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Starwaster

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Everything posted by Starwaster

  1. Make a cfg file and paste those lines into it. The file goes anywhere in your GameData folder. (I have a MyTweaks folder that I use just for this purpose) Requires Module Manager.
  2. Sorry I missed this; Something doesn't sound right there... you should definitely see O2 being depleted. CO2 should not build up unless the scrubbers are turned off. Right click the capsule to turn them on. So basically your Kerbals are generating CO2 without breathing O2? I'm definitely not seeing that behavior.
  3. This is what I'm doing to get past this: @ACTIVE_TEXTURE_MANAGER_CONFIG:HAS[#folder[Squad]] { @enabled = false } Sucks to have to exclude all of the Squad stuff when all I really want to do is just have ATM not process that one folder but nothing else I can do
  4. Suggest you read what I posted a few posts back. It's probably hanging trying to process some new file types that Squad has and crashing ATM edit: Also, if you look in ActiveTextureManagement/textureCache/Squad/, how many folders do you see? If it's the same problem I'm seeing then it's hanging trying to process the Agencies folder, which seems like just a bunch of icons for the varies agencies. one of the file types is *.truecolor
  5. It has an extension of 'truecolor' as in C7AerospaceDivision_scaled.truecolor Now, flat out, how do I configure ATM to totally ignore that folder? I haven't even got to try .24 once in... wow... I've been dealing with this for 4 hours
  6. Definitely hanging on the Agencies folder which seems to contain a third texture file type. Am I the only person seeing this??? I'm going to try excluding that folder, once I figure out how to do so.
  7. Getting this trying to load up 0.24.0 with ATM ATM is unable to start up and the game crashes due to low memory. Latest version running on Mac OS X (10.9.3) AddonLoader: Instantiating addon 'ActiveTextureManagement' from assembly 'ActiveTextureManagement' ActiveTextureManagement: Settings: ActiveTextureManagement: mipmaps: True ActiveTextureManagement: compress: True ActiveTextureManagement: scale: 2 ActiveTextureManagement: max_size: 0 ActiveTextureManagement: mipmaps_normals: False ActiveTextureManagement: compress_normals: False ActiveTextureManagement: scale_normals: 2 ActiveTextureManagement: max_size_normals: 256 ActiveTextureManagement: filter_mode: Bilinear ActiveTextureManagement: make_not_readable: True ActiveTextureManagement: normal List: NullReferenceException: Object reference not set to an instance of an object at ActiveTextureManagement.CacheController.RebuildCache (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps, Boolean makeNotReadable) [0x00000] in <filename unknown>:0 at ActiveTextureManagement.CacheController.FetchCacheTexture (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps, Boolean makeNotReadable) [0x00000] in <filename unknown>:0 at ActiveTextureManagement.ActiveTextureManagement.UpdateTexture (ActiveTextureManagement.TexInfo texture) [0x00000] in <filename unknown>:0 at ActiveTextureManagement.ActiveTextureManagement.LoadTextures () [0x00000] in <filename unknown>:0 at ActiveTextureManagement.ActiveTextureManagement.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() (Filename: Line: -1) Edit: (update) I thought ATM was not actually loading when it got that error but it apparently does. It's trying to build the cache and at some point it's crashing when it's processing Squad's folder. I have to run it again to be sure but it looks like it's building a cache for Squad and at some point that cache is being deleted except for the Agencies folder and everything from that folder except C7AerospaceDivision.*cache looks like I'm hallucinating and the Squad folder definitely isn't being processed because it's hanging when it tries to get past the C7 texture in the Agencies folder.... player.log is spammed with 'Texture '' has no data' 328362 times. And I'm not seeing memory error on these subsequent runs, just KSP stops responding..... I'm no longer actually sure what's happening. Running it again so I can watch what happens in the Squad folder. I did a search btw for the 'no data' message and only really see it mentioned in the Alternate Texture Loader thread where it's mentioned that that message has to do with mods that need to access texture data... Edit #2: Hanging on the small lander can.
