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Everything posted by theSpeare
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I'm not actually sure, sorry. You'll have to try it out yourself. Be sure to make a back-up.
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minor update: thanks to @udk_lethal_d0se I got raycasting to work, so now I have terrain altitude. I switched back to a half-sphere marker now because I think it looks nicer. Also fixed a big nullreference problem. 2.0.3 should not be working, but 2.0.4 should be fine now. I'll get a start on the other features now. https://github.com/theSpeare/RoverScience-Revisit/releases/tag/2.0.4
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Perfect. I'll tinker around and see if I can get something working tonight. Cheers again! Let me know if there's anythign I can do for you
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Yeah I have a friend that might be able to make me some models; I'll bribe them with food or something. I'll see if I can do anything interesting in that sense. Got any advice on raycasting? Never done it before (sorry about putting you through all these questions), and I'm pretty new at Unity stuff. Seems like if I can get the raycasting method down I can probably just change the marker back to a sphere, as that definitely looked better than the towering cylinder.
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@udk_lethal_d0se neat! I could probably try something with spawning in existing parts, and disabling their mesh colliders. I had a big problem with spawning in the sphere GameObject as there's no easy way of determining surface altitude with a given long/lat position (which is why I changed it to a very long cylinder extending up and down. @etmoonshade at the moment no check is being made while being near anomalies. I suppose if I had the long/lat positions I could check and add a bonus to the science generation. Neat idea. The incidence of science spots are rather high, as I wanted to reduce the amount of time driving around randomly, and increase the effort in driving between science spots and selecting the best one. I think I need to re-write the tutorial to something more user friendly. Is there anything particularly irritating while playing this mod that you guys wish me to revise, or fix?
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Love this idea of spawning a rock. Will probably have to learn how to do this now! Added to the feature list, and thanks very much.
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While I'm at work with some bug fixes, does anyone have any suggestions for new features, or changes to the current ones?
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Cheers for the very detailed explanation. This will require some time for me to study! You're the best
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Thanks @allista! You are clearly better at spotting these things than me. OnUpdate is clearly throwing a null since there is no instance of "Rover" as it's not declared in OnStart(); My confusion however lies with the code I took from KER a long long time ago: // TAKEN FROM KERBAL ENGINEERING REDUX SOURCE by cybutek // http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_GB // This is to hopefully prevent multiple instances of this PartModule from running simultaneously public bool IsPrimary { get { if (this.vessel != null) { foreach (Part part in this.vessel.parts) { if (part.Modules.Contains (this.ClassID)) { if (this.part == part) { return true; } else { break; } } } } return false; } } I never really fully understood how it worked; I can't quite piece together logically how it would avoid multiple instances. If I did, I would probably know how to fix the IsPrimary check and make sure that the instance is actually declared. If you have any ideas/advice I'd really appreciate it. For the time being I'm tentatively attempting this fix: if (Instance = null) { Instance = this; Debug.Log("Instance was null; workaround fix by declaring Instance anyway"); } outside of the IsPrimary check. I'll be marking this down on the source as "dangerous" since it might actually just overwrite whatever the IsPrimary check was trying to do in the first place. This fix has now been pushed and released on 2.0.3. @etmoonshade I'd appreciate any feedback on whether this has fixed the issue for you. In other news, I've completed 2.0.3 which includes a new feature I've been wanting to do for awhile. Science spot locations are now shown in-flight as a transparent red capsule. See gfy for example: New releases per usual are on github. As before, any feedback is greatly appreciated. Special mention to @udk_lethal_d0se for his help with this feature. https://github.com/theSpeare/RoverScience-Revisit/releases
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On that thread the poster explained that GetWorldPos3D is a position related to the sun, whereas I just need to render in-flight. I have arbitrary longitude latitude values (that I have generated some distance away from the vessel). I'd like to set the sphere transform position onto those longitude/latitude values. Is there something like getLocalCoordinates(longitude, latitude);
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Cheers. I got the script working on the 2nd link you posted, trying to do some classic trial-and-error tinkering to learn more about how everything works. Instantiating a primitive sphere works, however it has its default attributes, such as a collider (which I don't want, as I'd like to use it more as a waypoint). I'm messing around with some of the components to see if I can make any sense out of it. Thanks for the help!' EDIT: Wonderful! I managed to disable the SphereCollider component in the GameObject. Now to fiddle with material to get it transparent; new to this rendering stuff so this wil ltake awhile
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Hi, I'm trying to render something in-flight like a slightly transparent half-sphere, to be used like a checkpoint nearby the player vessel. I've got longitude/latitude via FlightGlobals.ActiveVessel.latitude FlightGlobals.ActiveVessel.longitude and am generating latitude/longitude positions nearby that I'd like to render the half-sphere on. Can anyone teach me / point me in the right way on how to accomplish this? I have almost no knowledge with how to render stuff in-flight, and would appreciate any guidance. Cheers!
