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aftokinito

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Everything posted by aftokinito

  1. Action groups and external save/load: WARNING: These are changes I made on my own forked branch, they are not available on the official version, at least not yet.
  2. Is being able to trigger action groups planned? It would be really useful to open solar panels at certain height or deploy airbreaks if going too fast. EDIT: I just coded it myself. I'm testing it right now and I will make a pull request as soon as I'm sure the nodes work.
  3. Hey TacoScott, do you have any plans to improve the cameras? To be more specific, do you have any plans to replace the large amount of pictures per second process with a video feed that can interpolate? Right now, if I enable more than 4 cameras with the default resolution and 25 fps it saturates my network stack to the point that I can't even communicate over ICMP with my own router (and I have a gigabit card/router).
  4. That was not PFCE but KSP itself. KSP has some PQSMods that can define terrain without the need of a height map (PQSMod_VertexPlanet iirc).
  5. Triton is a captured moon thought, retrograde moons cannot form from the same nebulae material as planets they orbit.
  6. That happens with all the instancing based mods, PF:CE does the same. There is no way to fix it with instancing. This problem does not happen with my own development plugin nor with Kopernicus (both of them are based on custom systemPrefabs).
  7. Make sure you render the texture twice with one being upside down or it will only render if you look at it from above, just like with PF:CE.
  8. It has never been the best way, the PSystem system has been here since Jool was added to the game. Hell, Mu nicely told me more or less how it worked without asking -snip-
  9. His license changes absolutely nothing. His mod is really poorly coded and the method he uses to make "new" planets is ridiculous (instancing is horrible).
  10. It looks like DMP is crashing a few seconds after you enter the space center scene if you have KerbTown installed. I suppose DMP is trying to sync the extra buildings but it cannot make any sense out of that situation.
  11. MJ detects planets dynamically as it is based on manual targetting. The only thing that does not work dynamically, afaik, is the DeltaV stats window.
  12. This is a known issue with mods that use different versions of KSPAPIExtensions at the same time.
  13. You can already compile the source if you want: https://github.com/BryceSchroeder/Kopernicus I don't think they should be wasting time writting guides for an alpha-state mode when they can spend their time on continueing being awesome. @Teknoman: Have you been able to change the planet's rim/horizon on the scaledspace?
  14. This is the whole reason for using your own PSystem instead of instantiating planets, global states. I'm so proud of this project and I really wish Squad sees your work!! I'll do my best to help you with any problem though I cannot always check the forums regularly but, as with the PQS problem, I see you are a couple smart guys
  15. It just makes the CompatibilityChecker stop crying each time you open the game, it does not fix anything.
  16. There is no need to do the parent ballet, just do this: PQS pqs = PSystemManager.Instance.localBodies.Find("Kopernicus").gameObject.AddComponent<PQS>(); The same applies for PQSMods and no, they don't find the PQS automatically, you have to point it using the "public PQS sphere" variable all the PQSMods inherit from PQSMod.
  17. Using KCreator's addon is indeed really useful to mess around with the PQSMods and see what they do. All you have to do then is copy the variables you used on those PQSMods and add them to your planet in code.
  18. PQSMods are just components that modify the 489759354 variables PQS has in a human readable way. You first add the PQS component to your object and then add as many PQSMods as required that modify that PQS acordingly. PQS stands for Planet Quad Sphere and, as the name suggests, it is just a quad divided deformable sphere meant to be used for planet generation.
  19. Had you read at least the last 5 pages you would have noticed that this is far from finished and that PF:CE has serious compatibility problems, specially on 64 bits.
  20. systemPrefab is a PSystem type variable that holds the PSystem that PSystemManager will spawn at PSystemSetup, they are not really instantiated but setup. Both localspace and scapedspace are created on PSystemManager.SetupLocalSpace and PSystemManager.SetScaledSpace respectively for the scene and PSystemManager.SetupLocal and PSystemManager.SetScaled respectively for each celestial body. As for the PQSMods, you just have to add the components to the game object of the celestial body you want to deform:
  21. The PQS as well as the PQSMods are componenents of the GameObject. You can easily get the GO from the CB using the .gameObject var. EDIT: Ninja'd, I should start pressing F5 before posting...
  22. I have not extensively checked the source but the method seems to be correctly implemented. Now all you have to do is create new PSystemBodys and add them to the PSystem using the PSystem.Add(PSystemBody body) method. This is the hard part (well not hard but lengthy) and it is the reason why Squad does not add 3-4 planets each update. Making planets from scratch takes time because you have to add all the PQSMods and components manually one by one instead of instantiating a similar object and just changing a few parameters and the textures.
  23. In that case, you might want to work with OvenProofMars (http://forum.kerbalspaceprogram.com/threads/86999-0-24-StarSystems-v0-2/page30) as he was also going to use the method I explained. Feel free to PM me if you need assitance with anything, I've been working with planets for almost a year but I refused to release anything by myself anymore after the community accused me of stealing Krag's code.
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