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Everything posted by Apollo13
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[1.3] Smartstage, intelligent VAB reset button 2.9.7
Apollo13 replied to xytovl's topic in KSP1 Mod Releases
An enhancement request. When I click SmartStage, the parachutes that are on my first stage boosters are moved to the final stage on top where my command capsule parachute is. -
[1.8.x] Contracts Window + [v9.4] [11/1/2019]
Apollo13 replied to DMagic's topic in KSP1 Mod Releases
Works fine in 0.90 -
So, given the new partModules, will a new PartTools be released for KSP 0.90?
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Official Mod Compatibility Thread for .90
Apollo13 replied to NathanKell's topic in KSP1 Mods Discussions
kData (author: aethelrick; license: All Rights Reserved; source: Google Code) works with 0.90 . However, it does not report the biome you are over. Only Curse link, as there is no forum thread I can find. -
Hopefully, this is updated for KSP 0.90. I just tried it, and KSP said it was incompatible. This is one of my favourite mods. EDIT: Although KSP 0.90 says it's incompatible, it still works fine.
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Yes. I've used them
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OnStart Is Giving Me Conniptions
Apollo13 replied to Apollo13's topic in KSP1 C# Plugin Development Help and Support
Thank you, guys. I'll give those ideas a shot. -
See post #44 in this same thread http://forum.kerbalspaceprogram.com/threads/86388-0-24-1-Speedy-s-Hex-Truss-System?p=1328332&viewfull=1#post1328332. Distribution was approved as well.
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I have a two parts with a single .DLL file. One part class (orbitscanner) is derived from another part (landscanner). For testing and reporting purposes, I reduced everything to their basics. Each part is a simple Cube with a collider mesh. The problem: when I install a part using the orbitscanner part, it attaches correctly. When I attempt to attach the landscanner part (which is the base part), it refuses to attach; in fact, after that, nothing will attach. You will note in the source code that although orbit scanner is derived from and extends landscanner, it contains no code. It's a class about nothing (sounds like a Seinfeld episode). using System; using System.Collections; using UnityEngine; namespace MissionControllerEC { public class landscanner : PartModule { [KSPField(isPersistant = true, guiActive = false)] private bool boolDeployed = false; [KSPField(isPersistant = true, guiActive = false)] private bool isScanning = false; [KSPField(isPersistant = true, guiActive = false)] private Animation anim; public const string scannerType = "ground"; public const string modelType = "egbs"; public const string modelName = "Enhanced Ground-based Scanner"; public bool isDeployed // the deployment property { get { return boolDeployed; } } public override void OnStart(PartModule.StartState state) { anim = part.FindModelAnimators("Scene")[0]; Deploy(boolDeployed); //restore deployment & scanning states base.OnStart(state); } [KSPEvent(active = true, guiActive = true, guiActiveEditor = false, guiName = "Deploy")] public void ToggleDeploy() { Deploy(!boolDeployed); return; } public void Deploy(bool deployThis) { boolDeployed = deployThis; if (boolDeployed) // deploy, start scanning { anim.Rewind(); anim["Deploy"].speed = 1f; anim["Deploy"].normalizedTime = 0f; anim.Play("Deploy"); isScanning = true; } else // stop scanning, retract { isScanning = false; anim.Stop(); anim.Rewind(); anim["Deploy"].speed = -1f; anim["Deploy"].normalizedTime = 1f; anim.Play("Deploy"); } Events["ToggleDeploy"].guiName = (boolDeployed ? "Retract" : "Deploy"); return; } // to test OnFixedUpdate, you MUST have at least one stage and Launch!!! public override void OnFixedUpdate() { // Debug.Log("onFixedUpdate: deployed= " + boolDeployed + ", scanning= " + isScanning + ", playing= " + anim.isPlaying); if (isScanning && !anim.isPlaying) // start scanner { anim.Rewind(); anim["Scan"].speed = 1f; anim["Scan"].normalizedTime = 0f; anim.Play("Scan"); } base.OnFixedUpdate(); } } public class orbitscanner : landscanner { } } The models are the exact same file: landscanner.mu. Same for the texture file, UVscanner.mbm. The CFG files for the two parts are exactly the same with three exceptions: 1) part name (required by KSP); 2) part title (so you can see which is which in VAB); 3) module name (to determine which class). Why do I think OnStart is the culprit? When I comment-out the line "anim = part.FindModelAnimators("Scene")[0];", then I can attach the landscanner part. Of course, there are no animations as a result. The FBX and MU files contain one baked animation (Scene), plus two clips (Deploy, Scan). Note: this all used to work correctly. That is, I could attach both parts and the animations played. What changed? Nothing. When things started to fail, I actually simplified the code. I changed nothing in OnStart. Why does landscanner fail and orbitscanner succeed when they are the same code? Note that I'm using no other mods. There are only two folders in my GameData directory: Squad and RocketWorks (my part folder). I've included the GameData, source code, Blender, FBX, and texture (PNG) files. ZIP file
