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Everything posted by UbioZur
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I seems to have missed you post! here is Madeimer anwer, and also my try for this bug. This is a Squad related bug, You can only stack attach the part to another one with the last x number of node that have the same orientation.
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Get ground projection coordinates
UbioZur replied to cm2227's topic in KSP1 C# Plugin Development Help and Support
I can't help in term of where you can get the data, I am interrested in it however. If KerbalEngineer get the data you are looking for, have a look at their code, and if it's how it works, ask the dev if you can use this part of the code. -
Moved to the Modelling and texturing forum, so you may get more help. I sadly don't know anything about the modelling and texturing for KSP to help.
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Ahah it's not that much of a big deal, and I had other reports of other mods that had the same thing. It's just that there is that scale (default 1.0) and rescale (default 1.25!) option in the config file, and they don't all apply to the same things etc...
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Unmanned stand-ins for manned capsules
UbioZur replied to 404james's topic in KSP1 Suggestions & Development Discussion
An empty capsule then, you can remove/change the crew of a capsule in the VAB/SPH (click the little kerbal icon next to the action group one) That cannot be done stock, unless you actually add a probe under it. You can also change the config file (or duplicate it) and change the minmum crew requirement MODULE { name = ModuleCommand minimumCrew = [COLOR="#FF0000"][B]0[/B][/COLOR] } For the filling the crew, check the first part, for siulating the weight, Kerbal have no weight inside the capsule. -
Can you send me smaller version of that image so I can put it on the showcase on the first post please? (the forum don't allow resizing the images!)
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
UbioZur replied to nothke's topic in KSP1 Mod Releases
This is a great idea! and nicely done. May I suggest you read the addon posting rules please so we don't have to take down the thread. -
Ok I found the problem, oh nice scale and rescale factor thingy problem and all that You have to add 0.25 to each scale number of each of the MODEL{} of the truss, and possibly the fuel tanks also. I will have it fixed for the next version.
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Hum so there isn't suppose to be anything to replace those blank stuff...And it worked before? Looks like it's all those truss that makes it bad. What mod are they from? Can you try to weld just two truss together, and see how it goes? I had 2 CoM problem that are fixed now. it seems more like a node position problem Few bug fix Playtest 5 uploaded. Fixed issue reported about some missing model and directory bugs for a lot of mods. 2.0 Playtest 5 FIXED Some problem with the config file not found. FIXED Some problem with the mesh file when the config file is not named part.cfg FIXED Linux problem (hopefully need testing)
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It is actually harder to try to hook something to the squad code that we don't have access to, than making something new. Oh that's bad then I guess! The RCS warning is just to say to not use it to rotate (nothing bad). However the fact that it's separated... not sure about that one! Does the log give any warning/error for my weld? or the loading of the part.cfg?
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The thing is that it's not about the file name but the part name.
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Welding and Engine Fairings
UbioZur replied to little square dot's topic in KSP1 C# Plugin Development Help and Support
Good to know -
I went a different way, hopefully this time it will work for all the cases. (same link) Wow! are all the blanks, the tanks that it can't find the model?
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Tell the version in the AddonLoader Log
UbioZur replied to UbioZur's topic in KSP1 C# Plugin Development Help and Support
Thanks for the great info Faark -
Solution for memory crashes?
UbioZur replied to CyclonicTuna's topic in KSP1 Suggestions & Development Discussion
I am going to close this thread because: - there isn't a real suggestion on it - it's going toward a discussion that doesn't bring anything forward. Now as of memory optimization, Squad is aware of it, and is working on it. .23 will have even more optimization done, may be there is some memory ones in it. A fair bit of time ago (just before .22), on the squadcast, they said they don't want to work on temporary solution or increasing the memory available as it won't have any effect on low en pc. They want to find solution to actually reduce their memory usage so ALL computer will be able to see the optimization. Edit: it may be Episode 3 Squadcast with Mu -
It does work I have tried with the Fustech and interplanetary mod. Can someone using Linux can tell me if the welded part is saved inside the good folder now and not inside the desktop? here is a test version (this version also have the fixed above if you want to have a more testing) https://drive.google.com/file/d/0Bwou6bewBq0uWVFiRHpucFlrZEk/edit?usp=sharing So I have done some test and found out why, this is actually the same bug, and sadly not from me (so I can't fix it). after messing around for a while, I decided to try playing with the station hub stock part, since it has several nodes and sideway nodes. You can stack your part to another part ONLY on the last set of node that have the same orientation. So if you can't stack you welded part to a part, make sure you move the node you want to attach to the bottom of the node list. I have reported the bug to Squad to see if they can do something about it (it will fix the station hub and the mini node and may be futur parts)
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This is due to the . inside the name, I have fixed it, I am working on those directory and config file issue at the moment. Also on the fact that if the config file is not named part.cfg there is a bug too. Should get the update by this evening tomorow.
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I managed to get a hardcode fix for the .22 stock parts. I would hope to get some better consistency. It can also happen with some bug in my code about getting the path. (I have some bugs about that) First off thanks for all the feedback You do not need to have the cfg called part.cfg (I think this bring a bug in the game), nor model.mu. In fact for the game you don't really need a mesh = model.mu, since the game will default to find a .mu in the .cfg folder, which bugged me a lot This is due to the fact that in game fueltank.long is changed to fueltank_long. so I thought the game was changing all strange character with _..... Apparently not! it change it only for some parts... Hum I can attach to all the nodes, but there is a bug if some parts are radially attached, some the node are hidden in the model and block any attachement. I am still trying to figure a way to fix it! ok will get some testing done too about that. keep me updated on it please. Bug reports are always a good things, i actually can't wait to get some time to work on the mod again. I like that design It is mainly to avoid spending too much time on making specific fixes for them. I will try to support some specific mods (I would love to support part catalog, since it will help a tons). But I still like to have the bug reports since it also can bring some light into my code. Mainly about all those paths/model/config stuff. As answered to Madeiner, this is due to the fact that the game like to make me hard code things (I am a bit missed off right now about that!), so some stock part that have a . in their name are changed to _, BUT not for the other parts. no it doesn't have to (normally)
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Welding and Engine Fairings
UbioZur replied to little square dot's topic in KSP1 C# Plugin Development Help and Support
You would need to remove the model fairing in model itself. This happen because the game only take the first fairing and apply the module to only this one, all the other are then not hidden. Another way to do it, would be to rewrite the fairing module code to actually browse all the fairing parts of the model and apply the module to them. -
I had that reported already, It come from the fact that the mesh = something.mu in the config file, link a an actual mesh file that does not exist. And the way I am trying to get the folder is not a good way (and doesn't work on linux)
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Yargnit have welded wings and told me how to do it, but it's that winglet thing that is a pain, to get. also you need to make sure the center of the model is also the center of the lift. For the 'errors' check the log, it may tell you what it is, certainly due to welding unsupported parts, and several of the same MODULE that the game does not managed. Yes the sub assembly you have dragged is deleted. and the database is reloaded (you can change the database reload in the config file). If when you reload the game you see it, it mean it worked, sometime you have to change the part list to have the new part displayed, because the game is not make to reload the database while in the editor. As long as it's a topic here and there and not a full discussion I am fine with it
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Read .cfg file value from Vessel.Parts list
UbioZur replied to Diazo's topic in KSP1 C# Plugin Development Help and Support
Have a look at my weld tool code (source in the download), It's not the most efficient, but it works (most of the time). -
Docking ports are a bit dodgy to weld several of them. it doesn't always know if it's docked or not... I would keep them separated for now.