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MWJ

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Everything posted by MWJ

  1. My problem now seems completely gone after restarting and turning the render settings from highest setting to beautiful and anti-aliasing from 4x to 2x... strange. (Anti Aliasing 8x creates a blurred (like gaussian blur) slideshow, rendering text completely unreadable.)
  2. Can confirm this, quite smooth with over 500 Parts on i7-4930K and R280X / 32GB in 0.90, unplayable performance with stock Aeris on Runway in 1.0 with same settings on new install and save. edit: spellcheck
  3. Greeting from (western) Austria!
  4. The new NASA 3.5m Parts added with version 23.5 (Asteroid Redirect Mission) Also: http://en.wikipedia.org/wiki/Space_Launch_System
  5. Hello everybody, nice to see that the Vinci finally found it's way ingame. Looks amazing. I worked on a 1.25m version I called the "Hydra" a while ago, but never finished it. If someone wants to use the files I could send them. ATM it looks like this in blender: All the best
  6. I think you want to make your station rotate slowly so one side always faces the planet...Just like the ISS does. (Cupola always faces earth) While playing and controlling the station this should be possible, but since timewarp and unloading the vessel (not 100% sure on that one, though.) cancels rotation of the craft, i don't think you could do it the way you'd like...
  7. Sure. Just started working on it now. ... Well the Kerbal Voices and the Sound FX might be a bit difficult to do... But I'll do the music.
  8. Joined the Kerbal Universe @Version 0.17, so I never actually listened to the old Credit Theme until just now. One can clearly hear that the main melody never changed, its like the ancestor of the theme we have now, with it's refined sound and arrangement. (the in-game Version) It's closer to mine... You're absolutely right.
  9. Since I always thought KSP deserved a more "epic" sounding version of the Main Menu Theme, I spent quite a bit of time over the last week recreating it from scratch while focusing on a more "soundtrack-like", big orchestral sound. Hope you enjoy it! 09/08/13: Updated to new version (with choir) New audio file on SoundCloud P.S: I'm completely aware of THIS post. Please don't see my version as a competition, it's more a "different way of approaching the same thing".
  10. Well, here is the final "OnActive" Code I am using. Pictures of the Engine can be found here using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; public class ModuleEngineFolder : PartModule { [KSPField] public string AnimationName = "hydrav2shift"; public bool folded = true; public bool thrustcut = false; float MaxThrustRest; float MinThrustRest; ModuleEngines engine; Animation foldinganim { get { return part.FindModelAnimators(AnimationName)[0]; } } public override void OnStart(PartModule.StartState state) { if (part.Modules.Contains("ModuleEngines")) engine = part.Modules["ModuleEngines"] as ModuleEngines; foldinganim[AnimationName].layer = 2; } public override void OnActive() { if (thrustcut == false) { MaxThrustRest = engine.maxThrust; MinThrustRest = engine.minThrust; engine.minThrust = 0; engine.maxThrust = 0; thrustcut = true; } if (folded == true && thrustcut == true) { StartCoroutine(timedanimator()); } } IEnumerator timedanimator() { foldinganim[AnimationName].speed = 1; foldinganim.Play(AnimationName); folded = false; yield return new WaitForSeconds(foldinganim[AnimationName].length); engine.maxThrust = MaxThrustRest; engine.minThrust = MinThrustRest; } } The only problem I'm encountering is a non-working emissive heat animation... (Animation works if toggled by "ModuleAnimateGeneric") The Engine seems to produce no heat at all, not even with ridiculously high heating-settings. Maybe because the heat-function is based on maxThrust and I set it to 0 on activate? And a minor thing, the fairing is visible in the part preview in VAB, even tough it's invisible In-VAB editor window and In-Game as long as the bottom node isn't used. (MeshRenderer and FairingObject turned off in Unity)
  11. I have a quick question about Unity and Custom Engine Fairings with "ModuleJettison", just like the Standard-Engines handle it. My Fairing is invisible in-Game if not in use, 'cause I turned off "MeshRenderer" in Unity, but is still visible in the small Part-Preview in VAB... What do I have to do in order to make it invisible in the preview too?
  12. OK, thank you very much for clearing everything up. Will post updated code and a pic of the working engine when I'm done.
  13. Ok. Thanks for tip. Somehow I had the impression part activation was equal to part loading rather than staging / in game activation. Am I right to say the main advantage with "onActive" is that the code won't run every frame and therefore is less heavy on the CPU?
  14. Works fine now. Thanks for the tips. Maybe this could be merged with the "Help a fellow Dev"-Thread? Saw that one a bit too late. Here's the Code, not commented, but it's not that complex... using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; public class ModuleEngineFolder : PartModule { [KSPField] public string AnimationName = "hydrashift"; public bool folded = true; public bool thrustcut = false; float MaxThrustRest; float MinThrustRest; ModuleEngines engine; bool EngineIgnited { get { return engine.EngineIgnited; } } Animation foldinganim { get { return part.FindModelAnimators(AnimationName)[0]; } } public override void OnStart(PartModule.StartState state) { if (part.Modules.Contains("ModuleEngines")) engine = part.Modules["ModuleEngines"] as ModuleEngines; } public override void OnUpdate() { if (folded == true) { if (thrustcut == false) { MaxThrustRest = engine.maxThrust; MinThrustRest = engine.minThrust; engine.minThrust = 0; engine.maxThrust = 0; thrustcut = true; } } if (engine.EngineIgnited == true) { if (folded == true) { foldinganim[AnimationName].speed = 1; foldinganim.Play(AnimationName); folded = false; } } if (folded == false) { if (foldinganim.isPlaying == false) { engine.minThrust = MinThrustRest; engine.maxThrust = MaxThrustRest; } } } }
  15. Hello everybody... Still trying to figure out how I possibly could get this to work... I read all the resources about Plugin-Developing I found, but I don't really get it. What i intend to do: I built a engine that folds it's nozzle. (Save space while stored) Used ModuleGenericAnimator and everything worked beautifully... But: Now I wanted to add a custom Engine Activation routine: On 1st activation the engine should unfold and activate after the animation is complete On deactivation and every other activation it would stay in it's unfolded state. How could I elegantly translate this into working code?
  16. First attempt to create a decent Flag... Think it turned out quite well... Still playing with the thought of adding a logotype once I find a good name for my space agency... A 1024x640 version is available here: [url=]http://oi44.tinypic.com/awxily.jpg
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