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@etmoonshade Just did some minor testing and everything is working fine vanilla for me. I think there's definitely something fishy going on with the Hangar mod that will probably take me a lot of time to investigate. If you are indeed able to quicksave/quickload or change focus and have it working, I hope you don't mind that I push this issue back a bit to take some more priority over main features. Thanks a bunch though for reporting this. New update though: https://github.com/theSpeare/RoverScience-Revisit/releases I've added the fix for searching for the generic name "wheels" in part module names (should help with compatibility with other mods now, thanks!). Furthermore, I've updated the saving mechanism to now work with KSPScenario, so now RoverScience should use persistent.sfs and quicksave.sfs for preserving upgrade values. Let me know if quicksave/quickloading works for you now!
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Thanks for the log, I'll see what I can make of it. No need for clean installs at the moment; it's not absolutely necessary to take up more of your time cheers again
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Oh jeez, that's really weird. Can you send me your debug log? I'll start doing some testing on my side now as well. No idea why it wouldn't work.
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1. Ah! I've spotted the issue. Kerbal Foundries uses their own module name "KFWheels" or something along those lines. The list will be unnecessary; after all I'm just checking if contact is made by wheels, whatever the wheels may be. It's done by string comparison; all I'll need to really change is to just check for partial matches. Anything with "wheel" in the module name should suffice, and will be far less work for me. 3. Strange. Can you please try building a stock rover and using HyperEdit and see if the same result occurs? I use HyperEdit repeatedly to test my plugin and it seems to work fine. No problem! thanks for the feedback
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Strange! I'm currently trying to track landed vessels by verifying that the vessel has the module "ModuleWheelBase". Some follow-up questions: 1. Does your rover use stock wheels? If not, can you post the .cfg of the wheels you are using? 2. Quicksave/Quickload is a bit off and from my shaky memory it shouldn't work. This is because I save the upgrades stuff on a separate file, not on the persistent/quicksave file. Once I figure out how to use KSPScenario I will swap it over so that the upgrades should remain persistent. Apologies for that. 3. I don't think the Hangar mod would conflict with this, as long as the vessel you are spawning comes out normal like just another vessel on Kerbin's launchpad. My plugin just searches for wheels on your vessel, and checks if they have modules called "ModuleWheelBase" and then checks for a landed state.
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Tentative compatibility update for KSP 1.1.3. Not thoroughly tested - use at your own risk! Please back up your save files. I am now in the process of revising/adding features to this lil old plugin. Hi guys! I'm back. Sort of. I've done some digging around and managed to fix some of the problems (I think). I haven't had much time to test but decided to just publish the pre-release. If anyone's still interested.
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Hey is there some setting somewhere to sort vessels by celestial body? I realize you have a group filter but it'd be a lot easier to look through the monitor list if it was sorted by something. A "sort alphabetically" would work wonders as well.