Jump to content

Space ghöst

Members
  • Posts

    73
  • Joined

  • Last visited

Everything posted by Space ghöst

  1. Ok, gotcha! Sorry my C# skills need sharpening I was confused looking at this part: public string persistentState = KSPWheelState.DEPLOYED.ToString(); Btw, I will look into U4 wheel system instead. Also, when I get my head around your system I will gladly volunteer to help out. I will be experimenting with different wheel styles, orientations, and familiarizing myself with all the settings, and try and get a refresher on coding. I recently got a lot of free time on my hands. Thank you for the correction. I know you're very busy so please don't let me take up anymore of your time. You've been extremely helpful! I'll be back in around a week with the correct solution. Update: Rookie mistake with the wheel collider. For some reason I read the post wrong and assumed your couldn't make the wheel collider a child of anything (empty gameObjects work just fine). Now to tackle the suspension / constraints. Update2: Motors working great. Fine tuning everything now. Constraints are kinda strange. Was hoping to get the wheel suspension to move not just vertically, but also follow the rotation of the suspension / lever it looks at. For now the wheels have a little play to give a feel of a suspension, but it's not optimal. Still investigating...
  2. I'll watch a tutorial on how wheels are made in U5 and follow that. Besides not using the actual colliders and making sure not to make the collider a child object of the suspension or steering, it should work with your code. I did try and invert the animation, but the wheels would fall through the ground on deployment. The constraints were removed because my rotating lever would snap back to my anchor after animating to deployed. The deployment slider would only rotate my wheels in the VAB also. Perhaps I'm just making it more difficult than it really is, and have neglected proper object transform alignment / hierarchy / etc. I figured a cursory glance may reveal something, but I don't want anyone to spend too much time on my account. I'll give it another go. Going to fix some pivot orientations in Blender as the rotator lever in the rear point Z down, although the wheels all point Z forward / Y up (old ToshCart implementation). Thank you for the reply! I really appreciate it.
  3. @Shadowmage Hi, thank you for the module! It has motivated me to try and revive an old project of mine. I see that it has worked for others. I was hoping someone could help me as I am having some problems trying to convert my project from the old CleverBobCat / ToshCart mod to this one, unfortunately I can't seem to get my head around getting the deployment, suspension, and motor working. Specifically with getting the wheels to start at the RETRACTED state for placing inside a fairing or such, getting the constraints to keep the rotating lever to stay in place while only rotating as the suspension action, and getting the wheel collider to follow the wheel deployment animation transform path without using a parent object. The problems I face is misalignment of the base lever attached to the cart itself, bouncing / jittering when attempting to use the motors (jitter stops if I remove the motors), and suspension that only transforms y+ (detaching from the model) and not rotating around x-axis. Here's some screenshots and dev build of my Unity project and an example of my config. Image Samples https://imgur.com/a/coaO42l Unity Project https://www.dropbox.com/s/hkijv7ltdc8agse/RTV-Cart.7z?dl=0 MODULE { name = KSPWheelBase WHEEL { colliderName = wheelcolliderFL radius = 0.41 mass = 0.10 travel = 0.30 load = 0.200 } WHEEL { colliderName = wheelcolliderFR radius = 0.41 mass = 0.10 travel = 0.30 load = 0.200 } WHEEL { colliderName = wheelcolliderRL radius = 0.42 mass = 0.10 travel = 0.30 load = 0.200 } WHEEL { colliderName = wheelcolliderRR radius = 0.42 mass = 0.10 travel = 0.30 load = 0.200 } loadRating = 0.2 minLoadRating = 0.2 maxLoadRating = 2.5 maxSpeed = 200 forwardFriction = 1.25 sidewaysFriction = 2 } MODULE { name = KSPWheelSuspension suspensionName = rotatingJointFL suspensionOffset = -0.3 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelSuspension suspensionName = rotatingJointFR suspensionOffset = -0.3 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelSuspension suspensionName = rotatingJointRL suspensionOffset = -0.3 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelSuspension suspensionName = rotatingJointRR suspensionOffset = -0.3 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelDeployment animationName = deploywheels retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed useResourceDeploy = true useResourceRetract = true deployResourceCost = 1 retractResourceCost = 1 deployResourceName = ElectricCharge retractResourceName = ElectricCharge } MODULE { name = KSPWheelDeployCollider colliderNames = wheelcolliderFL, wheelcolliderFR, wheelcolliderRL, wheelcolliderRR colliderRadius = 0.40 } MODULE { name = KSPWheelAdjustableDeployment controlName = Deploy Gear useDeployModule = true TRANSFORM { transformName = rotatorFL localRotation = 45, 0, 0 } TRANSFORM { transformName = rotatorFR localRotation = 45, 0, 0 } TRANSFORM { transformName = rotatorRL localRotation = 135, 0, 0 } TRANSFORM { transformName = rotatorRR localRotation = 135, 0, 0 } } MODULE { name = KSPWheelRotation wheelIndex = 0 wheelMeshName = wheel1_ms rotationAxis = 1, 0, 0 } MODULE { name = KSPWheelRotation wheelIndex = 1 wheelMeshName = wheel2_ms rotationAxis = 1, 0, 0 } MODULE { name = KSPWheelRotation wheelIndex = 2 wheelMeshName = wheel3_m rotationAxis = 1, 0, 0 } MODULE { name = KSPWheelRotation wheelIndex = 3 wheelMeshName = wheel4_m rotationAxis = 1, 0, 0 } MODULE { name = KSPWheelSteering steeringName = steeringFL maxSteeringAngle = 10 steeringAxis = 0, 1, 0 steeringResponse = 0.05 } MODULE { name = KSPWheelSteering steeringName = steeringFR maxSteeringAngle = 10 steeringAxis = 0, 1, 0 steeringResponse = 0.05 } MODULE { name = KSPWheelSteering steeringName = steeringRL maxSteeringAngle = 10 steeringAxis = 0, 1, 0 steeringResponse = 0.05 } MODULE { name = KSPWheelSteering steeringName = steeringRR maxSteeringAngle = 10 steeringAxis = 0, 1, 0 steeringResponse = 0.05 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 20 brakeResponse = 2 } MODULE { name = KSPWheelDustEffects } } If someone could just point me in the right direction I would be eternally grateful.
  4. I need some assistance trying to get the legacy cleverbobcat.dll working with RT again. I can't seem to figure out how to access the correct properties in RT. The cart just says there's no crew and the cart controls are disabled. { public bool controllable; public float mass; public bool onRemoteControl; public bool hasRemoteControlRoute; public double remoteControlDelay; public string menuHint; public void Update(Part part) { mass = 0; onRemoteControl = false; hasRemoteControlRoute = false; remoteControlDelay = 0; controllable = false; if (!part) return; bool hasMechJeb = false, hasCommandPod = false, needsCrew = false, hasCrew = false; // Look for CommandPods, MechJebs, and RemoteTech. // I use Reflection here 'cause I don't want to know does a // player have those plugins installed (and I don't want to // link with that plugin libraries either). if (part.vessel) foreach (Part p in part.vessel.parts) { bool mechJeb = false, remoteTech = false; Type t = p.GetType(), t1 = t; // Mono doesn't know how to compare System.Type with null. // LOL what a ..... )) while ((System.Object)t1 != null) { if (t1.Name == "Part") // stop searching break; if (t1.Name.StartsWith("MuMechJeb")) mechJeb = true; else if (t1.Name == "RemoteTech") remoteTech = true; t1 = t1.BaseType; } if (mechJeb) hasMechJeb = true; if (p.protoModuleCrew.Count > 0) hasCrew = true; if (p.CrewCapacity > 0) needsCrew = true; if (p is CommandPod) hasCommandPod = true; if (remoteTech) { // Once again, I use Reflection to get properties' values. // I do not have a class prototype at this point. BindingFlags b = BindingFlags.Public | BindingFlags.Instance; PropertyInfo inRadioContact = t.GetProperty("hasConnection", , localControl = t.GetProperty("vessel.hasLocalControl", , controlDelay = t.GetProperty("delayBetween", ; try { if (((System.Object)inRadioContact != null) && ((System.Object)localControl != null) && ((System.Object)controlDelay != null)) { onRemoteControl = !(bool)localControl.GetValue(p, null); hasRemoteControlRoute = (bool)inRadioContact.GetValue(p, null); remoteControlDelay = (double)controlDelay.GetValue(p, null); } } catch { } } // Vessel mass... mass += p.mass; } if (hasMechJeb) // disable RemoteTech if the vessel has MechJeb. onRemoteControl = false; if (onRemoteControl) // crew don't count there. Just disable controls if the vessel // needs crew, but does not have one (KSP issue: it blocks control // axes in such a case). controllable = hasRemoteControlRoute && (hasCrew || !needsCrew); else // vessel's under local control, if there is // - either crew on-board, // - or no need in crew, and // - either MechJeb, // - or unmanned command pod. controllable = hasCrew || ((hasMechJeb || hasCommandPod) && !needsCrew); controllable = controllable && part.vessel && part.vessel.isActiveVessel; if (controllable) { if (onRemoteControl) menuHint = String.Format("RC delay {0:0.0}s", remoteControlDelay); else menuHint = ""; } else { if (!part.vessel) menuHint = "No vessel"; else if (!part.vessel.isActiveVessel) menuHint = "It's not an active vessel"; else if (needsCrew && !hasCrew) menuHint = "No crew"; else if (onRemoteControl && !hasRemoteControlRoute) menuHint = "Out of RC"; else menuHint = "No control"; } } } public class CartVesselState If anyone has an idea please let me know. Thanks!
