DiEvAl
Members-
Posts
43 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DiEvAl
-
Is this a bug or am I misunderstanding what simulate_aerodynamic_force_at does? >>> kerbin = space_center.bodies['Kerbin'] >>> jool = space_center.bodies['Jool'] >>> print 'Kerbin rotating:', vessel.flight(kerbin.reference_frame ).simulate_aerodynamic_force_at(kerbin, (kerbin.equatorial_radius+10000,0,0), (0,0,0)) >>> print 'Kerbin inertial:', vessel.flight(kerbin.non_rotating_reference_frame).simulate_aerodynamic_force_at(kerbin, (kerbin.equatorial_radius+10000,0,0), (0,0,0)) >>> print ' Jool rotating:', vessel.flight(jool .reference_frame ).simulate_aerodynamic_force_at(jool , (jool .equatorial_radius+50000,0,0), (0,0,0)) >>> print ' Jool inertial:', vessel.flight(jool .non_rotating_reference_frame).simulate_aerodynamic_force_at(jool , (jool .equatorial_radius+50000,0,0), (0,0,0)) Kerbin rotating: (7015.528009767944, -41.65580368041992, -37885.88657339831) Kerbin inertial: (0.0, 0.0, -0.0) Jool rotating: (196773485.3791723, -1886926.75, -93153130.4682703) Jool inertial: (136595783.37232614, -2246031.5, 220058997.8491733) If my vessel were 10km above Kerbin's equator and rotating with Kerbin, I'd expect to get zeros. If my vessel were 10km above Kerbin's equator and not rotating with Kerbin, I'd expect to get some huge values. If my vessel were 50km above Jool's equator and rotating with Jool, I'd expect to get zeros. If my vessel were 50km above Jool's equator and not rotating with Jool, I'd expect to get some huge values. ---- Flight.SimulateAerodynamicForce converts the coordinates to World Space, and calls StockAerodynamics.SimAeroForce (I don't have FAR installed). Then SimAeroForce treats this world velocity as if it were relative to the atmosphere (e.g. mach = v_wrld_vel.magnitude / soundSpeed). Shouldn't it convert the velocity to body.ReferenceFrame first?
-
Kerbal Construction Time/StageRecovery Dev Thread
DiEvAl replied to magico13's topic in KSP1 Mod Development
Sometimes when I'm recovering a vessel to SPH it says "Vessel Revovery VAB". It might be related to the fact that I've originally built this vessel in VAB. -
Kerbal Construction Time/StageRecovery Dev Thread
DiEvAl replied to magico13's topic in KSP1 Mod Development
@magico13 Both dev-branch and development result in 500 error. As for BPs, yes, I assumed BPs are additive. My bad. -
Kerbal Construction Time/StageRecovery Dev Thread
DiEvAl replied to magico13's topic in KSP1 Mod Development
Theorem: build time calculations are seriously f***ed up. Proof: EDIT: booo, you haven't pushed your code to github in 4 months -
Kerbal Construction Time/StageRecovery Dev Thread
DiEvAl replied to magico13's topic in KSP1 Mod Development
I haven't really noticed any gamebreaking bugs (other than the new game one). But here are a couple of minor things: 1. I don't really understand how ship edit times are calculated. Sometimes what intuitively seems like a small change takes a lot of time, but other times a large edit can take very little time. I'm not sure if this is a bug, or I simply don't understand how it's supposed to work (probably the latter). 2. It'd be really nice to have build list open by default when you go to the KSC screen. It's annoying to have to open it manually every time. 3. This scroll bar is bugging me, and I can't resize the window to get rid of it: -
Have you looked how other mods do this?
-
Try this and see what happens: [KSPField(isPersistant = true, guiActive = false)] protected double _TimeActive; protected double TimeActive { get { return _TimeActive; } set { print(string.Format("TimeActive was changed from {0} to {1}", _TimeActive, value)); _TimeActive = value; } } BTW, I think you can do Math.Round(Percent, 2) instead of 0.01 * Math.Round(Percent * 100)
-
Making a GUI?
DiEvAl replied to Kingofawesome13's topic in KSP1 C# Plugin Development Help and Support
It's quite possible that you don't need a GUI, and can use boolean tweakables instead. Just add something like this to your PartModule: [KSPField(guiName = "Sun Tracking", isPersistant = true, guiActiveEditor = true, guiActive = true)] [UI_Toggle(disabledText = "Disabled", enabledText = "Enabled")] public bool SunTracking; If you actually need a GUI, start with looking at how other mods add GUIs. Here is the documentation and guide about GUI in Unity (keep in mind that it's not KSP-specific) http://docs.unity3d.com/Documentation/ScriptReference/GUI.html http://docs.unity3d.com/Documentation/ScriptReference/GUILayout.html http://docs.unity3d.com/Documentation/Components/GUIScriptingGuide.html -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
DiEvAl replied to onkelsiebdruck's topic in KSP1 Mod Development
I don't think it's still alive, but it looks like the license allows someone else to continue this mod. -
What parts should allow kerbals to go through? It'd look very silly if a kerbal can squeeze through an ant engine ;-). And squeezing through mainsail's nozzle, or swimming through a tank full of fuel isn't much better. I see 3 options here: blacklist, whitelist, or some fancy heuristic.
-
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
DiEvAl replied to onkelsiebdruck's topic in KSP1 Mod Development
@sharpspoonful Try turning on your RCS pack, and tap shift a couple of times as you try to enter. That worked for me. -
Can you put it on spaceport?
-
I found a workaround. Basically I wrote a program that parses the xml file and outputs 100+ C# lines like this: elements.Add(new Element(1, "H", "Hydrogen", 1, 1, 1.008, 1)); Every time I edit my xml file, I run this program and copypaste the output into my source code. It's ugly (and doesn't allow players to edit their periodic table), but will work for now. Are there any plans for adding KSP.Xml?
-
HOCgaming's THAT'S NO MOON! Base - Craft Submission Thread
DiEvAl replied to HOC's topic in KSP1 The Spacecraft Exchange
I'll need to remember this proverb! ;-) -
I want to help with this project, but I suck at VB (that one-liner fix doesn't count). So I've been working on this: Everything you see on that screenshot is subject to change. I wanted to check that what I'm doing is allowed, and found this in kerbalspaceport's Terms of Service: One could claim that both my extension and Bridge modify "the site" (change/add the download button) to give advantage (installing mods easier) to people who use KSPMM over people who don't use it.