-
Posts
3,237 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by Climberfx
-
-
On next update, Omicron will be running on 1.9.1.
Already Tested here and it's all fine. You just need to update the dependencies and voilá.
1.9.1 by Rafael Valle, on Flickr
-
I read that on your description blowfish, but can't find any reference with an example for that IDENTIFIER. And don't know how to do it.
-
I'm trying this module disable thing, with FSanimateGeneric, on 1.73.
Here what i triet, but no effect reach.
@PART[O_cockpit]:NEEDS[B9PartSwitch] { MODULE { name = ModuleB9PartSwitch moduleID = cockpit_type switcherDescription = Cockpit Type affectDragCubes = false affectFARVoxels = false baseVolume = 1048 SUBTYPE { name = Cockpit_closed transform = cockpit_one tankType = Cockpit_closed } SUBTYPE { name = Cockpit_open transform = cockpit_open tankType = Cockpit_open MODULE { name = FSanimateGeneric moduleActive = false } } } }
No effect to disable Animation when in Cockpit_open. But the config works for everything else. So, i did it wrong? (on Module inside SUBTYPE?)
-
Working on Cockpit open version. Then Crew 1, 2, 3.
And the separator will be another part, with support for life support (TAC), but this new opened parts will not have TAC resources anymore, give the lac of space.
Annotation 2020-04-19 173738 by Rafael Valle, on Flickr
Annotation 2020-04-19 184227 by Rafael Valle, on Flickr
Untitled by Rafael Valle, on Flickr
-
Last update to the code, that is now checked inflight and working inside Omicron panel.
using System; using UnityEngine; using KSP.UI.Screens.Flight; // KSP 1.7.3 e Unity 2017.1.3p1 namespace Omicron { public class Omicron : PartModule { private NavBall stockNavball; private Transform myNavballTrans; [KSPField] public string NavBallName = "navball_node"; public void Start() { if (HighLogic.LoadedSceneIsEditor) { return; } stockNavball = FindObjectOfType<NavBall>(); myNavballTrans = part.transform.FindRecursive(NavBallName); } public void Update() { if (HighLogic.LoadedSceneIsEditor) { return; } Quaternion attitudeGymbal = stockNavball.navBall.rotation; var delta = Quaternion.Inverse(attitudeGymbal); delta.z = -delta.z; myNavballTrans.localRotation = delta; print("Navball Rotation = " + myNavballTrans.eulerAngles + ", Local Rotation = " + myNavballTrans.localEulerAngles + "Delta = " + delta); } } public static class Utils { public static Transform FindRecursive(this Transform transform, String name) { if (transform.name == name) { return transform; } Transform tr = transform.Find(name); if (tr != null) { return tr; } foreach (Transform child in transform) { tr = child.FindRecursive(name); if (tr != null) { return tr; } } return null; } } }
Updated the code in first post too.
-
Updates:
So, for the code above, it had X and Y axis inverted in rotation, besides the fact all the rest, start angle etc., was running accordingly.
Here i have the right code, some more heating in thinking and prospecting info, i got this, and already tested, navball is working now, in flight.
The Code:
using System; using UnityEngine; using KSP.UI.Screens.Flight; // KSP 1.7.3 e Unity 2017.1.3p1 namespace Omicron { public class Omicron : PartModule { private NavBall stockNavball; private Transform myNavballTrans; [KSPField] public string NavBallName = "navball_node"; public void Start() { if (HighLogic.LoadedSceneIsEditor) { return; } stockNavball = FindObjectOfType<NavBall>(); myNavballTrans = part.transform.FindRecursive(NavBallName); } public void Update() { if (HighLogic.LoadedSceneIsEditor) { return; } Quaternion attitudeGymbal = stockNavball.navBall.rotation; var delta = Quaternion.Inverse(attitudeGymbal); delta.z = -delta.z; myNavballTrans.localRotation = delta; print("Navball Rotation = " + myNavballTrans.eulerAngles + ", Local Rotation = " + myNavballTrans.localEulerAngles + "Delta = " + delta); } } public static class Utils { public static Transform FindRecursive(this Transform transform, String name) { if (transform.name == name) { return transform; } Transform tr = transform.Find(name); if (tr != null) { return tr; } foreach (Transform child in transform) { tr = child.FindRecursive(name); if (tr != null) { return tr; } } return null; } } }
-
Updates.
So, i migrate all project to Windows now, Unity, Visual Studio, Maya, etc., and manage to have Visual Studio compilation to work with KSP (1.7.3 yet here).
I pass yesterday and today breaking my head to learn CSharp, and manage to solve the Navball function.
I'm in the finals for that part of the code, after that, will break head some more for altitude, speed, throttle speed jog, RCS, Comm, SAS, etc. For all functions of the cockpit i have.
