Chronothan
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Everything posted by Chronothan
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I'm curious, is there any way to derive the current ship value as displayed in the MCE GUI using the API? I see you can get TOTAL spent on vehicles, I don't need that however. I want to get the value of the vessel shown while it's loaded in the editor. If this is not possible, can I be so bold as to request this for a future version?
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I have, and that is likely what I'll use. But I am having trouble figuring out what to attach it to. I have tried attaching it to the KerbalEVA.transform object and the ActiveVessel.transform object and it 'works' in that it lets you turn the kerbal with the mouse, but it screws up the other controls. Especially walking. WASD all make the kerbal go in the same direction regardless of facing I need to figure out what actually controls the EVA kerbals. I THINK it is a rigidbody, but I don't know if it is attached to KerbalEVA or the Vessel or what. If I can figure it out, it shouldn't be too hard to completely replace the controller with a much more FPS friendly one. I fixed the invisible kerbal issues in my latest dev build. No download yet but hopefully shortly. I want to implement first person view for kerbals in command seats in this next update. Once I do, I'll release it.
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Sorry for the lack of updates everyone. Been busy at work, blah blah blah, RL stuff and excuses. I have actually completely overlooked the command seats. I almost have never used them. But no it does not. And further, if you have 'isKerbalVisible' disabled in the config, the Kerbal stays invisible when switching to the seat! I'll try to throw and get an update together for this tomorrow night. Yes I have been trying to do this. I really am at a loss for this it wasn't as simple as I would've thought. I'm going to continue working on it as it I really, really want to get rid of the 'Exorcist' 360° head spinning Glad to hear that. Hope it works for you, and please, let me know if there is anything I can do to improve compatibility. I did a tiny bit of testing today and it seemed to work. But let me know.
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Do you have forceIVA in the config set to true? If you do, it remaps the C key to a go-EVA button. And if you have forceEVA set it true it will automatically set first person mode. EDIT: Just checked the download and it appears I placed the wrong config in there. The config options defaulted to true for both of those. Default is supposed to be false. Change them manually or redownload. EDIT2: Ok, looks like I was distributing 2 dll's of the same plugin One was inside the Source/ForceIVA/obj/debug folder. I recommend redownloading even if you aren't having issues.
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Thank you for helping me with my question a while ago, NathanKell. I didn't properly thank you. Now for another For the mod I'm working on, I am implementing first person EVA. I want to change the controls of kerbals on EVA. Specifically, I want to make the kerbal follow the rotation of the mouse X axes while standing still, and make the kerbal follow both the X and Y axes while in space. Basically, implement FPS controls. Being really new to C# and Unity and scripting in general, it would be extremely helpful if someone could point me in the right direction. I don't want anything written for me, I just need an idea of where to start at. I've had no luck with the way I've been going about it. I was thinking to completely override the stock controls, replacing them with a standard FPS controller script by removing whatever component is attached to an EVA kerbal that defines movement, and adding the MouseLook component and FPSController Component. I think the PartModule KerbalEVA is where I need to start but again, I've had no luck with that so far. Is there a simpler way I could be going about this? Thanks in advance to anyone who takes the time to reply!
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Ask and ye shall receive. They new update has toggleable first person on by default. Yes mapview is usable by default. Can be disabled in config if you are that hardcore What I really want to do is make the kerbal follow the X mouse rotation when you right-click while on foot. So even when not moving, the kerbal would turn with the camera. And while in space, make the kerbal follow the mouse rotation of both the X and Y axes on right click. Allowing you to have full freedom of orientation in any direction. This is proving more involved than I had thought, so it is taking longer while I learn more about C# and Unity.
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Yes, I forgot to update the OP. Change forceIVA to true in the config. Default is false. I've decided the main focus of this mod should be the 1st person EVA, since a lot of people would want that but not the the forced IVA. IVA is still, and will continue to be, a part of this mod but it is an option, not the focus. Hmm you shouldn't have to paste the decleration. If you have an old IVAoptions.cfg it should automatically update when you enter flight mode to include the new forceIVA option. Is this not happening for some people?
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Thank you for pointing out the links. That was dumb haha. Fixed them. I had a few ideas. Restricting to map mode was one, but then you have no staging. I personally liked the idea of having to use 3rd party cameras on your ship to have any vision at all, and may still go through with that. As an optional feature of course. But then ProbeControlRoom was made and I can take the easy route and just add compatibility to that Working on this. Working on this. Suggestions as to how to accomplish? Small gui? Or adding keyboard buttons? Added a config option to disable forced IVA The mouse controls are terrible for 1st person. It is something I am working on as I cannot stand it either.
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A part reference is a variable of type Part that contains an instance of the part object in game. Read up on some object-oriented programming to really understand what an object and instance is. But you'll need to find the instance of your part attached to your vessel object to do anything useful. The Part object is created using values from the cfg, like the part name, the modules it has, what model it uses. So, yes, 'yourPartName' is set by the name you set in the cfg.
