SuperSeniorComicGuy
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After months of testing, designing, and building, I've completed the Aurelius and it's (Almost) Grand Tour: View the full album here! http://imgur.com/a/EIV1u The craft file is available in the album. Enjoy!
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How to spawn a Kerbal
SuperSeniorComicGuy replied to Marclev's topic in KSP1 C# Plugin Development Help and Support
The Crew Manifest mod has logic that spawns Kerbals with custom names and attributes: http://forum.kerbalspaceprogram.com/threads/60936-0-25-Kerbal-Crew-Manifest-v0-5-9-0-(Oct-16) -
Thanks for the ideas, but nothing seems to have worked so far. Here's what I've tried and found: blueline.SetPosition(1, 5 * FlightGlobals.ActiveVessel.rootPart.transform.up); // Short forward-left triangle blueline.SetPosition(1, 5 * FlightGlobals.getUpAxis(Vector3d.zero)); // Short forward-left triangle blueline.SetPosition(1, 5 * FlightGlobals.getUpAxis()); // Short forward-left triangle blueline.SetPosition(1, 5 * FlightGlobals.ship_upAxis); // Short forward-left triangle blueline.SetPosition(1, 5 * FlightGlobals.getGeeForceAtPosition (Vector3d.zero)); // Long back-right triangle blueline.SetPosition(1, 5 * FlightGlobals.ActiveVessel.upAxis); // Long back-right or Short forward-left triangle blueline.SetPosition(1, 5 * FlightGlobals.getGeeForceAtPosition( transform.position )); // Long back-right or Short forward-left triangle I checked the code for your Vertical Velocity mod and it looks like TWR1ControlUp gets set by the SetDirection() function which looks like this: public Vector3 SetDirection() { if (ControlDirection == 0) { return (TWR1Vessel.rootPart.transform.up); } if (ControlDirection == 1) { return (TWR1Vessel.rootPart.transform.forward); } if (ControlDirection == 2) { return (-TWR1Vessel.rootPart.transform.up); } if (ControlDirection == 3) { return (-TWR1Vessel.rootPart.transform.forward); } if (ControlDirection == 4) { return (TWR1Vessel.rootPart.transform.right); } if (ControlDirection == 5) { return (-TWR1Vessel.rootPart.transform.right); } else { return (TWR1Vessel.rootPart.transform.up); } } That looks a lot like my "blueline.SetPosition(1, 5 * FlightGlobals.ActiveVessel.rootPart.transform.up);" attempt. So it works for you, but not me. Surely there's something else I'm missing here?
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I'm having some issues with the Vector3 class as it pertains to drawing lines and triangles relative to a part. I started with the template provided by http://wiki.kerbalspaceprogram.com/wiki/Module_code_examples Starting with that sample code, my current code block looks like this: // Create a triangle and give it a shape GameObject obj3 = new GameObject( "Line" ); greenline = obj3.AddComponent< LineRenderer >(); greenline.transform.parent = transform; greenline.useWorldSpace = true; // true = Stay static on the ground. false = Move with part greenline.material = new Material( Shader.Find("Particles/Additive") ); greenline.SetColors( Color.green, Color.green ); // Make it green greenline.SetWidth(0, 2); // Make it width 0 at point 0, width 2 at point 1 greenline.SetVertexCount(2); // Haven't toyed with this yet // Place triangle in the world relative to part that created it (a Kerbal) greenline.SetPosition(0, Vector3.zero); // Point 0 is located at Kerbal's location, Vector3.zero greenline.SetPosition(1, 5 * Vector3.left); // Point 1 is located 5 meters "left" of the Kerbal Similar code for the rest of the lines: redline.SetPosition(0, Vector3.zero); redline.SetPosition(1, 5 * Vector3.up); blueline.SetPosition(0, Vector3.zero); blueline.SetPosition(1, 5 * Vector3.down); yellowline.SetPosition(0, Vector3.zero); yellowline.SetPosition(1, 5 * Vector3.right); whiteline.SetPosition(0, Vector3.zero); whiteline.SetPosition(1, 5 * Vector3.forward); blackline.SetPosition(0, Vector3.zero); blackline.SetPosition(1, 5 * Vector3.back); // You can't see it. Changing it to something other than black makes it visible opposite of white I end up with this: No matter which way the Kerbal is pointing, Vector3.up (red) points North, Vector3.down (blue) points South, and the rest are a mix of Up/Down and East/West. I've also tried Vector3d with the same results. If I set greenline.useWorldSpace = false; then I see the lines move with the Kerbal, but it looks like this: So Vector3.up (red) is left relative to the Kerbal? Vector3.right (yellow) is down and behind the Kerbal? Ultimately I'd really like a way to create a line directly up from the Kerbal, but I feel like there's an easier way than doing some funny algebra. And given the weirdness I'm seeing here I feel like I'm missing something. Any ideas? Potentially useful links: Code example: http://wiki.kerbalspaceprogram.com/wiki/Module_code_examples Community API Documentation: http://wiki.kerbalspaceprogram.com/wiki/Community_API_Documentation KSP Documentation: http://anatid.github.io/XML-Documentation-for-the-KSP-API/struct_vector3d.html Unity Documentation: http://docs.unity3d.com/ScriptReference/Vector3.html
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I'm seeing the text of the toast come up, but the gold image that should come with it behind it is not. My setup: MAC OS KSP 0.23 Mods installed: - Achievements mode 1.5.3 - Visual Enhancements: Clouds & City Lights 5.3 - Kethane 0.82 - Deadly Reentry 4.1 - Ferram Aerospace Research 0.12.3 - Kerbal Engineer 0.6.2.0 - Mission Controller - PartCatalog 2.3 Edit: I just tried again without any mods and saw the same behavior: text but no gold image
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I love the video! My favorite part was that cinematic shot at 7:00. And Jeb appearing out of nowhere and sticking to the lander. Never once while designing this scenario did I ever think to include space for a fourth Kerbal on the lander, and you still got them all down, perfectly, on the hideout. Well done Cooly568, you win this round, but will you be ready for the next challenge?