Then go back to finish shaders and details for navball, like prograde, retrograde, normal, antinormal, etc icons.
Here how the code are at this moment:
using System; using UnityEngine; using KSP.UI.Screens.Flight; // KSP 1.7.3 e Unity 2017.1.3p1 namespace Omicron { public class Omicron : PartModule { public NavBall stockNavball; private Transform myNavballTrans; [KSPField] public String NavBallName = "navball_node"; public void Start() { if (HighLogic.LoadedSceneIsEditor) { return; } stockNavball = FindObjectOfType<NavBall>(); myNavballTrans = part.transform.FindRecursive(NavBallName); } public void Update() { if (HighLogic.LoadedSceneIsEditor) { return; } myNavballTrans.rotation = stockNavball.target.localRotation; print("Navball: " + myNavballTrans.eulerAngles + " " + myNavballTrans.localEulerAngles); } } public static class Utils { public static Transform FindRecursive(this Transform transform, String name) { if (transform.name == name) { return transform; } Transform tr = transform.Find(name); if (tr != null) { return tr; } foreach (Transform child in transform) { tr = child.FindRecursive(name); if (tr != null) { return tr; } } return null; } } }
-
updated code, know working, on final adjusts. (previous post updated)
-
So, since no one helps me around here, i go dig myself an answer.
Find helping codes to learn on Github, other stuff on Kerbal API ref, etc.
I did not test yet, but there are no errors on Visual Basic/references. Gone try it soon.
using System; using UnityEngine; using KSP.UI.Screens.Flight; // KSP 1.7.3 e Unity 2017.1.3p1 namespace Omicron { public class Omicron : PartModule { private NavBall stockNavball; private Transform myNavballTrans; [KSPField] public string NavBallName = "navball_node"; public void Start() { if (HighLogic.LoadedSceneIsEditor) { return; } stockNavball = FindObjectOfType<NavBall>(); myNavballTrans = part.transform.FindRecursive(NavBallName); } public void Update() { if (HighLogic.LoadedSceneIsEditor) { return; } Quaternion attitudeGymbal = stockNavball.navBall.rotation; var delta = Quaternion.Inverse(attitudeGymbal); delta.z = -delta.z; myNavballTrans.localRotation = delta; print("Navball Rotation = " + myNavballTrans.eulerAngles + ", Local Rotation = " + myNavballTrans.localEulerAngles + "Delta = " + delta); } } public static class Utils { public static Transform FindRecursive(this Transform transform, String name) { if (transform.name == name) { return transform; } Transform tr = transform.Find(name); if (tr != null) { return tr; } foreach (Transform child in transform) { tr = child.FindRecursive(name); if (tr != null) { return tr; } } return null; } } }
-
So, i think i did the code for NavBall. but i'm still unable to test yet, cause of the lac of .NET 3.5 framework on OSX. (officially that goes only until 3.1 yet).
So i need a time to go Windows and compile it and test it. But there are no erros in the editor/references. (Visual Basic 2019)
using System; using UnityEngine; using KSP.UI.Screens.Flight; namespace Omicron { public class Omicron : PartModule { private readonly NavBall myNavball; public Transform myNavballTrans; [KSPField] public String NavBallTransform; public void Start() { myNavballTrans = part.transform.FindRecursive(NavBallTransform); } public void FixedUpdate() { myNavballTrans.rotation = myNavball.relativeGymbal; } } public static class Utils { public static Transform FindRecursive(this Transform transform, String name) { if (transform.name == name) { return transform; } Transform tr = transform.Find(name); if (tr != null) { return tr; } foreach (Transform child in transform) { tr = child.FindRecursive(name); if (tr != null) { return tr; } } return null; } } }
-
2 hours ago, BGYT said:
cockpit as drone core?
Not exactly, the cockpit panel function as a remote core, so when you put the panel, your vessel can control itself.
I don't think we need more cores to the game, besides it would be to big to use in place of the cockpit. Until now, you just put a stock core inside the intake nose of Omicron and you have it. But with the panel, will be a implementation to the cockpit, so you can make missions without pilot to rescue then in a place, for example. Will be other stuff, helpful in the panel, like indication of the angle in your vtol rockets, functional navball, speed, altitude, etc...
-
That is what this is. in my mod, before the panel i'm doing, kernels use that keypad on the seats to control the excrements.
Know with this panel, will have remote control level 3.
But i need to solve the code first. Internal modules won't wake up in normal game play, only in iva, so, i think i will need some help...
-
Hello all.
I'm implementing a functional control panel in my mod Omicron, but it's not a internal that you can see with "C" key when playing KSP, but is on the vessel panel externally.
So, my question is, can i use the stock internal modules to control the parts of my panel, like navball, speed, etc, describing the relation transforms in there?
Can any one point me to some help?
Thanks.
