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Everything posted by Nertea
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[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
Looking good! You could make the intake grilles dark grey - we seem to be doing that with out stuff. You could also change the stripe up top to red/black rather than red/light grey - again, that's the trim colours we seem to be using. Aside from that, you could try putting some caution tape around the intake itself, and maybe drawing a maintenance hatch or similar on the back area to flesh it out some. -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
Shiny. Very shiny. -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
Well, I've just finished up the texture and animations for the drill . Not completely happy with it yet, but it'll do for a first pass! -
The bounds of the parts are not calculated correctly for skinned meshes. I've consistently had this problem when using them, and haven't found a solution yet (see two of the large solar panels in NFT).
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[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
Tank is good enough for a first pass now. Will get normals later I expect. Expect it in your inbox soon Rover I also decided to release some stuff if anyone want to use it for this project: This is a near-replica of Squad's 1.25m "tank end" template. Provided in weathered and pristine versions. It can fit either on a geometric version or a flat version Here's the psd! -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
Here's the palette, I labeled about what colours I'm using for what. It's of course up to the individual modeler whether they want to use them, but hey, consistency is good. The darkish grey and nearly-white colour are both the same as Squad's as used, for example, in the FLT-series fuel tanks, so they will mesh well. -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
I love it! Keep in mind that that tank model of course has no detailing at all . I'm going to post the palette I'm using when I get home also - looks like you matched it exactly, but for the benefit of anyone else -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
2.5m converter! Imagine spinning fans and old-gas-pump style numbers. -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
Yes, I like this colour scheme. It looks most... awesome. -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
Working on some initial models! On the left is a ventral drill piece. It could probably use some more detail around the inner ring to spruce it up, but I'm very happy about how it turned out. it folds up pretty nicely and could probably be wrangled to extend further down if needed. On the right is a really basic 2.5m tank, I didn't want to go for anything really fancy or detailed like the NF tanks, so it has a very flat profile. The vents provide a little bit of visual detail. What I'm wondering is what highlight colour to use? Kethane has a strong green/white vibe, and a lot of other stock fuel systems have particular colours. What should we use for Karbonite? I did some tests with a number of different colours and wasn't satisfied with them. -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
I'd ideally like to make a full set at some point, but yeah I could knock those out in maybe a week. Just give me part specs (eg. 2.5m inline as high as the large monoprop tank) and I'll mock up some models tomorrow. -
[24.2] Karbonite Ongoing Dev and Discussion
Nertea replied to RoverDude's topic in KSP1 Mod Development
Would model stockalike parts for this . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I've found a little time to do some modeling recently, so here's some pictures of what might be in store: First, preview of new VASIMR models: Next, an interesting expanding curved solar array (2.5 -> 7.5m) The old Orion solar arrays, a much requested item: The NASA asteroid tug solar array (connection method not quite worked out yet) And lastly, an idea for a low-profile skeletal high-strength docking port (no crossfeed allowed) for orbital construction. Probably not quite final yet. -
Proper loading of ConfigNodes in a PartModule
Nertea replied to Nertea's topic in KSP1 C# Plugin Development Help and Support
Ah, awesome. I'll do that. - edit: Ok, so I tried this... and yes, that worked. Stuff loaded in the VAB. However, of course, changing the scene to Flight cleared everything again. So reload in flight? Nope, now my saved ConfigNode is empty! So in summary: - Loaded data in OnLoad(), saved the whole module's ConfigNode to a public variable - Data reloads manually just fine in the VAB/SPH - Data does *not* reload in flight because the ConfigNode is empty. So I'm just generally scratching my head on how all this works now. -