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Apollo13 replied to nightingale's topic in KSP1 Mod Releases
Uh...Jeb ain't comin' home. No engine/tank. No RCS/monoprop. No parachutes. Next contract...Rescue Jeb. LOL And, great mod here, my friend. You just made contract modders' lives so much easier. Forum Rep point to you times eleventy-eleventy. Now that Squad is incorporating mods into stock, Felipe needs to contact you and make this stock.- 5,225 replies
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Malkuth: in the old Mission Controller Extended, users were able to define contracts. The KSP contract system prevented that. Well, another modder is one step closer to that. You may want to take advantage of his mod and integrate it with yours so that you can create more contracts easily. [0.25] ContractConfigurator [v0.1.0 2014-11-29]
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I've created this model in Blender using placement holder textures. On the outside of the doors, I've drawn a "2". The insides of the doors share a common texture with a "1" on each. The UV map is shown to the right. I exported to FBX and imported into Unity. However, the insides of the doors are outside (and mirrored in reverse). The outsides of the doors are inside,reversed- mirrored as well. The other textures in the model do not suffer this problem. What am I doing wrong???
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Using dev build #352 Can't. As shown in my images in previous post, I have a single tank and a single engine. Tank has lots of fuel, so there should be TWR of 2.6. this was the value reported previously on that same flight. Also mentioned, TWR shows as 0.08 and 0.02. It's random. The Delta-V window report is not an MJ problem; it'a a KSP problem. MJ is reporting/calculating on values erroneously provided by KSP to it. As an experiment, I built that exact same vessel with same three components. It showed the correct delta-V in the MJ Delta-V window (in VAB, on the launchpad, and in flight)
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@sarbian: quick question: In the Delta-V window, MJ is simply reporting TWR and Delta-V data provided by KSP, correct? It is not setting those values. I ask, because, as I mentioned above, there are times when the Delta-V window shows a TWR of 0.0 when I have a "Skipper" engine and a ton of fuel. Oh, and thanks for the Smart_A.S.S.TGT/PAR functionality. Never knew it was there until mentioned above. Awesome functionality there, my friend. I seldom dock with auto-dock. Note: I was looking at the autodocking code and noted that "minimum start distance" is set to a minimum of 10. Can you change that such that value must be greater than 0? Thus, the start position becomes wherever the vessel is at that moment. This would help in situations where I've moved the vessel within a few meters of the target port and initiate auto-dock. Sidebar: I use a mod called Virtual target. It allows me to point to any point on a planet/moon and set that as a target. It does not need to be on the vessel's flight path. Does MJ have that function somewhere? If not, it would be a nice feature, given that I appreciate MJ's one-stop-shopping system for all my KSP gameplay needs.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Apollo13 replied to Claw's topic in KSP1 Mod Releases
@Claw: thanks for looking into this. FreeEVA-0.2.0 and FirstPersonEVA satisfy my request perfectly. So, no need to waste your efforts there. I do have another EVA challenge (far simpler, I imagine). When a Kerbal is on EVA and hovering about a station or vessel, I'm constantly tinkering with the WASD keys to stay in place in relation to that vessel. That's because WASD/Shft/Ctrl is clumsy which cannot be fine-tuned, such as with RCS in docking mode. My suggestion is to provide a toggle whereby the kerbals X/Y/Z velocity vector match those of the vessel. Thus, the kerbal isn't moving in relation to the vessel. When the player pushes the WASD/Shft/Ctrl keys, the Kerbal translates in that direction. Upon release of the key, the kerbal's X/Y/Z velocity vectors are then