  5. I, too, love to live dangerously! I'll make sure to get some sacrifices volunteers to try the features out.
  6. Right, forgot to mention! Works great. Smooth like honey butter. I'll make sure to put it through rigorous testing. Going to load up the cryo3000 full of Kerbals soon, then off to Duna for a month or so cryo snooze.
  7. I love bees! Ow, stop! Ouch! Oh, honey! Mmmmmm... I appreciate your quick response. I'll mess around with the DEV build for now and will make sure not to pester you about it.
  8. You can download and install the required files and then create a cfg file and copy/paste that code for module manager. You can save the config in your TAC folder (ex: MM_TACL_Declutter.cfg) so module manager can apply the necessary adjustments.
  9. I have two vessels that are in Kerbin orbit. One vessel has two crew and no DF parts and another vessel has four crew with the largest cryo part. If I switch to the tracking station from either vessel and then back to a vessel the exception occurs. The issue doesn't happen the first time I load the game and select a vessel from the tracking station. Although after an exception occurs I have to completely close the KSP.exe for the problem to go away. I haven't tried directly switching from vessel to vessel yet. Also, the cryo chamber is empty. Thanks for your help. I appreciate it. UPDATE: Might be an issue with RemoteTech compatibility. I removed the current RemoteTech reference from the source folder and pointed it to the recent RemoteTech.dll in my KSP folder. I also removed the code for the USI life support mod. After recompiling everything works like normal. If any else comes up I'll let you know! I need to test more.
  10. I'm getting an exception that causes my ship to fly off to no where when switching vessels. The error is in DFIntMemory and it occurs during onVesselChange when resetFreezerCams is called. I'm using the TAC fix that you posted. Here's my logs. Output Log. KSP Log. These are the mods I'm using currently. I'll try and get more info later tonight. Thanks for your time!
  11. Nice to see you're still plugging away, Cilph - and the people who're helping. I'll be interested in taking a look at how tracking dishes and animations will work. Been thinking about rebuilding my rover and maybe a dish or two.
  12. What I do is either select Store in Root or Store in Original Roots when selecting your rigging. Now place your object in the scene. After that select the parent part that will control a group of objects. Then select the animation file from the parent object, it will highlight in yellow the animation file you are using. Select that file in the project window and hit ctrl-d to duplicate it (rename if you wish). From there you can now edit the copied animation file, as you'll have read/write access. PITA, but it works.
  13. Yes and yes. I'd fix those too, but my mobo fried. Should be up and running tomorrow.
  14. I've personnally never experienced any issues. Just followed the instructions on upgrading part tools and that was it. I'm on my phone so I can't get into specifics atm - rebuilding my computer. But it seems like exporting and proptools/internals worked fine.
  15. Thank you! This helped me delete some prop objects that were causing strange behaviors in my game (random explosions).
  16. Why does Bobcat have all the luck? My cat rover never made any vodka for me! Just these crappy tasting almond roca bars. Fixed the MPSS internals! Sweet! I, well taniwah, figured out how to fix the internals (accessing the .mu file to be precise). Fyi - this is just a simple fix, so no internal lights. I could have gone wild with the props, but decided on the bare essentials. But at least the ship will not randomly explode and you get to use the awesome internals. Bobcat, did you want me to PM the .mu and internals.cfg to you? I could post a link here for people who want a fix, but not without your permission first.