  8. Ok, guys, any warning you saw about compatibility likely come from the mods themselves and NOT from KSP. The game doesn't think anything. Deadly Reentry includes a version checker and when it detects that KSP's version has changed it raises a warning. The version checker that is popular also has the option to lock out mod functions (at the developer's discretion). So basically it's an automatic thing that Deadly Reentry and other mods are going to be doing with 0.24 now. https://github.com/NathanKell/DeadlyReentry/blob/master/Source/Checkers.cs Edit: And oh look, a DREC update! So go back to your regularly scheduled rocketry destruction now
  9. Slight clarification to what I told you; if you're using NODE{} to define your attachment points then you don't have to do anything particular to their scaling. You can probably Leave the scaling alone in the config file and just make sure they're where you want them in the Unity editor. It's only if you're doing something like below that you need to worry about the scale. You'd have to set the XYZ by hand node_stack_bottom = 0.0, -0.84375, 0.0, 0.0, 1.0, 0.0
  10. I agre, it's more a technical issue than a legal issue. But are we talking about just ability to recover spent stages that would otherwise be deleted when you pass out of range or the whole keeping things from unloading? The former should be fairly trivial. The latter maybe not so trivial but still doable.
  11. Doesn't bother me, but the Samokatosians of the planet Samos IV might take exception....
  12. This sounds a lot like an issue with the MODEL node and the use of rescaleFactor If you have not explicitly set rescaleFactor in your part config file then rescaleFactor = 1.25 when using rescaleFactor with MODEL nodes, rescaleFactor is applied twice, except on reloads. (or except on reloads for root parts.... not clear on all possible nuances of this bug) What you should do is explicitly define rescaleFactor as 1 Calculate any rescaling necessary by hand and apply it in the MODEL nodes. Do the same for all attach points (both surface and stack) so that their coordinates are properly scaled.
  13. If the goal is recovery of spent stages maybe this will help. http://forum.kerbalspaceprogram.com/threads/80292-0-23-5-Flight-Manager-for-Reusable-Stages-%28FMRS-v0-1-03%29 I haven't tried it and have no idea how or if it deals with the issue of stuff in atmosphere being deleted.
  14. Docking: Random and intermittent bug where the autopilot, when engaged will start thrusting in directions that make no sense for the situation. Sometimes not even lining itself up with the docking axis. I can even park it in front of the target docking port and it will start thrusting long and hard away from the docking axis. My solution in times like that is to toggle the autopilot on and off and see if it starts docking correctly. Sometimes I have to repeat that a few times but eventually it will start to dock properly. (it's not hard to tell when it's going to be able to dock or not). That's the latest build and I never see any errors in the log file. The way it acts though makes me think it has its axes confused. It's actually something I've reported before and it's been like that ever since the big docking code refactoring from quite a few months back. Something non-docking related and a lot easier to deal with is atmospheric pressure: There's a number of places in the code that operate under the assumption that pressure is zero when less than 1e-6. And that's definitely true most of the time but not when useLegacyAtmosphere = true, but when it's false (for Real Solar System) the pressure has no lower limit and is dependent on pressureCurve. I suggested a fix that was put in for CelestialBodyExtensions a while back so if you take a look at that you'll see what I'm talking about. There's still some places in the code that need to be changed like ReentrySimulation which should improve its accuracy when predicting landings for RSS sized Kerbin (Earth). Possibly I might be able to take care of it myself and submit it, but I haven't been able to find the time to do it so far.
  15. There will definitely be some things that are exposed in the config file for scaling. It already has a couple of variables in it, one for global scaling of drag for SDF modules. When I do something about nose cones it will be necessary to scale global drag up a bit. (as I mentioned, drag for SDF parts is actually comparable to what it should be for nose coned stacks even if they have no nose cone) As for KIDS, it's not even something I use myself as I usually play with RSS (Kerbin scaled up 10 times) and Real Fuels, both of which make KIDS redundant. I'd like to hear from other KIDS users as to their thoughts on the matter but the only features I'm really thinking about are those that are specifically drag related; that's the scope of this plugin really.