-
Layout almost done. Next, the logic stuff. codes...
Screen Shot 2020-04-15 at 23.05.07 by Rafael Valle, on Flickr
Screen Shot 2020-04-15 at 21.55.05 by Rafael Valle, on Flickr
Screen Shot 2020-04-15 at 21.57.00 by Rafael Valle, on Flickr
Screen Shot 2020-04-15 at 21.57.31 by Rafael Valle, on Flickr
-
VoidCosmos, do you know how to use Photoshop? Or a good image program? Photoshop open DDS if you put a plugin in it. I have it both.
If not, we can try this, you send me the texture file from your model, and i convert it to you, to TGA (i prefer TGA because it is lossless, but KSP accept other formtas too). Then you just move your texture file to another folder (do not delete it yet), and put the TGA, with the same name in his place (but extension different). KSP will recognise it automatically. If it work, we will know for sure is the type off DDS with DXT3 compression that is not supported anymore, so will fix it and you can delete the old one.
If not, is other thing.
-
-
9 hours ago, BGYT said:
hollow like the cargobay and backless cockipt so as to the entire back panel of the cockpit is removed so a kerbal can walk trought standing up
Now it's clear. Sure. Give some time, and i will do it. Love the idea, and that never pass my mind, but now it's obvious.
Gona do that to cockpit and the 3 crew variants too.
Evolving...
Screen Shot 2020-04-15 at 01.25.28 by Rafael Valle, on Flickr
Screen Shot 2020-04-15 at 01.24.46 by Rafael Valle, on Flickr
-
New KSP's won't accept DDS textures anymore.
A workaround is to edit cfg and describe there the new texture file.
-
Retomando produção. Updates na thread de Desenvolvimento.
Screen Shot 2020-04-14 at 18.18.09 by Rafael Valle, on Flickr
Screen Shot 2020-04-14 at 20.55.00 by Rafael Valle, on Flickr
-
3 hours ago, BGYT said:
mod part ideas open back cockpit & hollow mk2 to omicron addapter
Hollow like cargo bay, or the hole in middle to pass kernels?
Explain better the type of back cockpit.
At this point the Hollow adapter is easily, can do it after i finish cockpit functional panel!
Screen Shot 2020-04-14 at 18.18.09 by Rafael Valle, on Flickr
-
Returning development.
On mid of functional cockpit panel.
Screen Shot 2020-04-14 at 14.51.49 by Rafael Valle, on Flickr
-
Pois é, a muito tempo atrás eu consegui com o pessoal do forum que se cria-se a parte português BR para nós, na real PT para o mundo português.
Mas depois de um tempo, acabei saindo da mediação do sub fórum, por outros motivos, e agora vejo que está praticamente abandonado.
Que pena. Mas é bom saber que volta e meia acaba aparecendo novos usuários do Brasil.
Não desistam, o jogo ensina muita coisa e é sensacional.
E depois de aprender, se tiver um tempinho, procura o mod que eu fiz com peças para montar carros voadores espaciais. O Omicron.
Bom jogo!
-
I believe it still works on KSP last release, you only will need to check the plugins dependencies for that. If Any one make it work, please, let me know, and the version you use.
Here to inform that we got 10k download from Curse site.
10k downloads (and more 2.5k from dropbox (orangedox))
Screen Shot 2020-03-08 at 20.32.50 by Rafael Valle, on Flickr
-
E ai galera, tá tudo meio parado, meio que todos sumiram, eu pelo menos, só passo e dou uma olhada, mas sem tempo para continuar o Omicron, e mesmo jogar KSP, mas ainda com muita vontade para tal. Um dia...
Bom, parece que a cada ano que passa, mais 1000 pessoas baixam o mod. Imagino eu que ainda esteja funcionando no novo, dado que é basicamente partes que usam mods plugins comuns sempre atualizados pelo pessoal.
Então, comunico que hoje, acabou de passar dos 10.000 downloads do site Curse.
Screen Shot 2020-03-08 at 20.32.50 by Rafael Valle, on Flickr
[1.11.2] B9PartSwitch v2.18.0 (March 17)
in KSP1 Mod Releases
Posted · Edited by Climberfx
Yes, @AlphaMensae, FSanimateGeneric has soundfx and better controls for speed, and reverse when playing stuff.
But already tried it with ModuleAnimateGeneric @JadeOfMaar, and both came with the same results: It remove completely the button to open and close the hack, in both variants, open and closed.
All other part of the code are working fine, it changes the 3d model part, and put and remove TAC life resources accordingly (i put this part on B9_PartSwitch).
And I'm running all with the latest mod updates and KSP 1.9.1, and still the same, the animation vanishes on both options completely.
Thank you all until here.
I'm checking the suggested mod @JadeOfMaar, let you know here...
Any other suggestion?