enough to check, just try hyperedit on an uncontrolled craft and see if it'll move it - you'd be doing exactly the same thing but more gradually.
  7. 'scale' changes node positions, if you want to change the model size use the rescaleFactor property instead. This defaults to 1.25 so if you haven't set it to 1 probably explains where your 1.25m part is coming out at around 1.56m
  8. The first thing I'd do is fix the error(s) that are coming up (the red text at the bottom of the screen), the part tools will give you funky behaviour while your model has errors. You can click on the text to get a full list, but the one shown (more than 255 polygons) generally means you've forgotten to check the convex box on your mesh collider component. The write option doesn't show up until you've set the GameData directory location, have you done that (tools>Part tools)?
  9. Could you be a bit more specific? You haven't posted any screenshots, told us the exact error message or mentioned which unity to KSP tutorial you're following. There's a similar error message that comes up when you select multiple GameObjects with different components. At a guess I'm wondering if you're trying to select all objects on the model before you export it - that isn't needed. When you hit write on the Part Tools component the object it's attached to and all child objects will be exported as part of the mu file.
  10. The jet fuel tanks tend to hold too much but even if you can't set it up to run out just before flameout and have to stage manually it still makes a great lightweight first stage to get you past 15-20km. The multiple intakes are only needed if you want to do it plane still and use jets for 60-80% of your DeltaV, for a simple rocket-style flight path 1-2 per engine are pefectly adequate.
  11. If you just need to know whether there is any acceleration then you could check whether the game is in a save-able state (I don't know where you can check that, but it's likely to be somewhere). You could of course calculate it manually. I'm not certain of my orbital mechanics but what about something like: FlightGlobals.Activevessel.acceleration - FlightGlobals.getGeeForceAtPosition(FlightGlobals.ActiveVessel.ReferenceTransform.position); i.e. Acceleration with the gravitational component removed.
  12. He's said it's using a plugin. Basically planets consist of various components attached to a GameObject (and it's children). I've only done basic experimentation but I suspect a PQS component creates the basic sphere and then the various PQSMod-derived components are used to sculpt the terrain. In this case he's using PQSMod_VertexPlanet, the same as Minmus, which seems to be a procedurally generated terrain (it has a seed property and no public Texture2D fields). Then there's a load of extra components doing orbits, map representations, SoIs, gravity and so on.
  13. A custom part is useful because you can easily have the mod just on the stages and ships where it's needed rather than being accessible all of the time time. There's very little difference in functionality so generally anything that can be done with a custom part can be done with a KSPAddon that runs on it's own with a few changes in how it detects stuff. You could have a look at the protractor mod, that calculates ejection angles for the current position in orbit.
  14. node_collider was a key name used in the old system, I would avoid using it in a part tools context to prevent confusion. The general term is simply collider (or colliders, multiple ones are fine). As to creating colliders, you can either create a models (under 255 triangles) in your modelling program and then wrap mesh colliders around them in unity or build it up from multiple primitive colliders arranged in unity.
  15. EndlessWaves

    -

    Window positions are stored in mechjeb's PluginData folder, you can edit them manually or delete the whole mumechlib folder to have all settings reset to default.
  16. I'm back, good to see there haven't been any major bugs discovered. I guess the second plugin update solved all of the directional problems? TorqueCurve in the TracksMain module defines motor torque. The highest value there is shown on the tooltip as Max RPM (regardless of the torque value at that RPM, although it seems a good compromise as a simple representation of maximum speed without overly restricting the torque curve). If you want to adjust the speed you need to change the TorqueCurve values in the config file. Increase the torque and/or increase the RPMs. And bear in mind this is revolutions per minute - so larger wheels will achieve higher ground speed at the same revolution rate. Take a close look at the pictures in the release post of that thread, there's something familiar in them Remove the action from the gear category. I'm wondering if it should be not set by default, are people using the disable motor function or just sticking the brakes on? Yeah, one braking value for all situations isn't very satisfactory. I haven't looked at how it should scale with gravity, any suggestions? I can add the ability to play sounds but without source material it's not much use. Can you suggest a sound enthusiast who might be interested in helping or a good source of suitable engine/track sounds?
  17. I did post some details and a code snippet based on some experiments I ran with PQSCity (including duplicating the runway to give KSC a second one) but I don't know if someone else has developed it into a full plugin. http://forum.kerbalspaceprogram.com/showthread.php/26858-Adding-new-buildings-runways If you want to add it in KSC I would just parent it to the KSC object rather than adding a PQSCity GameObject of your own.
  18. There's an OnUndock event in GameEvents but there doesn't seem to be a corresponding dock event, I'm not sure what's fired solely on docking, although there are events like OnActive that are fired on docking as well as elsewhere.
  19. Without knowing what your module is doing or what the error is it's a little hard to say.
  20. Use the generics version: CelestialBody aCBComponent = planet.GetComponent<CelestialBody>(); They all derive from component, so you can use something like: foreach(Component aComponent in aTransform.gameObject.GetComponents<Component>()) { print(aComponent.GetType()); } http://forum.kerbalspaceprogram.com/showthread.php/26858-Adding-new-buildings-runways (easter egg spoilers): http://forum.kerbalspaceprogram.com/showthread.php/28857-Space-Center-Game-Objects-%28WARNING-SPOILERS%29
  21. No. Some of them have equivalent calls (many unfortunately undocumented due to unity using it's own method calling system rather than overrides) such as OnPutToGround() or OnPartPart() and some are done using different methods. For splashdown I believe there's a callback in GameEvents that covers vessel state change that you can register a function with to have called in that event.
  22. All WheelColliders imported from mu files do, presumably the game is setting stuff up in the wrong order. It's not a warning you need to worry about though, it shouldn't affect functionality.
  23. KSP.IO is restricted to the PluginData directory so while it's great for storing and loading your own stuff if you want to share data between plugins or something else that requires access to a different part of the KSP directory it's of no use. It should definitely be the primary choice though.
  24. I thought the default joints were FixedJoints so didn't specify spring values (although you can of course replace them).
  25. Yeah, moduleLight is for actual shadow casting lights (light components in unity) rather than emissive textures (which only light up themselves). A master switch isn't possible in the config file but would be a very simple plugin.
×
×
  • Create New...