  16. Of course that has to be done in a plugin. All of that tech unlocking you see in the MechJebCore is due to underlying C# code supporting it. That MJ2 config node is a configuration for MJ...
  17. Nope, periapsis of 10km. Which makes for an interesting time if you switch to the ship while it's at full orbital velocity deep in the atmosphere.
  18. Wow, what more can you ask for, except maybe implementation of Kerbals playing Frungy?
  19. The cube has a texture in the diffuse channel. The inset image shows the RGB above and the alpha channel below. The black stripe corresponds to the yellow paint on the reflective surface. It is completely non-reflective there. The gray areas to either side are the reflective surfaces (0.5 in RGB if I remember correctly) TGA was used. You can use PNG if you have a graphics program that can correctly handle the alpha. Photoshop does not. However, there is a SuperPNG plugin which is supposed to give control over the alpha channel. I haven't had a lot of luck with it myself, though others do use it. I've heard conflicting stories about GIMP and its abilities to handle PNG with alpha.
  20. Challenge accepted! I should have had you put some money behind that bet; daddy needs a new computer. Probes and manned ships alike survive an orbit dipping 10km into the atmosphere, which is considerably higher in pressure than the aforementioned 0.01 at that altitude. One interesting thing of note is that in the tracking station, a 'Kerbal X Debris' was generated when the test craft entered atmo. (Kerbal X was the basis for both manned and probe craft). It vanished once the ship was out of the atmosphere again. Just in case it mattered, I tried not being in the tracking station when the designated time for destruction was nigh. It made no difference.
  21. The line's positions with setPosition() should always just be pointing it forward. Then set its direction with rotation and its position with localPosition. Here's a 'DrawRay' substitute I'm working on right now (for the defunct Debug.DrawRay function) [FONT=Menlo][COLOR=#444444] [/COLOR][COLOR=#009695]public[/COLOR][COLOR=#444444] [/COLOR][COLOR=#009695]class[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]RayRenderer[/COLOR] [COLOR=#444444] {[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#009695]private[/COLOR][COLOR=#444444] [/COLOR][COLOR=#3363a4]LineRenderer[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#3363a4]null[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#009695]public[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]RayRenderer[/COLOR][COLOR=#444444] ()[/COLOR] [COLOR=#444444] {[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#3363a4]GameObject[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]obj[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#009695]new[/COLOR][COLOR=#444444] [/COLOR][COLOR=#3363a4]GameObject[/COLOR][COLOR=#444444]( [/COLOR][COLOR=#f57c00]"[/COLOR][COLOR=#f57c00]Ray[/COLOR][COLOR=#f57c00]"[/COLOR][COLOR=#444444] );[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]obj[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]layer[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#f57c00]1[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]Then[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]create[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]renderer[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]itself[/I][/COLOR][COLOR=#999988][I]...[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#444444]obj[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]AddComponent[/COLOR][COLOR=#444444]< [/COLOR][COLOR=#3363a4]LineRenderer[/COLOR][COLOR=#444444] >();[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I]renderer[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]transform[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]parent[/I][/COLOR][COLOR=#999988][I] = [/I][/COLOR][COLOR=#999988][I]transform[/I][/COLOR][COLOR=#999988][I]; // ...[/I][/COLOR][COLOR=#999988][I]child[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]to[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]our[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]part[/I][/COLOR][COLOR=#999988][I]...[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]useWorldSpace[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#3363a4]false[/COLOR][COLOR=#444444]; [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I] ...