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Everything posted by Snjo
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The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
Just make sure when you add any module with 0 values in it, that it doesn't cause any bugs. In this example launch a flight, turn on RCS, and check the Alt+F2 log. If you see loads of red error messages, tweak your values. Values can some times be used in division, which could be bad news if that value is 0. An easy fix is to change the value to a very small number, like 0.0001. Not saying the lines above have that error, I didn't test them, but it's a general precaution. In many cases the error might not be apparent, but it will add a line 50 times a second, which can balloon the error log size and cause game crashes and eat drive space. In some fun cases you get to visit the Kraken. -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
Final version I fixed some issues with the smoothness of the liquid's motion, so it's pretty good overall, with a configurable viscocity etc. Still like to point towards the planet in space, but I don't really care Messed around in Substance designer adding wear and tear. Couldn't quite get the scale of all the noise in that program correctly, but it's an interesting piece of software. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
It should be as simple as copying the surface attach node and replacing the name of it with node_stack_bottom = (or node_stack_top = ) since the coordinates should be the same. The first issue is probably pretty easy to do, I can just apply the change to all objects with the name, instead of the first found. The second involves either some string parsing and a lot of fiddling, or a set of texture switchers in a master/slave grouping relationship. Will have to think on that... edit: if you have an example part I can test on, that would help -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
Fun bug about attaching fuel lines to fuel tanks with built in decouplers, the fuel line doesn't really get the message: -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
Until Squad fixes it, the only other option is to add some other feature to the tank, like SAS. If there is a module that truly has no impact, but still adds an info line to solve the problem, use that. Just haven't looked at all the options myself, cause I don't want to relaunch the game a hundred times. -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
The plugin posted earlier was flaky for me, so I made my own incredibly tiny dll which just adds a module which adds a meaningless part info, thereby solving the issue for that one part. Downloadhttps://dl.dropboxusercontent.com/u/22972712/ksp%20forum/MultiResourceFix.zip Just add this at the bottom of the part.cfg: MODULE { name = MultiResourceFix } Source: using System; using UnityEngine; namespace MultiResourceFix { public class MultiResourceFix : PartModule { public override string GetInfo() { return "Can hold more than two resources!"; } } } -
That's very handy! if the tank is destroyed, does the parent part handle that gracefully, or will it cause a nullref when looking at the fuelLookupTargets list? (Since there is no OnDestroy)
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The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
Plugin code so far: https://github.com/snjo/FStriTank/blob/master/FStriTank/FSTTfuelGauge.cs for the small gauge needles https://github.com/snjo/FStriTank/blob/master/FStriTank/FSTTfuelLevel.cs for the liquid filled flask Unity Project: https://dl.dropboxusercontent.com/u/22972712/ksp%20forum/Tri-tank.zip Part (W.I.P): https://dl.dropboxusercontent.com/u/22972712/ksp%20forum/FStriTank.zip -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
I didn't think it was a bad idea at all, but I couldn't see how you would make it apparent visually that there are sections inside the tank. If you want to look at some code inprogress that deal with fuel levels, this is where I am currently at: https://github.com/snjo/FStriTank/blob/master/FStriTank/FSTTfuelLevel.cs -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
I had the exact same thing. I removed the fuel tank resource nodes in the cfg for now. Maybe I just used the wrong resource name? edit: Talked to InfiniteDice. He says any part with more than 2 resources will freak out. That might be pretty bad! edit 2: there is a known problem which this thread describes, and purportedly fixes: http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
I'm coding right now, commenting as much as I code. -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
Some of the steps. Descriptions in the gallery. edit: Important note about transparent materials. KSP part tools does not preserve colour values in very faint parts of the texture. Copy your source texture file into the part folder after export. -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
Either I will make it point away from the current celestial body, or I will check the current G forces. If the values are very low, I will let it stay the way it was last. Modelling an extra rounder blob that is used in free fall is also an option if I get bored. -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
Going to make some code to make the liquid level in the flask respond to gravity, and fill level, as well as the needles on the tanks. Not sure if I can find a nice transparent shader for the liquid+glass, but time will tell. I'll have to tweak the poly count on the flask to where it just barely works I guess. -
Glad to hear it
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The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
My first thoughts are towards creating an untraditional shape, and extra functionality. I will endeavour to embellish in an educational manner though Oh, and as an addendum to the things frizzank has said in the OP, I'd say don't be afraid to be inspired by other people's ideas in this thread (or otherwise), cause this is about what you learn during the process more than anything, I think. And if someone creates something close to your own idea, it was probably because it was a good idea edit: And if I step outside the spirit of the rules, do not be afraid to exclude me from the judging, I'm just here to help! -
The Open Part Mod - Week of 4/11 project started
Snjo replied to frizzank's topic in KSP1 Mod Development
This sounds cool. I want to participate in this since it seems like a good arena for spreading some knowledge to fledgling modders! I'll have to step up my documentation game though -
Better late than never! I added a rebindable hotkey to v1.1, now on spaceport. Edit the settings.txt with values like [*] for numpad *, a b or c for keys, etc. I was not able to to Ctrl modifiers for some reason, but any single key will do.
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Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
The trick was fetching the array of all the particles (up to 200 in this case), ad each update, alter their positions, and then feeding that array back to the particle system. So I'm doing mathy fun 10.000 times a second Luckily computers like that stuff. -
HotRockets! Particle FX Replacement + Tutorial
Snjo replied to Nazari1382's topic in KSP1 Mod Development
I think I mentioned to you earlier I'm working on some ground effect particles. As soon as I put some engine hooks into this, you could add some of this fun stuff to rockets as well: -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
There are different ways of measuring surface distance. A readout in a mod will typically just do the math in one of many ways to get the vessel altitude. In this case though, shooting a ray towards the ground is more accurate, and can check at locations other than the center of your cockpit. Regardless, finding the distance to ground isn't the tricky part. The challenge is predicting and reacting to changes in the landscape OR making an alternate system where bumping into the landscape is not an issue. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
It could be added to any engine when it's done. Like a rocket -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
It works! Hahaahahahahaahhaaaa No thanks to whoever made the old particle system in Unity! Expose your stuff to coders, jeeze!