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Everything posted by Torminator
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Ha! Finally found it. I still don't understand the "github but not" hint but oh well.
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I don't even particularly need this early, but I'm really frustrated that I can't find it.
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For those not familiar with the C# programming language
Torminator replied to Astral_Nomad's topic in KSP1 Mod Development
I've been using this, both for KSP and WinPho8 apps, and I agree; it's quite good. -
I... I keep thinking of ideas for plugins... and then someone else does them. I'm cursed! I also second blaylock's request. One of the things I've really wanted in KSP is that crackle that you hear in recordings of rocket launches. I don't know if that exists in person or is an effect of recording, but it's -cool-
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I am going to have many, many questions throughout this process. Is it acceptable to put them here? Should I make a (single) thread in the plugin sub-forum? Should I just go sit in my corner? anyway, before my welcome is completely worn out, I want to be able to save this list, in some way, and then be able to use this list to construct a sort of memorial. I /think/ the way to do this involves the OnSave and OnLoad methods, but I'm not quite sure what to do from there. There's also the option of serializing the object and using the IO functions to save the binary, but I suspect this is my procedural habits talking, and it seems unnecessarily complex. Just to make sure I've got this right- if I write a method tagged with "override" called OnSave(), whatever I enclose in the braces will be executed whenever the game autosaves, correct? Or does this only work with part modules?
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[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
Torminator replied to BahamutoD's topic in KSP1 Mod Development
I think smoothing groups are a 3ds/maya thing, while edge split is a Blender thing. I've always just used Edge Split. The only part that really looked odd was the upper circumference in the first screenshot. Could just be the angle, though. -
Not building SSTO's. It's like an addiction. My Mun lander was carried into Munar orbit by an SSTO.
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[WIP Plugin] Extraplanetary Space Centers!
Torminator replied to skykooler's topic in KSP1 Mod Development
I've had a similar thing happen with Infernal Robotics parts occasionally. If I have a lot of parts attached to, say, a rotator, and try to add it in symmetry, I get exactly what you described. One thing that works for me sometimes is ctrl+z to undo, and then ctrl+y to redo. -
Hopefully this is a right place for this. I get lost 'round here. I've been trying to learn C# and KSP scripting at the same time, and it's been a pain in the Kerbal, to borrow a phrase from Devo. However, I got a basic plugin functioning that builds a list of all the Kerbals that have died ("missing") when you enter the space center scene. For now it just prints to the debug log, but I've got more interesting plans down the road. Mainly I just wanted to see if anyone had some advice on the code's structure. I have a LOT of habits from procedural programming that are difficult to break out of. (For instance, I was trying to figure out how to create a list that would contain a kerbal's name, as well as their other relevant data. Then I realized that was exactly what I was pulling that data from- an object.) So yeah, anything stand out as being particularly inefficient/prone to breaking? using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace Tor { [KSPAddon(KSPAddon.Startup.SpaceCentre, false)] public class Kerborial : MonoBehaviour { public void Awake(){} public void Start() { List<ProtoCrewMember> kerbolist = new List<ProtoCrewMember>(); foreach (ProtoCrewMember kerbal in HighLogic.CurrentGame.CrewRoster) { if (kerbal.rosterStatus == ProtoCrewMember.RosterStatus.MISSING) { print(kerbal.name); print("Is no more!"); kerbolist.Add(kerbal); } } print(kerbolist.Count); print(" kerbals deaded"); } } }
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I've always felt like I /should/ play it, but... the original X games are about as low as I can tolerate in terms of graphical fidelity. On Topic: I somehow missed this thread. Definitely some cool concepts; I like your style. I may take a crack at a few of them just for practice, see how they turn out.
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[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
Torminator replied to BahamutoD's topic in KSP1 Mod Development
There are a few tutorials on landing legs in Hoojiwana's info collection thread in Add-on Development. I like the part! Does the bottom fit 3.75m parts? That would be snazzy. The only thing I see is that the first shot you posted looks a little odd. Did you use smooth shading? Sometimes that can get weird if you don't dampen its effects with edge split/smoothing groups. -
I would say the simplest case against purely acceleratory damage is that if you have a fuel tank with two mainsails on each end firing at full thrust inwards, that tank is going to be under massive stresses, but 0 acceleration. That said, even if we assume g force damage is proper, it's a bit wonky in DRE. I had an entire spaceplane go poof because it hit a bump on the ground after landing. The landing gear didn't break, the entire plane went, quite literally, poof. I also got the periodic "burned up on reentry" right after loading the rocket for launch but BEFORE the physics kicked in.
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Importing prefabs from Unity
Torminator replied to AncientGammoner's topic in KSP1 C# Plugin Development Help and Support
The particle emitter in part tools is broken, or so I've been told/heard. -
[0.22] Extraplanetary Launchpads Legacy Thread
Torminator replied to skykooler's topic in KSP1 Mod Releases
I think that's also in the Hooligan launchpads pack, though I don't know if it has the EL functionality... It's called "Landing Pad" versus "Launch Pad" -
I believe the SABRE engines use the Exsurgent Engineering Hyda engine controller plugin. It's what powers the dual-mode operation. It could likely be done using the same plugin as the SABREs, but I'm not sure how many people would find it useful. Sadly, I'm not so hopeful for an update to this pack, since bac9 has quite a bit more going on now.
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[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
Torminator replied to ZRM's topic in KSP1 Mod Releases
ZRM informed me that a few users were having trouble with the video being blocked because of the song. I uploaded a separate version using Youtube's royalty-free music, for those who've had trouble. -
A few questions about mods and models
Torminator replied to Torminator's topic in KSP1 Modelling and Texturing Discussion
Yes, I should have been more specific. It seems like there are quite a few meshes that have smooth shading, but aren't using Edge Split, smoothing groups, or some other means of limiting the effect. But thank you for the other information! Now I just need to figure out how to make a good emissive texture. The ones I've made so far haven't quite looked "right."