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I don't know if it returns null when there is no crew or not but I assume this might work: Part yourPartReference = yourPart; if ([I]yourPartReference[/I].ProtoModuleCrew.count > 0) And this would cover you if in case it returns null with no crew if ([I]yourPartReference[/I].ProtoModuleCrew != null && [I]yourPartReference[/I].ProtoModuleCrew.count > 0 ) You don't need the List<> stuff in there unless your creating new list. You're just getting a reference to one. Obviously, 'yourPartReference' will need to be a reference to your part attached to the ActiveVessel. Something similar to this can get you that Part yourPartReference; foreach (Part part in FlightGlobals.ActiveVessel.parts) { if (part.name.Contains("yourPartName")) { yourPartReference = part } } None of the above is tested, so it may need some tweaking to work.
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I am working on something where I have to identify which Kerbals IVA is active and I'm having a hard time figuring that out. I can't find a reference to which Kerbal the camera is attached to. PartReference.ProtoModuleCrew gives you a list of ProtoCrewMembers in that particular part reference. That might help you.
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I am embarrassed to admit this. But I have no idea what that means I am working on this to learn C# and modding in general. This is my first actual project so I'm learning as I go. Basically, I'm becoming a master at restarting KSP. Here is the full method: public KeyCode checkKeys() { checkConfig();//Makes sure the config exists. Creates it if it doesn't. KeyCode key; if (!Enum.TryParse(cfg.GetValue("reviewDataKey"), out key)) { cfg.SetValue("reviewDataKey", "Backslash"); cfg.Save("GameData/ForceIVA/IVAoptions.cfg"); Debug.Log("Make sure to use the list of keys to set the key! Reverting to backslash"); return KeyCode.Backslash; } else { return key; } } I have two classes, the main ForceIVA class, and the ConfigUtil class that this method is located in. The ForceIVA class instantiates ConfigUtil and calls this method in Awake(). ForceIVA class itself is instantiated in at flight mode startup.
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Having an issue trying to create a config setting for controls. Any C#/Unity gurus out there who have any idea why the following code gives me a 'Enum.TryParse - method not found' exception at runtime? KeyCode reviewData; if (Enum.TryParse(cfg.GetValue("storedDataKey"), out reviewData) { return reviewData; } It's inside a method that is called during flight scene Awake(), to set the keybinding. Visual studio has no problems, it compiles just fine. I get the error in game however.
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I actually was inspired after seeing your ProbeControlRoom mod and had planned on supporting that once you released it. (I cannot wait until you release that! I love the idea.) Did not know you were also working on a forced IVA mod as well so I suppose support from me would be a little redundant But I would love to be on the list of supported mods. I'll get to you on #kspmodders. (Once I get time away from all these IRL responsibilities ) Oh well, I will continue to work on this as a learning experience and since I've been enjoying playing with C#. Yours is much more in-depth so maybe I will try to keep mine as simple as possible, it would be sort of a 'lite' version. Everyone else, just updated. I discovered there is no way to review stored science data from IVA so I've added a button that lets you do exactly that. It is backslash by default but I'm very close to having a config option for choosing your own key. Also added a config option to enable map view. More feature requests are very welcome! Challenge me!
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Yes this is intended to be used with the RPM plugin. The MFD addon will also help. Careful placement of cameras is essential to ensure solar panels are deployed and what not. I usually put at least one each stage to check seperation. I also highly recommend the awesome Vessel View plugin: http://forum.kerbalspaceprogram.com/threads/66480-WIP-Vessel-View I'll look into adding a config file for this option. Though it would be a tough flight without being able to visualize manuever nodes. At least for me Hmmm, it would be nice to be able to do recovery inside the vessel. Not sure how to go about this other than creating a simple GUI but my screen is already so cluttered so I don't know about that. Tracking station it is for now. First person EVA is a dream of mine. If I can figure it out, it will become part of this plugin. I know there used to be a mod that enabled first person EVA using some kind of glasses or something. I don't remember what it is called however.
