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KSP2 Release Notes
Everything posted by MSD
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Auto Cycle Kerbalnaughts
MSD replied to Sathurn's topic in KSP1 Suggestions & Development Discussion
If I save a ship as "empty" I would like to have it saved empty, instead of autofill with the gang again -
Unity only support one render frame, so you cannot create 2 windows and make it fullscreen on both.. But would be cool if they could add it. And I do not believe if KSP is ever going console.. but I'm sure they know #define UNITY_XBOX360 or #define UNITY_PS3
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Im really not used having no debugger around to set breakpoints... It sucks
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There is no reason to make it point south or north, so please remove this constraint, make it point whatever direction the kerbal is facing.
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http://www.youtube.com/watch?v=ArMBpTpUHVg Update: Download Played with kethane and universe replacer installed.
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I must show you my new hollow ship. EVAs in your ship are, well, cool.
MSD replied to Gus's topic in KSP1 Mods Discussions
Just use some seats I guess -
Seems your right: http://forum.kerbalspaceprogram.com/showthread.php/45107-KSPAddon-bug-causes-mod-incompatibilities Quickfix: Download
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Thanks, so I now can use both
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I can't get the mod to load in my no-mod version (21.1)... Can't see any conflict, but will look into it.
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I would like to see the profiler output of this game.. I think it has a lot more to do with Unity than Squad's.
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http://www.youtube.com/watch?v=E2D9JfKHoDA&feature=youtu.be Plugin & Source: https://dl.dropboxusercontent.com/u/66597482/Downloads/EvaFollowerX.zip Still need a lot of tweaking, but play with it and tell me what you think.
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I'm working on it, but its not great yet. Should release the 21.1 fix. Fel, are you still working at it?
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Windowed Full-screen option
MSD replied to Tim_Barrett's topic in KSP1 Suggestions & Development Discussion
You can play the game fullscreen on the second monitor with "-adapter 1" (0 = primary, 1 = secondary screen) but than you cannot move your cursor to the first screen. Didn't work in combination with the -popupwindow command, and Squad doesn't save windows position in the register.. so only thing to do is create a script of some kind to move it after starting the application -
Rotation needs to worked out a little, I smooth it a little but you can still see it twitchy, also the animations as a whole is not sweet yet. Agreed, hopefully in the next update you don't have to (different outfits.. but don't wait for it =) ) By keeping track of a list of vectors, I've implemented waypoints (for each EVA). It works the same way as the leader, except they ignore the leader. I've also tested walking on most moons.. and it is strange I cannot walk on Gilly but they can http://www.youtube.com/watch?v=_LNJbhyJY4Y I've still trouble with the GUI system, it seem I need to use Events["Patrol"].guiActive; or it will not show up at all...
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Perhaps it should follow "a leader" not the leader, so you can make a chain of kerbals.
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This is awesome, Im going to play with the source a little. Edit: I've played a little with it, and I loved it, but I would like to see some changes so I made some tweaks though to the old code. (didn't find out your new WIP) You can see the difference here: http://youtu.be/dyu8BA9N4FM I do not get what the "isUnion" boolean is for, I can see it has something to do with the formations, but consider to get rid of it, because it makes for multiple code doing the same. I left it in thought for these changes. In the code you rotate the kerbal before v.delta because of the rapid jerky movement it will make; else { //Eventually want to get rotations right, v.delta is somewhat important, but it causes rapid head moving when very close. if (inUnion) v.part.vessel.SetRotation(Quaternion.LookRotation( move, me.fUp)); move += v.delta; move *= speed; if (!inUnion) v.part.vessel.SetRotation(Quaternion.LookRotation( move, me.fUp)); me.rigidbody.MovePosition(me.rigidbody.position + move); } I've replaced that with different code, so you get: } else { move += v.delta; move *= speed; Quaternion from = v.part.vessel.transform.rotation; Quaternion to = Quaternion.LookRotation(move, me.fUp); Quaternion result = Quaternion.RotateTowards(from, to, me.rotPower * ROTATION_MULTIPLIER); //kinda work. v.part.vessel.SetRotation(result); me.rigidbody.MovePosition(me.rigidbody.position + move); } Not perfect and not optimized, but get rid of the jerky movement (for the most part) and get rid of the kerbal's trying to face you when there is a height different. Also, as you can see I removed the direct facing the leader; I didn't like that so there is the ROTATION_MULTIPLIER for, also I've made constants... public class EVA_CMDS_b : MonoBehaviour ... public const float RUN_DISTANCE = 5; //before 25 public const float SETTLE_DISTANCE = 3; //before 4 public const float ROTATION_MULTIPLIER = 3; .. so I could tweak it a little faster, instant of looking where the piece of code is. I've changed how the animations starts, in the code you use (for all changes to the animations) me.animation.Play("wkC_run", PlayMode.StopAll); What seems to produce jerky movement, not that much but small, I've changed that to: (for all changes to the animations) me.animation.CrossFade("wkC_run"); I do NOT know if this is a "good" way of doing it, because I have not played with Unity that long, but seem to get rid of the jerky movement from running to walking or walking to idle. Perhaps I should try to walk on the pools... I didn't try that, so don't know anything yet about it.
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I will at least love the new sas! Clouds would be nice but I for one am hoping for kerbal animations. Like rock analysing, working with the toolbox, ect
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I can't wait to train some of my kerbals! So... http://www.youtube.com/watch?v=sqOohm5MUyU
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http://en.wikipedia.org/wiki/Normal_mapping Although simplified explanation, you can use it for a for a lot more, often the technique (in the past) was a single normal-texture, that could be used by the cpu or gpu to display more detail. It can also be used to make waves in the water.. Ontopic: I wish they add (some) water physics someday.. I know, I know, Space program, but I would like to have boats to recover my Kerbals. I can't let Jeb die !