[/I][/COLOR][COLOR=#999988][I]and[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]moving[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]along[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]with[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]it[/I][/COLOR][COLOR=#999988][I] ([/I][/COLOR][COLOR=#999988][I]rather[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]than[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]staying[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]in[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]fixed[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]world[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]coordinates[/I][/COLOR][COLOR=#999988][I])[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]localPosition[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]zero[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]localEulerAngles[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]zero[/COLOR][COLOR=#444444]; [/COLOR] [COLOR=#444444] [/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]Make[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]it[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]render[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]a[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]red[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]to[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]yellow[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]triangle[/I][/COLOR][COLOR=#999988][I], [/I][/COLOR][COLOR=#999988][I]1[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]meter[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]wide[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]and[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]2[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]meters[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]long[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]material[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#009695]new[/COLOR][COLOR=#444444] [/COLOR][COLOR=#3363a4]Material[/COLOR][COLOR=#444444]( [/COLOR][COLOR=#3363a4]Shader[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]Find[/COLOR][COLOR=#444444]( [/COLOR][COLOR=#f57c00]"[/COLOR][COLOR=#f57c00]Particles/Additive[/COLOR][COLOR=#f57c00]"[/COLOR][COLOR=#444444] ) );[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetColors[/COLOR][COLOR=#444444]( [/COLOR][COLOR=#3363a4]Color[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]red[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Color[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]yellow[/COLOR][COLOR=#444444] );[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetWidth[/COLOR][COLOR=#444444]( [/COLOR][COLOR=#f57c00]1[/COLOR][COLOR=#444444], [/COLOR][COLOR=#f57c00]0[/COLOR][COLOR=#444444] ); [/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetVertexCount[/COLOR][COLOR=#444444]( [/COLOR][COLOR=#f57c00]2[/COLOR][COLOR=#444444] );[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetPosition[/COLOR][COLOR=#444444]( [/COLOR][COLOR=#f57c00]0[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]zero[/COLOR][COLOR=#444444] );[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetPosition[/COLOR][COLOR=#444444]( [/COLOR][COLOR=#f57c00]1[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]forward[/COLOR][COLOR=#444444] * [/COLOR][COLOR=#f57c00]2[/COLOR][COLOR=#444444] );[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I]renderer[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]sortingOrder[/I][/COLOR][COLOR=#999988][I] = [/I][/COLOR][COLOR=#999988][I]1[/I][/COLOR][COLOR=#999988][I];[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I]renderer[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]sortingLayerName[/I][/COLOR][COLOR=#999988][I] = "[/I][/COLOR][COLOR=#999988][I]GUI[/I][/COLOR][COLOR=#999988][I]";[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I]renderer[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]material[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]renderQueue[/I][/COLOR][COLOR=#999988][I] = [/I][/COLOR][COLOR=#999988][I]1[/I][/COLOR][COLOR=#999988][I];[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I]renderer[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]material[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]set[/I][/COLOR][COLOR=#999988][I];[/I][/COLOR] [COLOR=#444444] }[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#009695]public[/COLOR][COLOR=#444444] [/COLOR][COLOR=#3363a4]void[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]DrawRay[/COLOR][COLOR=#444444]([/COLOR][COLOR=#3363a4]Transform[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]origin[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]direction[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Color[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]color[/COLOR][COLOR=#444444])[/COLOR] [COLOR=#444444] {[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]parent[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetPosition[/COLOR][COLOR=#444444] ([/COLOR][COLOR=#f57c00]0[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]zero[/COLOR][COLOR=#444444]);[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetPosition[/COLOR][COLOR=#444444] ([/COLOR][COLOR=#f57c00]1[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]forward[/COLOR][COLOR=#444444] * [/COLOR][COLOR=#f57c00]2[/COLOR][COLOR=#444444]);[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]localPosition[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#444444]origin[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]rotation[