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XeroXion

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Everything posted by XeroXion

  1. I know just enough to get this horribly wrong, but what would happen if the entire animation sequence played from opening to full retraction before the science menu popped up? That would cause the sample drill to end in a closed state, yes? I just wonder if there's a way to play a different animation for the "reject science" sequence, such that it doesn't reverse itself through the whole process... Well, it'd be a half-decent workaround for when you transmit or remove the science from that part.
  2. If RemoteTech is able to run by tracking line-of-sight from multiple satellites out of physics range of each other, I don't see why a multiple mapping system would require physics either. It would probably involve something like running a ray normal to the surface from each satellite in a constellation and checking which tiles each passes over to determine scanning. It's Majiir's decision to try to investigate, let alone implement multi-sat mapping, but the rest of us have worked with single active satellite mapping long enough that it's not much of a loss if it turns out to be too prohibitive in time, effort or computer resource requirements.
  3. I don't have a github account and don't see a need to create one right now, but... The RT2 download, as of this posting, includes two ModuleManager.dll files. One is set to go in its proper place in the root of the GameData directory, with the second one in the RemoteTech2 folder. From what I understand the second one is unnecessary, should be removed, and may be adding to people's confusion about MM's utility. My 2c. Nice mod, looking forward to the full release of RT2.
  4. The only thing to do with ModuleManager that is written specifically for each mod is the *.cfg file that stores their part modifications. As others have stated, you should only have ONE ModuleManager.dll, because everybody gets theirs from ialdabaoth here.
  5. Hey Majiir, I watched the recording from your recent stream and had a thought on your sparks emitter. I don't know whether this is possible, but have you tried swapping the vertical sparks over to a flattened toroidal emitter? That should allow you to drop the number of particles you need to spawn for a given visible effect, instead of spawning the majority inside the mesh where players can't see them. That might not work best for the "sideways" sparks, but it seems like it would be an improvement for the others. Another possible change is to maybe rotate that emitter based on the angle between the drill's ray vector and the ground's normal vector, so the emissions spawn from the ground and travel relative to the drill's direction? Maybe alter the stretch dimensions based on an "arccos(drillray:groundnorm)" function to more closely fit the drill's arm? Apologies if these are not possible. I don't know Unity or KSP's limitations in regards to these but if you can emit from a sphere, I figure a torus is a possibility. And if you can apply stretch transforms, I figure that rotations are also possible. The only part I'm really uncertain of is obtaining the ground normal vector and rotating to match it... Regardless, this is a great mod that expands KSP in a way that likely won't see any significant developer attentions for a while yet, and I appreciate the work you and others have put into getting Kethane as well developed as it already is.
  6. Found two errors. One in P4_Surface.cfg, one in P8_Surface.cfg. P4_Surface.cfg has one too many "}" brackets after the node list, which ends PART{ prematurely and causes the game to ignore the rest of the config file. This miscategorizes the part into Propulsion while preventing its use in the editor (and possibly when trying to load vessels that use it?) P8_Surface.cfg set node_stack_bottom01 as 2, 2,... instead of matching the rest of the nodes as 1.875, 1.875,... Two cents. Thanks for the awesome mod, hope this was helpful.
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