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Everything posted by MrHappyFace
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Neat, but how is this better than using the stock engine modules?
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There is Better Time Warp: http://forum.kerbalspaceprogram.com/threads/85926
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[GENERATING FACT] >>>> Did you know that the Apple Macintosh Plus from 1986 ran Windows Vista? [DISPOSING OF FACT] [GENERATING FACT] >>>> Did you know that Minmus from the NES game, Kerbal Space Program, was inspired by President Reagan's favorite ice cream flavor, Rocky Road? [DISPOSING OF FACtttttttttttt-ttt-ttt-t-ttt------ . ... [REBOOTING] >>>> Reboot complete [GENERATING FACT] >>>> Did you know that the Untrue Fact Telling Machine loves talking about itself in the third person? *gunshot* ... It appears that the Untrue Fact Telling Machine has encountered a fatal error. Please visit your nearest UFTM Retailer for a replacement.
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is the reflective-ness value configurable?
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- texturereplacerreplaced
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Well...
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The Part classes are deprecated, and haven't been used since 0.15. Now, all parts use PartModules, and the solution for making a command module us quite simple: have a module, that sets vessel.isControllable to true as long as vessel.state == State.PreLaunch, or something like that. You shouldn't be making any Part subclasses, as almost everything they can do, can be done with modules much more cleanly. As for the gyro, try messing with the vessel.vesselSAS and vessel.Autopilot members.
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False, In fact, I have never even been on a plane before, because [Redacted] TUBM is a fan of fans
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[FORUM GAME] Rate the avatar of the person above you.
MrHappyFace replied to mincespy's topic in Forum Games!
10/10, perfectly describes UFO Researchers ... but seriously though, you need more posts, then you'll have full permissions and you can edit your avatar using the settings, which can be found in the top right corner with your username. -
Banned for eating a sandwich.
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You have to use the same version of unity as KSP 1.0.2 uses, which I think you can find out by looking at the properties of the UnityEngine.dll. I also think you have to put it in Assets/Plugins/x86/Assembly-CSharp.dll. Caps and spelling matter. Not sure if you were just paraphrasing, but the spelling/caps does matter. It's probably mostly the unity version, unless you have the correct unity version, in which case I'm clueless.
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if (FlightGloals.ActiveVessel.isEVA) { Vessel vessel = FlightGlobals.ActiveVessel; var experience = vessel.GetVesselCrew()[0].experienceTrait; //TODO: add more stuff that does things } Beyond that, it's pretty self explanatory. Just don't use vessel.GetVesselCrew() in every update loop, as it is a very expensive operation. Cache the return value, and update it every time FlightGlobal.ActiveVessel changes.
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Have fun in hell, or whatever the equivalent of hell is in the microverse.
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You shouldn't be touching the MapView.orbitLinesMaterial because it's the global material for ALL orbits. Instead, you should do this: In the Planetarium.fetch variable (or .Instance, not sure) there's a property called Orbits. You can iterate through this and find the orbits of the planets you want to hide. You shouldn't outright disable the orbits, because then they won't be updated, and the planets you disable won't move, or just disappear, instead you should try messing with the OrbitRenderer (might be just Renderer) field of the orbit, and set the drawMode field to DrawMode.OFF, or something along those lines. There are many values in the OrbitRenderer and OrbitDriver classes that look like they disable or hide the orbit, but this is the only one I've found that actually works without glitchieness. Might be some errors in there, I'll update this post when I get home and can look at the assembly browser in my IDE.
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Determining if a Kerbal is conscious??
MrHappyFace replied to tg626's topic in KSP1 C# Plugin Development Help and Support
If you've already added a PartModule to the EVA part (male and female kerbals are seperate parts apparently, so keep that in mind) then you can just use vessel.evaController.isRagdoll As for forcing the kerbal off the ladder, I assume a small force to push the kerbal off the ladder would suffice, but if you want more control, look into vessel.evaController.fsm. It's the animation/event engine for EVAs that allows you to run events like becoming ragdoll, jumping, or even letting go of a ladder. I suggest looking at the source code of the Follow Me mod. Even though the mod is from 0.25, the code still works though. -
I did something similar involving kerbal joints, but I only have the ability to make poses, not moving animations, . It's just a tool that goes through all the kerbal bones, and allows you to manipulate them through a basic gui. This pose was made by rotating the base bone-hierarchy transform by 90 degrees, and bending the neck/upper jaw bones. It also turns out that it's really easy to add editor gizmos to kerbal joints, so that kerbal animations could be made in the VAB/SPH. You'd manipulate the bones with the rotation and translation gizmos, then save consecutive poses as keyframes in an animationclip, which could be saved (in some kind of text based format, or ConfigNodes), and reused as parts of the KerbalFSM system. Also... the poses in my avatar picture were also made with this. I also have a tool that can selectively disable renderer components and colliders, which is how I removed the jetpacks/helmets heres a higher res version of my avatar image
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Time Control uses a custom built system for customized physics time warp, while this mod just hijacks the stock system. The stock system has been in development for many years, and is less buggy. In the stock game, physics simulated at the same physics fps in real time no matter what. That means that in high physics (>1) warp, physics is less accurate. This way, there is no major extra CPU usage at higher speeds. It's like zooming in and out in a game. If you zoom out, then you can see more, but with less resolution for smaller things, and if you zoom in, you can clearly see every detail of the things around you, but you see less overall. Lossless physics in this mod basically rescales the "resolution" of the physics as you warp so that you can see more stuff (time passes faster), but without sacrificing any accuracy. If you want to run an ion engine for a few hours of in-game time, and the craft is relatively simple, then you can just run 20x phys-warp without lossless-physics and get an hour of burning done in 3 minutes. This kind of physics warp shouldn't slow your computer too much, but it still can by a small amount. If the craft is less stable, the you'd want to use lossless-physics. If your computer is slow, then you can set the lossless physics to 1/4 accuracy, but if you have a slightly beefier computer, then you could run 20x phys-warp at accuracy setting 1, and keep most of your physics accuracy. I say most because even the best computer wouldn't perform perfectly. Final Answer: If you're using lossless physics, then that's an expected side effect. The CPU usage goes up when the warp goes up. If your computer can't handle that, then disable lossless physics, and you shouldn't experience any major increases in CPU usage, but you'll be sacrificing accuracy. If you don't have lossless physics enabled, and your game still lags above 10x or 20x phys-warp, try restarting your game, and if that doesn't work, your computer. If none of that works, or you have an old computer or weak CPU, then I can't help you as it's a limitation of KSP's physics engine, and your computer.
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I'm not actually using any custom time acceleration, just tapping into KSP's native TimeWarp system, so the API is already in the base game. IF I ever implemented rails-warpable engines, (I don't really see why though, because really high physical time warp is incredibly stable as long as you're in space) then the fact that it's at on-rails time warp already means that joints are frozen by KSP's code. However, I don't think on-rails engine simulation is a thing that I will ever include in this mod, because it is incredibly complicated, and falls outside the scope of this mod. It's simple enough if I have one engine that is perfectly aligned with the center of mass, but it gets waaaay more complicated once you take into account off-centered engines, multiple engines, engine heating, etc. A hypothetical on-rails mod could only allow 1 engine at a time, but then off-centered engines are still an issue. If off-centered engines and torque are completely ignored, and the force is just applied along the mean direction of the engines, then it could work, but that wouldn't be all that fun, because it could be exploited, and it would be unrealistic. It's technically doable, but it's a project for another time, and an entirely separate mod. Edit to avoid post spam: 4Chan really likes my mod