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flywlyx

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Posts posted by flywlyx

  1. On 2/22/2016 at 0:04 AM, xEvilReeperx said:

    Looks like it's an oversight in KSP. Particle[Emitter/Animator/Renderer] components work with Icon_Hidden but KSPParticleEmitter and probably SkinnedMeshRenderer do not. The Icon_Only tag functions normally.

    Well, easily fixed in code:

    
    [KSPAddon(KSPAddon.Startup.Instantly, true)]
    public class FixIconHiddenBug : LoadingSystem
    {
        private static bool _hasRun = false;
        private const string IconHiddenTag = "Icon_Hidden";
    
        private void Start()
        {
            if (_hasRun)
            {
                Destroy(gameObject);
                return;
            }
                
            FindObjectOfType<LoadingScreen>().loaders.Add(this);
        }
    
        public override bool IsReady()
        {
            return _hasRun;
        }
    
        public override void StartLoad()
        {
            _hasRun = true;
    
            var startTime = Time.realtimeSinceStartup;
    
            foreach (
                var iconGo in PartLoader.LoadedPartsList.Where(ap => ap.iconPrefab != null).Select(ap => ap.iconPrefab))
            {
                PartLoader.StripTaggedTransforms(iconGo.transform, IconHiddenTag);
            }
    
            print("Finished fixing tags in " + (Time.realtimeSinceStartup - startTime).ToString("F3") + " sec");
        }
    
        public override string ProgressTitle()
        {
            return "Fixing icon tags";
        }
    }

    Edit: Just so nobody is surprised by it, this will delete any tagged GO and its children

    Does the normal Unity Particle Emitter works in KSP? I think it doesn't work in some older versions.

    Thank you for your code!

  2. But yeah, the first thing I did with the mod was just slap a GN drive on a ship along with the Alcubierre Warp Drive (its oversized girth is actually a minor pain to put on a spaceplane but meh), just so I could see what it was like to fly a total sci-fi ship around a solar system.

    The result was naturally overpowered of course. If I actually abused solar generators more and had some extra xenon tanks, I could have gone and landed on Eve, then the same to Eeloo, and returned to Kerbin all in under a day. Most of my "waste time" was spent with solar panels out regenerating exotic matter for the warp drive, or letting the planet's gravity just pull me in because I was too lazy to point at the planet after negating my orbital velocity with the GN stuff. Otherwise, the GN drive's overpowered nature basically covers pretty much every weakness of the warp drive.

    Honestly? Even aside from maybe trying to make a robot with it eventually, its GOOD to have a nice overpowered, ridiculously expensive part like this sometimes for sandboxing around. Having the GN drive is awesome because I can use it for fun if I want to build a space battleship or some other ridiculous thing when I'm not in the mood to work on realistic ships.

    ...also, I now ponder. What would happen if I had the GN drive on a catapult (yes, you CAN make one of those with infernal robotics) when you used it? I'll have to test that next time I try to make a catapult. Because catapult. Or rather, because Katapult. I am sure that Kerbals would actually be PLEASED about their space agency using funds to create katapults. Especially if it launched kerbals.

    Then again, even the kerbals might be afraid if the katapult was magically hovering in the air. Jebediah was just fine on my overpowered future-ship, but poor bob (or was it bill? The scientist of the main trio) was screaming almost the entire flight... I suspect he doesn't like GN drives OR warp drives very much. Having both on the same ship must have been tantamount to torture for the poor guy.

    He gets to be the ammo for my Katapult.

    .

    "Ridiculously expensive", this is how I balance it in career mode, and I am still considering the possiblity to limit the number of GNdrives to seven:D

    GNdrive doesn't provide actual trust, it accelerate all the parts at the same time. So I am not quite understant how your Katapult will work, but I think if you use GNdrive on it, it will launch itself with Kerbal(s) together.

  3. Quoting the Add-on Posting Rules for context:

    I just noticed that the source code that you are providing in your latest 0.90 archive may not be up-to-date with recent changes. The copy of GNcap.cs in your latest archive for 0.90 is identical to the copy of GNcap.cs in your previous archives for 0.25, in spite of the changes you made to the GN Condenser (GNcap) part that removed GN particle conversion/generation. The Part CFGs remain largely the same, so I presume this change was made in the source code for the plugin DLL somewhere.

    I have also noticed a discrepancy with debug messages. Even through the GN Drive (GNdrive) part does not write any debug log entries with the newest archive, code in GNdrive.cs for writing debug log entries is clearly present and working (not commented out or removed).

    Did you mix things up while you were packaging the archive, or did you make these changes somewhere else? I'm pointing this out because I don't want to see you or this mod possibly get into trouble by breaking any rules. :x

    I checked around and noticed that you are right, I can't stop making this kind of mistakes:(

  4. I actually liked how the GN Drive does not replace the RCS thrusters in its entirety, it's the one imperfection that actually makes the whole thing look good.