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Strange y'all are having trouble with this. Several people on Reddit have gotten it working: http://www.reddit.com/r/KerbalSpaceProgram/comments/1fexh4/scenario_challenge_use_a_rocketpowered_catapult/ One person had a bit of trouble at first but did get it working after an update to the latest version (It needs 0.20.1 or later). Also, if the scenario menu is open when you move the file into the scenario directory, it won't see the file. You need to go back to the main menu, move the file, then open the scenario menu again. If you still have problems, please post: 1) Your OS 2) Version of KSP 3) Full file name of the file that was downloaded (Dropbox sometimes adds a .txt extension) One additional thing to try: 1) Make a new game called "Alkatraz" 2) Copy the "Escape from Alkatraz.sfs" file into the new "Alkatraz" save folder. 3) Delete the existing "persistent.sfs" file 4) Rename the "Escape from Alkatraz.sfs" file to "persistent.sfs" 5) Load that game. As far as it looking different, it's probably because it's so much larger. All of the existing scenarios have 1-2 simple craft, this has a bunch of complicated ones. Otherwise KSP should load it up just like a normal save file.
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Things to try: Update to the latest version of KSP Ensure the extension is .sfs and not .txt Copy one of your existing game saves to the /scenarios folder and try to load that Quit and restart KSP after you have moved the file to the folder Very true! No building in this scenario, but I've posted a few others you may want to check out: http://www.reddit.com/r/KerbalSpaceProgram/comments/19iu7c/scenario_challenge_a_meteor_is_headed_for_kerbin/ http://www.reddit.com/r/KerbalSpaceProgram/comments/1b97hb/scenario_challenge_bring_voyager_home_inspired_by/ http://www.reddit.com/r/KerbalSpaceProgram/comments/1dk9z6/scenario_challenge_kergyver_is_stranded_at_a/ http://www.reddit.com/r/KerbalSpaceProgram/comments/1el0eh/scenario_challenge_asteroid_mining
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Listen up Korleones, the boss of our family, J. Korleone, has been nabbed by the feds. He got caught picking up a few of those priceless Xenon tanks that have been dropping out of the sky for the last few months. Right now he’s stuck in Alkatraz Prison on Minmus: Here's plan to get him out: Stage 5: Have Karmine enter the Korleone Cruiser’s turret and take out the ComSat by destroying as many solar panels as possible. Stage 4: Launch Karlito from the Korleone Catapult over the prison walls. Stage 3: Break into the prison control room and lift the cage around J. Korleone’s cell. Stage 2: Get J. and Karlito into the Escape Pod and rendezvous with the Cruiser. Stage 1: Get everybody inside the Cruiser and burn hard for Dres. Stage 0: Get everyone inside the Cruiser’s lander and land at the Korleone Hideout. We've got some more information about the plan here: http://imgur.com/a/lLsMx Stage Achievements Phun with Physics: Lift the cage off of J. Korleone's Jail Cell. Achieved by: smokie Freedom is Good Enough: Get J. Korleone and Karlito onto the escape pod and launch away from Alkatraz! Achieved by: smokie One Big Happy Family: Get all three Koreleones into the Cruiser. Achieved by: smokie Home Sweet Home: Land all three Korleones on Dres. Achieved by: smokie Challenges Eagle Eye: Destroy all 8 of the ComSat solar panels. Achieved by: Kilometer King: Launch the Catapult more than 1 km from the prison and still land within the walls (RCS course corrections are allowed). Achieved by: Brute Force is the Best Force: Use the Catapult as a battering ram to break down the prison walls. Achieved by: It Looked Kinda Risky Anyway: Get Karlito over the prison walls without firing the Catapult. Achieved by: Leave No Evidence: Crash the cruiser into Dres but still land the lander safely with all three Korleones onboard. Achieved by: Textbook Landing: Dock the Korleone Cruiser Lander with the Korleone Hideout by landing on top of it. Achieved by: Rules & Notes SAVE EARLY AND OFTEN. The catapult was made by cousin Vinny and he's told us that it's a bit unreliable but is awesome when it works. Accidentally ending flights or early staging is also a great concern. No mods or special are needed for this challenge. You don't need to launch any new craft to complete this challenge, but you can if you want to for whatever reason. No Dirty Cheating Alpacas (no debug menu)! FAQ Q: How do I load this? A: Here's how you load this scenario: Download the "EscapeFromAlkatraz.sfs" text file here: https://www.dropbox.com/s/ecdhcitg7kr3y59/EscapeFromAlkatraz.sfs Copy the EscapeFromAlkatraz.sfs file into your <KSP>/saves/scenarios folder Start KSP and load the scenario. Q: I want to start over. Can I restart? A: Yes! Just hit the "Restart" button in the scenario menu. Q: What about an achievement where <your idea here>? A: Post it and I might add it to the list! Q: I have this AMAZING idea for a new scenario challenge. Can you make it? A: Send it to me and I'll see what I can do! Special Bragging Rights™ to all those who played the last challenge: http://www.reddit.com/r/KerbalSpaceProgram/comments/1el0eh/scenario_challenge_asteroid_mining/ More discussion can be found in this Reddit thread: http://www.reddit.com/r/KerbalSpaceProgram/comments/1fexh4/scenario_challenge_use_a_rocketpowered_catapult/
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Single-Touch-To-Orbit.