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#3363a4]Quaternion[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]LookRotation[/COLOR][COLOR=#444444] ([/COLOR][COLOR=#444444]direction[/COLOR][COLOR=#444444]);[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I]renderer[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]transform[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]rotation[/I][/COLOR][COLOR=#999988][I] = [/I][/COLOR][COLOR=#999988][I]Quaternion[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]LookRotation[/I][/COLOR][COLOR=#999988][I]( [/I][/COLOR][COLOR=#999988][I]direction[/I][/COLOR][COLOR=#999988][I] );[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#3363a4]Color[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#444444]color[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]r[/COLOR][COLOR=#444444] *= [/COLOR][COLOR=#f57c00]0.5f[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]g[/COLOR][COLOR=#444444] *= [/COLOR][COLOR=#f57c00]0.5f[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]b[/COLOR][COLOR=#444444] *= [/COLOR][COLOR=#f57c00]0.5f[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetColors[/COLOR][COLOR=#444444] ([/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444], [/COLOR][COLOR=#444444]color[/COLOR][COLOR=#444444]);[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I]renderer[/I][/COLOR][COLOR=#999988][I].[/I][/COLOR][COLOR=#999988][I]tag[/I][/COLOR][COLOR=#999988][I] = "";[/I][/COLOR] [COLOR=#444444] }[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#009695]public[/COLOR][COLOR=#444444] [/COLOR][COLOR=#3363a4]void[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]DrawRay[/COLOR][COLOR=#444444]([/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]origin[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Vector3[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]direction[/COLOR][COLOR=#444444], [/COLOR][COLOR=#3363a4]Color[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]color[/COLOR][COLOR=#444444])[/COLOR] [COLOR=#444444] {[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#999988][I]//[/I][/COLOR][COLOR=#999988][I]throw[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]new[/I][/COLOR][COLOR=#999988][I] [/I][/COLOR][COLOR=#999988][I]NotImplementedException[/I][/COLOR][COLOR=#999988][I]();[/I][/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]useWorldSpace[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#3363a4]true[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]localPosition[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#444444]origin[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]transform[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]rotation[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#3363a4]Quaternion[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]LookRotation[/COLOR][COLOR=#444444] ([/COLOR][COLOR=#444444]direction[/COLOR][COLOR=#444444]);[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#3363a4]Color[/COLOR][COLOR=#444444] [/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444] = [/COLOR][COLOR=#444444]color[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]r[/COLOR][COLOR=#444444] *= [/COLOR][COLOR=#f57c00]0.5f[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]g[/COLOR][COLOR=#444444] *= [/COLOR][COLOR=#f57c00]0.5f[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]b[/COLOR][COLOR=#444444] *= [/COLOR][COLOR=#f57c00]0.5f[/COLOR][COLOR=#444444];[/COLOR] [COLOR=#444444] [/COLOR][COLOR=#444444]renderer[/COLOR][COLOR=#444444].[/COLOR][COLOR=#444444]SetColors[/COLOR][COLOR=#444444] ([/COLOR][COLOR=#444444]color2[/COLOR][COLOR=#444444], [/COLOR][COLOR=#444444]color[/COLOR][COLOR=#444444]);[/COLOR] [COLOR=#444444] }[/COLOR] [COLOR=#444444] }[/COLOR] [/FONT] Works like DrawRay except that it has an overloaded function, one that attaches to an object and the other for worldspace. (note that the second version is closer in intent to Debug.DrawRay but it is not complete in the example given, and duration is not implemented for either of them. Also, I was doing something different with color, trying to get it to fade. Still a WIP.
  22. I don't think you two are talking about the same thing. He said thrust limiter which is a slider tweakable in the VAB, not throttle limit which is an MJ option, and thrust limiter does just what it says. You can set it to 0% on a throttle locked SRB and take it to the launch pad and it will cheerfully sit there putting out 0 thrust..
  23. IIRC, my suggested fix involved only using FSanimateGeneric for the spinning animation. The other animation (inflation) had to stay on ModuleAnimateGeneric. If you did both of them as FSanimateGeneric then that could cause problems.
  24. Yes, deploy either via action group or right click. If you had a decoupler under it, decouple first. The heat shield also stages but that decouples it from the spacecraft! Don't do this until it's done its job or you will be invited to your very own personal barbeque.
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