    Plus, even the Gundam universe (00 or otherwise) make wide use of RCS. :P

    I just don't like how it shakes:confused:

    GN Condenser Frame added, this is the last part in my plan.

  5. RCS thrusters are something the GN Drive doesn't entirely replace, amusingly enough. GN Drives/Condensers simply cannot provide the precision of RCS unless you limit down the "max overload" very low.

    I working on the torque now, it should replace RCS in my plan:sticktongue: RCS is the most inconvenient part from my point of view.

  6. As a compromise, GN Condensers could perhaps produce electricity through GN particle consumption. Would make for a very nice additional choice to other, more traditional means of electricity production. GN Condensers even without GN particle generation are already really great for moving around in LKO though. They show their limits beyond LKO, but that's to be expected.

    Also, another thought: How about making the Tau Drives use a different resource? Right now both the GN Drives/Condensers and the Tau Drives use "GNparticle" which means they can all interoperate and exchange particles between each other, except it's quite obvious the GN particles produced by the GN Drives/Condensers and the "space cancer" particles produced by the Tau Drives are entirely different beasts.

    EDIT: Also, possible bug report. The CFG for the GN Condenser has its model set to that of the Tau Drive. I set it instead to the "NewModel.mu" file in the Condenser's directory, no idea if that is how it's supposed to be or what but I thought I should point this out.

    EDIT 2: Would it be possible to add Trans-AM capability to the GN Condenser? As I recall the 00 Raiser equipped with two GN Condensers performed a short-lived Trans-AM in the movie. For that matter, the Tau Drives as well had Trans-AM I think. Perhaps drastically increase particle consumption rate during Trans-AM to balance out adding it to the others?

    Considering the fact that condensers/Tau-drive could generate GN particle with electricity, I stop them from produce electricity, I am planing a new condenser without the ability to generate particle which could produce electricity and resulting a lower fuel efficiency.

    Next MOD will have minovsky particles, so no more particle is in my plan:wink:

    You are right, they are named "NewModel.mu" because I am lazy, I will modified them later.

    I prefer to live in the university of 1st season, which makes my life easier:D

  7. I don't know if I understand correctly your last question, but if you are saying thr thing that i supose, maybe it will be better if you put the GN-Condenser early on the tech tree, like the thing that is on the series, an storage for GN Particles, without possibilities of restore it without a GN Drive or a Tau Drive. In other order of things, i will be very happy if on the "righ-click information window" (I dont know how it's called on the game) it sohws me the trhust value.

    I have a very big question: I tried to reconfigure a spaceplane with GN Drives instead of RAPIERs engines, and i become very surprised when i saw "Status: Unsynchronized". I don't expect this level of acuracy acord the series! How i could synchronize the GN Drives? I want a Twin-Drive System!

    Well, I add the particle generator on Condenser to prevent it become useless compare to Tau-drive. But you are right, put Condenser into a early stage of game and remove generator function will be a good idea.

    The right-click menu give you the mass of the vessel now, and since the max overload is how thrust applied (while overload = n, acceleration = n*10m/s^2), I think give out mass is easier to calculate the buring time.

    If you didn't modified the CFG, only two GNdrive is allowed per vessel.

  8. I think that on the series, the GN Condenser cant generate GN particles, only store and use it. Thanks for this!

    You are right, this is my personal interest, I always looking for some infinite power source:cool:

    What do you think, does this really impact the balance of condensor and Tau-drive?

    - - - Updated - - -

    This is going to be my most-favorite KSP mod ever, thanks!

    This is my honor:)

  9. Have you got a link to that? I may be able to pick it apart and get what I need out of it...I can't write plugins (I have tried many times)

    If anyone reading this knows how then please take a look at this

    Believe me, splitting the wing is a better idea. To make such a wing, you need write a brand new plugin for it.

    Thw plugin I show you has only animation effect, for other functions, it doesn't help at all

  10. okay, so a redesign is in order, too bad the max generation rate is 800/s. Quick question, are Tau's limited to 2 to a vessel?? There were several examples of units with more than 2 tau's in 00....

    Also I would've thought with a vessel that maybe weighed at most 12tons I'd have a bit more thrust......

    Yes, you could have as many Tau drive as you want. You remind me of one thing, maybe I should give GN Condenser the ability of conversion.

    For your 12tons vessel, GN drive could provide almost infinite power and max 500 m/s^2 acceleration. Or mayby you could consider some Condenser on it. Each of them could provide more than 3000ÃŽâ€v for a 12 ton vessel and 20m/s^2 acceleration rate.

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