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Small, realism focused, plugin that lets you to see the world through the eyes of a Kerbal. This makes EVA mode 1st person. Also gives you an option to force you IVA mode when you have a Kerbal in your vessel Intended to provide a seamless, total 1st person experience. Bring cameras! If you are using the ForceIVA option, get: RasterPropMonitor and VesselView . Get the RPM version of VesselView and be able to select parts and their actions on the screen itself until I implement this myself Simply unzip into the GameData directory Download: 0.0.2c DELETE OLD FOLDER BEFORE UPDATING. Source is included in zip. This is very much in development. Expect bugs and please report them where found. Science can't be done in 1st person on EVA as of yet but will be able to soon. For now, in forceIVA mode, vessel recovery will need to be done through the tracking station. I have decided, based on the responses, that the main focus of this mod is the 1st person EVA. ForceIVA is now optional, and disabled by default. If you want to enable it, change 'forceIVA = false', to 'forceIVA = true' in the cfg. Changelog: [U]0.0.1: Initial Release[/U] [U]0.0.1a - 1/31/2014: [/U] -Added a config option for disabling mapview. -I realized you could not review science data in IVA. Now you can press the 'backslash' key to bring up all your currently stored science. Config option to change key will be coming next. [U]0.0.2 - 2/11/2014:[/U] -Better name -1st person EVA!! Config option to disable. Also a config option for the Kerbals suit to be visible, or for the Kerbal to be invisible 'floating camera', similar to Half-Life. Default is false. -Can go EVA now using the whatever your 'Camera Mode' button is. Config option to change the default button. Set it to true to use the default, or change it to the key you want to use -Config option for the review science key. -Fixed bugs and other stuff. [U]0.0.2a - 2/12/2014:[/U] -Fixed some really bad bugs -1st person will not be enforced before launch (Going EVA counts as launching) -Added config option to disable forced IVA [B][U]0.0.2b - 2/15/2014:[/U] -Default toggleable first person EVA. Default button is the 'C' key, but you can change it to what you like in the config. To force first person, set 'forceEVA' in the cfg to true. [B][U]0.0.2c - 2/16/2014:[/U] -Refactored plugin. Nothing changed on user end but code is cleaner. -Removed a second dll that found its way into the Source/ForceIVA/obj/debug folder. Recommend downloading update even if you aren't having issues. [/B] Currently working on: -Replace the review data key with a toolbar-integrated GUI that lists all the actions of parts on your vessel/Kerbal and allows activation of them. No longer going to do this. Use RPM and VesselView as stated above. Well, maybe I will. VesselViews way of doing it is neat but a little cumbersome to use right now. -Some kind of hud for activating EVA science while in first person. -In-vessel recovery in forceIVA mode. -1st person view in command seats. Planned: -Integration with ProbeControlRoom -Make 1st person EVA control more 'FPS style'. (No 360° head movement) -Lots of optimization and smoothing out transitions. Thanks to all the people who have made their source codes available so that newbies like me can learn. Especially the Lazor system for giving me a starting point for the EVA code. A crappy video I made:
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I was playing off what he said. Trust me, I know who the guy is that made all of my favorite KSP mods. Yeah, some people are too quick to criticize a mod they don't like/don't use. vrgadin, like Scripto said, StretchyTanks will be very helpful as well. Bring your harpoon as well, you're going to meet the Kraken.
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Someone has done exactly that. http://forum.kerbalspaceprogram.com/threads/64118-0-23-Real-Fuels-v4-3-1-20-14 http://forum.kerbalspaceprogram.com/threads/59207-0-23-Realism-Overhaul-ROv3-Modlist-for-RSS-1-10-14
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Chronothan replied to ferram4's topic in KSP1 Mod Releases
The only fix for the G problem in the experimental I've found so far is to disable deadly reentry's G-force by putting the gToleranceMult to some ridiculously high number. Strangely, changing the angularDrive and linearDrive values hasn't helped me at all. x2 is the only one that works for me however. So it's worth it to have a craft that doesn't explode on the launch pad. EDIT: You would have to change crew tolerance numbers in the cfg as well I imagine.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Chronothan replied to ferram4's topic in KSP1 Mod Releases
Hmmm interesting. Now that you mention jitteriness, I did notice the entire ship vibrating minutely while on the launch pad. I should have mentioned that I have RSS as well. Which causes all kinds of weirdness from time to time. However, the shaking is likely from that angular drive you mentioned since I've never seen it do that before. I'll play with the angular drive settings and see what works. Got a suggestion for a decent value? Also, whatever you did for the physics stabilization on loading the vessel has helped immensely. Used to be that I would need to reload my RSS launch vehicles two or three times before the physics let it live. The latest dev version has removed ALL of that.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Chronothan replied to ferram4's topic in KSP1 Mod Releases
So I have been having an issue with dev build 2 and I THINK I have it narrowed down to the breakTorquePerMOI setting. On launch I get halfway through my first stage and the solar panels, interstage fairings, and remotetech dish explodes out of nowhere. I have Deadly Reentry and it begins playing the 'g-force damage sound' several times and then it blows up. Not all of them but several and it is different everytime which ones it is. The flight log says it is due to g-force damage. But looking at the maximum G's reached during flight it reads 2.2. It doesn't happen every launch either but is very random. I thought it was DRE at first, but I have had the same version of that for a while and no problems. The only thing new is this dev build of KJR. I changed the breakTorquePerMOI setting to 1 and it seems to have fixed the issue so far. It usually happened at least every other launch but I haven't had it happen since, yet. If it helps, I can post my log. It's the output_log in KSP_data right? I looked through it but couldn't find anything meaningful to me.- 2,647 replies
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