set to those of the vessel again. This assumes the vessel's roll/pitch/yaw (X/Y/Z rotation velocity vectors) are 0. It's incumbent upon the player to ensure that. It's a bit much to ask of you to take those in consideration as well. If there are two or vessels in the vicinity, it would be nice if the player can select the vessel. Perhaps a simple solution is to match whatever vessel the kerbal was last in or attached to (via a ladder) As I mentioned, this functionality should be a toggle in the kerbal's context menu, so the kerbal can fly about without limitations, when necessary. Now, when/why would I use this? EVERY EVA I would go on. I would toggle the thing on as a default (maybe add that to a CFG file?) I use KAS's functionality a lot to relocate and replace equipment on vessels. So I currently have to tinker with the WASD keys while trying to place the item precisely. Your function would ease that pain tremendously. I also transfer kerbals between station parts and habitats via EVA instead of KSP v0.25 EVA Transfer function (yeah, I'm old school. Using the Transfer function between modules that are not directly connected seems like "cheating" to me.) thanks, again, for all your work to fix Squad's failures. I wish is that Squad would do a release whereby they concentrated ONLY on bug fixes (As Space Engineers and Prison Architect do). Players would be far happier to be able to play with the game they've got instead of the bug-ridden PoS that Squad wants. In both SE and PA, players have universally applauded bug-squash/no-new-features releases. -
Out of frame, but it was there.Sidebar, having no association with MJ. I mentioned the funky physics. For your amusement, here's an image of what I'm talking about. The module at the left is actually attached at the location indicated by the red arrow. When I rotate the module, the StationScience Cyclotron rotates as well. I'm using KJR here, so this shouldn't happen. This is not an isolated case. It sometimes occurs with/without MJ.
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I started a new game with only MechJeb plus SelectRoot (VAB-only use) plus KJR and kData (in-flight) In this image, the red-circle vessel is docking with the orange-tank vessel. From 57 meters away, MJ Auto-Docking was flawless. It spent only 3 Monoprop; nothing wasted. There was no constant blowing of Monoprop, no constant tinkering with vehicle attitude. This is why, in my previous post, I state that I cannot conclusively state that Auto-docking is at fault. I will continue additional testing. Perhaps, in previous examples, the RCS was not perfectly balanced; hence, the constant adjustment. Even so, I'd prefer auto-dock not constantly do that. Secondly, it still does not explain the behaviour whereby auto-docking immediately pushed the docking vessel to the left of the target, even when the two vehicles were centered on each other. Again, I'm working with dev build #352, so I'm not expecting perfection here. Unfortunately, although I can over-ride "Starting Distance", the minimum allowable is 10. Here'as the lines that were added to MechJebModuleDockingGuidance.cs: I'd like to be able to set it to whatever value I want (greater than 0), so I can close in manually then kick on auto-dock. Then, again, perhaps PAR will obviate the need at all. EDIT: Just tried using PAR for first time to dock. OMG, I'm in love!!! LOL. the first picture was actually sharper, but very, very dark. I increased the brightness and contrast so that folks could better view the vehicles. There are Junior docking ports on both vessels. This is indicated because the Auto-docking window shows no yellow warning messages. Without ports, there would be warnings.
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I didn't take it personally at all. I assumed you meant the ubiquitous "you". But, thanks for your consideration (truly, a rare thing in forums). Been there. Done that. Got the t-shirt. I can't blame MJ at all if thrusters are not balanced to the load. I just wish I could use MJ' RCS balancer in the VAB. I use SMART A.S.S constantly, but I didn't know about the PAR. I'll have to search through the many buttons to locate that and USE IT. Thanks for that. gave you a forum rep point.Having said all in the above in posts, I CANNOT conclusively lay all the problems at MJ's feet. I say that, because there is something going funky with the physics. Looking at the MJ's Delta-V window (another MJ innovation in constant use), it shows the TWR for that vessel at 0.02. That's not a typo. TWR should read about 2.63. I've seen this behaviour rather recently. thus, I consider some mod (perhaps MJ) may be the culprit. I'm going to experiment with a clean, MJ-only game.