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Everything posted by JewelShisen
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Kerbin's Oceans go far deeper than 600m and at the moment no. Physics go rather insane at that point. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I will be updating the subs next but they shouldn't be that hard. As for going below 600m? It implodes due to pressure. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
That is smart but wouldn't work. That would turn it into a static mesh that would then no longer count as a ship making it impossible to control and undo. Also I was talking about making a pod, as in something like the Octo probe body, but made to fit the new Airship parts. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Actually I am rather happy because I could use somebody that understands the code to help me with it. I can read it but to me it doesn't make much sense because I don't understand it. So if you want to send me a PM I would be happy to talk with you about some ideas I have that would be put into the code. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Well as it stands now the new rework parts don't have a pod that really fits them. Now I could just make an adapter and I may do that as well but I would also like to have them with their own part that can give the vessel control. Station keeping won't come for a while until I can dig into the code and start learning how to set it up. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Ah. I don't think Hooligan has that in his code -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Lambda expressions? -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Thanks. Now to just figure out C# and then get some practice making modules. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Ok so the rework parts are now waiting for Mon review and then they will be good to go! -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Yes. I just haven't changed the Curse page. Airships and Squid are the only ones I have tested though. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Is anybody interested in trying out the new Airship Rework parts? I'm about to post them up on Curse. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
That may be possible. I'd need to code a custom module for it but I don't see why that shouldn't be possible. However at the moment that won't be happening as I am working on adding TweakScale support and doing a part design overhaul. To that extent what does everybody think of me adding a new drone control part that will fit the envelopes? Something made to fit seamlessly with them. -
And solved! Was combo of error im my making the part in Unity as well as me using a bad cfg file. So for anybody else, make sure if you copy a cfg for a part you make that if the source part was animated that your part is the same.
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Well for me it was just a simple error in my Unity setup. I didn't have the part mesh under a GameObject. Fixed that and it all works. EDIT: Ok so it seems it wasn't THAT simple. It fixed one part but not the other two.
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Actually I already found the error I had made.
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Trying to get a new part to work and I am having some issues with it spamming the log with NRE messages about a Game Object not being set to a object or something like that. Anybody have ideas on how to correct it?
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Just a note to you and anybody else interested I am going to start digging into the code and start looking to see if I can add an auto leveling feature to adjust the envelopes on the fly to keep a zero pitch and roll. EDIT: The plan is for it to be a radio button like the auto speed control already in the GUI except it will cause the ship to start adjusting envelope fill to bring the ship back to level roll and pitch without altering the heading. Should help for those who build their ships a little off center. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I always assumed it was this: -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Good point. Though I may also work on just doing the textures right to prevent that anyways. Now to figure out setting up Visual Studio so I can get into the code. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Thanks. Trying to keep your mod clean of others though I may work with Sojo to see about adding that to the Airship code. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I am likely going to end up using this to do the exact same think. I would love your opinion on the new part models and your help with learning the code. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
JewelShisen replied to sirkut's topic in KSP1 Mod Releases
It is just as Sirkut has said. The green Group Editor is for altering the groupings AFTER you launch. The white one is for editing them during building. EDIT: I thought you crushed that rotation bug already Sirkut. Or was that just the buggyness of the rotation buttons because I remember reporting the same flipping back in 0.23 and you said you fixed it then. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Well I don't think i will be doing that one but it would be interesting. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Yea at this time I don't think the Lead Envelope does anything so it is safe to ignore. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Part parenting is a limit from KSP. Kerbal Joint Reenforcement may help but as far as i know you can't do multiple parent parts. The lead envelope is something left over from the old balance adjustment and i believe is supposed to be the envelope closest to the center of lift for the ship.