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KSP2 Release Notes
Everything posted by sarbian
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When will we start seeing mods for the game?
sarbian replied to Ryaja's topic in KSP2 Mod Discussions
Come on. This is nothing more than the base BepInEx. There is nothing specific to KSP in there. Sure, it lets you load code and patch things, but calling that a KSP mod tool is a bit premature. The lack of official mod support makes sense from the dev perspective given the current state of the game. But the current gold rush for 1st mod and multiplication of method to loads mods does not bode well for the state of modding when the official support come. And a concrete statement on what is actually planned for the official mod support would be quite welcome to at least know where we are going and avoid wasting our time. The current code and its "everything mod is a Unity Bundle" looks bleak from my chair... -
Denied.
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I just did a test with stock parts and a similar staging and it worked fine. My guess is that MJ does not understand properly your separator motors. What kind of engine do you use for that ? If you are not using the stock Sepratron then can you try with those ? No. The current code take over all the axis controls and it won't change at this point.
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// detect if this part is an SRB, will be dropped in the next stage, and we are below the enabled dropSolidsLeadTime public bool isBurnedOutSRBDecoupledInNextStage(Part p) { return dropSolids && p.IsThrottleLockedEngine() && LastNonZeroDVStageBurnTime() < dropSolidsLeadTime && p.IsDecoupledInStage(vessel.currentStage - 1); } It should move to the next stage if the engine is throttle locked (SRB should be), the displayed current stage remaining burn time (in MJ windows is less than the set time and is decoupled in the next stage. A screenshot of your stages and the MJ dV window may help.
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All MechJeb release are built on my Jenkins which runs on Linux. dotnet runs fine on Linux and you can use it to build (info). I did not test it but ./dotnet sdk/6.0.400/MSBuild.dll MechJeb2/MechJeb2.csproj should build MJ fine with the current tarball of the .NET 6.0 SDK If you do not want to full dotnet then a simple installation of the Compiler with nuget install Microsoft.Net.Compilers can do the trick, and then you use KSP dll as references. I just tested with mono 6 and it works fine. On Windows the instruction assume you have Visual Studio installed and know the basis of how to use it. You can find threads to help you with that on the forum.
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I am a bit rusty with all that but I would do GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere); obj.layer = 10; // Scaled Scenery layer float scale = 4f; obj.transform.localScale = new Vector3(scale, scale, scale); obj.transform.parent = ScaledSpace.Instance.transform; obj.transform.localPosition = ScaledSpace.LocalToScaledSpace(kerbin.position);
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The view in KSP is composed of multiple camera. And some of those camera uses a different scale than the rest of the world. In the tracking station/map view you basically have the ScaledSpace Camera PlanetariumCamera.Camera (where you have your planets and orbits) and the galaxy Camera (a small cube with the texture of the galaxy background). Those cams only displays objects with the proper culling mask. So if you want your sphere to show up then the GameObject needs to be assigned to the right Layer. You can find a list here . And you will need to use "Scaled Scenery" for your needs. And you will have to search the forum about ScaledSpace and WorldSpace to place the item where you actually want them if you want to use orbits or "real" space coordinate. Edit : set FlightCamera.fetch.cullingMask to -1 while in the flight view if you want to better understand what is going on. (or set it to ~(1 << LayerMask.NameToLayer("SkySphere")) to hide everything but the galaxy box)
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There is no need to diagnose anything. SmartRCS disable rotation or translation by changing the RCS config. It does not save the original config and so it can not restore it when switched off. Saving the conf is not trivial, but far from impossible. The main issue is people willing to code it. I am not among those people.
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
sarbian replied to sarbian's topic in KSP1 Mod Releases
This should be fixed with the new CustomBarnKit-1.1.22.0.zip thanks to @siimav- 335 replies
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