SuperSeniorComicGuy replied to SuperSeniorComicGuy's topic in KSP1 The Spacecraft Exchange
It's mostly a prop-of-concept. I had experimented with craft that could change their direction mid-flight with clever usage of certain engines running out of fuel at specific times, so I wanted to see if I could use that concept to get to orbit. With some redesign I could probably bring some real cargo up with it. It's just a big pile of delta-v anyway. -
Some build Single-Stage-To-Orbit systems. I built a Single-Touch-To-Orbit system: Full gallery here Craft file here Steps needed to get to orbit: 1) Set full throttle 2) Enable SAS 3) Enable RCS 4) Launch! Correct usage will provide an equatorial orbit with an apoasis around 150km and a periapsis around 85km. This thing took an incredible amount of fine-tuning. I'd estimate about 30 iterations. Changing the slightest detail often led to major changes in behavior.
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Congratulations on the completion of the Anderson Parts Depot! That things has replacement parts for everything you can think of! Engines, batteries, even parachutes! Wait, what’s that? How are you getting home? Oh, I guess we forgot that! Well, you’re a resourceful pilot. I’m sure you’ll think of something! IMPORTANT NOTE: When using the rover, go into docking mode! You’ll need to adjust the type depending whether you want to move or adjust your angle to dock! IMPORTANT NOTE 2: Set terrain detail to "high" and the station won't jump and break when loading. (Special thanks to Reddit user deckard58 for this tip!) Details can be found here: http://imgur.com/a/mBOCp Challenges/achievements: Just following orders: Build a return vehicle and land safely on Kerbin. Achieved by: The bare necessities: Build a return vehicle and land safely on Kerbin using as few parts as possible. Current record: Hoarder: Build a return vehicle and land safely on Kerbin with as many parts as possible still attached after landing. Current record: Leave no trace: Build a return vehicle using all of the station parts and land safely on Kerbin. You can detach parts as needed but none can stay on the surface or land back on the Mun. Achieved by: Mono y monopropellant: Build a return vehicle and land safely on Kerbin without using any liquid fuel. Achieved by: Falling with style: Build a return vehicle and last safely back on Kerbin, but after lifting off the Mun the Kerbal cannot enter a craft as in: http://www.reddit.com/r/KerbalSpaceProgram/comments/19yjoe/weekly_challenge_falling_with_style/ Achieved by: I'm already out this far: Build a vehicle and land on a different planet or moon! The further the better! Achieved by: Rules: No Dirty Cheating Alpacas (no debug menu)! No building/launching of any new craft in the VAB or SPH. Requested screenshots: Construction of return vehicle Launch from the Mun Mid-flight prior to reentry Safe return to Kerbin Whatever else you feel like! FAQ: Q: How do I load this? A: Here's how you load this scenario: Follow this link and download the "KerGyver.sfs" text file here: https://www.dropbox.com/s/bpkqdfe91juvd6x/KerGyver.sfs Copy the KerGyver.sfs file into your <KSP>/saves/scenarios folder Start KSP and load the scenario. Q: I want to start over. Can I restart? A: Yes! Just hit the "Restart" button in the scenario menu. Q: What about an achievement where <your idea here>? A: Post it and I might add it to the list! Q: I have this AMAZING idea for a new scenario challenge. Can you make it? A: Ask and ye may or may not receive. More discussion on Reddit here: http://www.reddit.com/r/KerbalSpaceProgram/comments/1dk9z6/scenario_challenge_kergyver_is_stranded_at_a/