  17. I think he's still busy working on his Bear Rover. Seen here.
  18. Try changing the internals inside the part.cfg file to something else. It stopped that issue for me, but I prefer the Nautilus internals. Deleting prop entries in the internal.cfg had no effect. My only guess is that prop objects were left inside the model when the .mu file was written. I say this cause my logs show that an "AxisIndicator" is colliding with my ship when the kersplosion occurs (blast awesomeness 0.5!!!!). You should only need them when you write the prop.cfg, as they cause strange behavior. Hopefully Bobcat can take a look at it. Please, please, please.
  19. Congrats! If you ever need someone to practice on, give me a call.
  20. Nice to see you working on RemoteTech, Cilph. The GUI is very cool. Can't wait to try out the new and updated features!
  21. I'm a terrible programmer, but perhaps try this in your mod: //Pseudo-code public void DoStuff() { Vessel v; if (v.IsControllable) { turnonStuff; } else { turnoffStuff; } } Then use DoStuff() in FixedUpdate. Also, Tosh does some reflection to find out if RemoteTech is in radio contact or not. So look there if all else fails. Sorry if this doesn't help, just guessing here.
  22. I wanted to let everybody know that with the help of The_Duck, the MechJeb1m part has been fixed to work with KSP 20.2. I've also had the pleasure of being asked to update the older MechJeb parts. The new updates shouldn't be more then a couple days or so, as I still have a few errands to do. Once completed the parts will be linked to the front page here. Just remember that you'll need MechJeb2 installed for it to work properly. MechJeb1m.zip (1.8 MB) - source included https://mega.co.nz/#!p4pEFTAY!B264hRhrsUKCkOOFhHzUXQWTZ8FFfm6kgtbv-dYZmuQ My blog post here. I hope you enjoy the part as much as I have.
  23. Is there a way to make the old Mechanical Jeb - 1m edition work with Mechjeb2? Using MechJebCore the part becomes unselectable and the textures get all messed up.
  24. I really love the life support concept, glad to see someone still carrying the torch. A couple problems unfortunately. My 16 crew members seem to randomly die after long time warp periods and NaN displaying for O2/CO2 rates. I'm guessing the main pods O2 tank gets drained before everything else, need to test that more, but my charge levels where topped off. I'm running four recyclers, three of which are modified, but two of those are just copy/pastes into 3rd party tank cfgs. Also, the recyclers can't generate enough O2 to keep up for a journey to Duna. Do they require CO2 to make O2? Also, can I have a part recycle and support crew? If so, do I need to add IonModuleLifeSupport or will IonModuleLifeSupportGenerator assume its part is crewed? I guessed that you'd add both. You can see two blueish cylinders in the center/mid-stern of the ship, those are two recyclers, the other two are part of the Home living modules. http://imgur.com/nVBHSTO I'll continue to do some more testing, going to rebuild with some cfg changes (found a cfg with dupe charge resource entries). Keep up the great work! Edit: At 100,000 x warp, life support will randomly go to unpowered, and some Kerbals die in random pods. I even have RTG's as backup. Ok, so I had Jeb increase the efficiency for the habitat modules, just those two alone seem to work well. The two belonging to the mothership will remain off till the pods disembark. Unfortunately the time warp issue remains. I think after all the Kerbals in a pod die, the vessel's life support reads no power. I wonder if unmanned pods become unpowered in vanilla KSP. My guess is brief glitches in solar charging and time warping in KSP. Alright, I poked around in the code and just basically changed how it detects power. I also changed the conversion ratios in the cfgs, for my personal taste.
  25. Does any of your parts have more then one animation? If that's the case, you can split the animation files into two (technically). If not, then that's a mystery. How many frames are you using for the animations? Not that I've had much experience with the vanilla animation module, but it has acted wonky on me before, and neither Kreuzung's or JDP's animation plugins have given me that kind of trouble. Normally I just create a new animation clip in Unity and then attach it to the parent object of the group that I'm animating. Although a simple singular animation I'll just do in Blender.
×
×
  • Create New...