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blizzy78

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Everything posted by blizzy78

  1. Looking at you, 5thHorseman!
  2. Obviously there should be rules
  3. I'd rather start with the payload mass, then work my way to build a launcher that can transport that. http://forum.kerbalspaceprogram.com/threads/46569-WEB-Online-engine-cluster-calculator
  4. Same here. calisker's last post in the thread made me kind of sad. And then to just close the thread to cut off any discussion, that's not a good move at all.
  5. [assembly: KSPAssembly] and [assembly: KSPAssemblyDependency] are used to declare your assembly as a KSP plugin, or declare a dependency on another KSP plugin, respectively. These go into your AssemblyInfo.cs file. Examples: https://github.com/blizzy78/ksp_voice_commander/blob/master/VoiceCommander/Properties/AssemblyInfo.cs#L38-L40
  6. Diazo, nothing in particular jumps out at me in your code. However, I don't use node.nodes.Contains(), or node.SetNode(). Can you retry using node.HasNode() and simply .AddNode() in combination with removal for replacing an existing node? This always worked for me. https://github.com/blizzy78/ksp_toolbar/blob/master/Toolbar/Internal/Extensions.cs#L61-L88
  7. My current - rather vague - plan is to have it such that the user can decide where to show all the buttons. I've not had the time yet to work on this myself, but sargunster has provided a pull request that implements some of the functionality. I haven't yet looked into what he did.
  8. Please, always provide logs if you have bugs or crashes. output_log.txt is most welcome.
  9. I'm not too familiar with the O's, but yeah, that's basically it. Your list of bodies to check (parent-child relationships) is essentially fixed, and you can even build that dynamically at KSP start (to account for planet mods.)
  10. Good point. Did it? At least it hasn't been updated for recent KSP versions, I think.
  11. Right, I've just repacked it without making a new version.
  12. You need to be very careful when doing that. Config node names and key names do not allow all characters. You may instead want to go for this structure: EDITOR { ship // fixed node name { name = <ship name> } } (Of course, the values also don't allow all characters, most notably '/'.) The same goes for your part sub-node's name.
  13. Would it be possible to loop through all celestial bodies, get their position and radius of SoI, then work out if your position is inside that sphere?
  14. A method with that signature does not exist. You either need to provide the part module name, or a config node that has it (along with other module parameters you want.)
  15. Except when Blender crashes when Unity tries to use it. I've had that happen with Blender 2.71.
  16. Nope. After this thread appeared, I've gone ahead and put in some more stuff. Either it has not been seen yet (doubtful), or nobody cared to screenshot it.
  17. I wish I could have spawned some VAB mechanics. I could launch the right components and such, but then it just would give errors in the log with not finding the animations that it needs to play. And I couldn't figure out how to load those. I've also tried dissecting said mechanics in the VAB at runtime, but it didn't give me any real clues. So now we need to live with some zombies instead.
  18. Not sure I get the question, but I'll take a stab anyway. Are you sure all your normals are looking in the direction they're supposed to?
  19. If I remember correctly, the App Launcher is not available at the space center. But I might be mistaken. And how is staff deciding if my data is subject to the rule or not? Is there a list of guidelines? If so, those could just be appended to the rule instead In the end, it all comes down to eliminating guesswork.
  20. That is indeed a very good question. Perhaps the rules should be adjusted further such that the type of data that the rule is meant to address is very clearly identified in the text.
  21. Sometimes, you don't need to go further than the main menu: http://forum.kerbalspaceprogram.com/threads/88286
  22. Oh, that didn't last very long, I guess. Some people are just too smart. So let me say: I made this. Of course I was just trying to have a little fun (*) - I hope you had some, too. The whole thing took me quite a while to figure out, what with the spawning of Kerbals and models. I've also tried a few other things, but they wouldn't work for various reasons: Remove Kerbin from the sky and put it on the ground. - It just wouldn't move. Add additional light sources to produce multiple shadows. - No more than a single shadow possible. Spawn in mechanics from the VAB. - I couldn't get them to work. I really loved that idea! Put a Kerbal behind the camera to produce a nice big shadow to make the light source look fake. - Shadow didn't look quite right to me. Put a Kerbal behind the hills in the background to make those look like fake billboards. - I couldn't find a good place to put him to really sell that idea. I may have forgotten some other ideas I've tried. So yeah, I was just trying to have a little fun. I hope you all enjoyed it, too, and that noone is mad at me or something. (I have nothing to do with the weird landing gear glitch, though.) Edit: I have yet to see a screenshot of the new stuff I put in after they first appeared... (*) No Kerbals were harmed in the process. Source code: https://github.com/blizzy78/ksp_toolbar/blob/master/Toolbar/Internal/Sh.cs ("sh" is short for "shovel") Shovel prop: http://www.blendswap.com/blends/view/23765 - Texture by myself.
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