I've looked around a bunch and haven't really been able to find any documentation on this. Essentially I have a new PartModule that I would like to contain a few new blocks similar to PROPELLANT blocks. The goal would be something like this: MODULE { name = VariableISPEngine EnergyUsage = 180 UseDirectThrottle = false VARIABLEMODE { name = ArgonMode ThrustCurve { key = 0 6 key = 1 22 } IspCurve { key = 0 12000 key = 1 3200 } } VARIABLEMODE { name = HydrogenMode ThrustCurve { key = 0 1.9 key = 1 6 } IspCurve { key = 0 26500 key = 1 5250 } } } Now, I've got that working about halfway, then I got stuck. Based on the documentation I've collected, I can successfully load the above data by reading it into an implementation of ConfigNode. public class VariableEngineMode : IConfigNode { [Persistent] public string name = ""; [Persistent] public string fuelType = ""; [Persistent] public FloatCurve thrustCurve = new FloatCurve(); [Persistent] public FloatCurve ispCurve = new FloatCurve(); public VariableEngineMode() { } public VariableEngineMode(ConfigNode node) { Load(node); } public void Load(ConfigNode node) { if (node.name.Equals("VARIABLEMODE")) { ConfigNode.LoadObjectFromConfig(this, node); if (node.HasValue("name")) name = node.GetValue("name"); if (node.HasValue("fuelType")) fuelType = node.GetValue("fuelType"); if (node.HasNode("ThrustCurve")) { thrustCurve = new FloatCurve(); thrustCurve.Load(node.GetNode("ThrustCurve")); } if (node.HasNode("IspCurve")) { ispCurve = new FloatCurve(); ispCurve.Load(node.GetNode("IspCurve")); } } } public void Save(ConfigNode node) { ConfigNode.CreateConfigFromObject(this, node); } } Then load it via my PartModule's OnLoad() section. This code performs fine at load time - that is, I can read out the members of engineModes and they are correctly populated during the KSP loading scene. public override void OnLoad(ConfigNode node) { base.OnLoad(node); ConfigNode[] nodes = node.GetNodes("VARIABLEMODE"); engineModes = new List<VariableEngineMode>(); foreach (ConfigNode n in nodes) { VariableEngineMode mode = new VariableEngineMode(n); engineModes.Add(mode); } this.moduleName = "Variable ISP Engine"; } The issue - Once ingame and the part's OnStart() runs, engineModes is back to an uninitialized, empty List. I've also tried doing in with a builtin array with no luck. So, what am I missing? I feel like there could be some step between OnLoad and OnStart that I need to specify, but I can't find info.
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[Tutorial] Animated Landing Leg w/ Suspension
Nertea replied to BahamutoD's topic in KSP1 Mod Development
Did you ever solve this? I'm having the exact same problem, with (as far as I know) everything correct. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks! The monitors and such are custom - I don't have time to make fully custom pages for them, so I'm mostly using the stock RPM page configs until either I can find someone who wants to work on it or I get REALLY bored -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Unchanged. Glad you like it! It should be easy enough to change them to anything supported by RPM just by editing the cfg file that defines the prop. Just change a few lines. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I had hoped to have this done this weekend, but it looks like I'll be away so unable to do it. Still, it's almost done. In apology, I'll also include 2 new structural trusses - a Mission Support truss containing monoprop and batteries, and the missing Liquid Fuel/Oxidizer truss. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I will probably follow the way most people do it, with a stock cockpit including a RPM patch via ModuleManager. However, don't expect it to work well without the displays, because that's how I am designing it. Anyways, remodeled the interior. I am pleased to report that it looks better and has 100% less random holes and mesh smoothing errors than the one that's currently in NFP. Props are now even more almost done (added action group switches, finished the last pair of RPM screens, added advanced power display monitors), all that remains in the todo list is models for the various cabin lights and for the aft hatch. I will begin actually texturing the interior shell today too.. At some point I actually have to make some proper pages for the RPM displays too. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
There's still a ton to do, but, well, things are coming along! I have about 3/4 of the props I want done. I'm in the process of trying to finish up that top instrument panel. -
The Open Part Mod - Week of 4/25 project started
Nertea replied to StarVision's topic in KSP1 Mod Development
Decided to have a shot at this. It's a cross between a radio, walkie-talkie and cassette player. The antenna even animates! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I haven't done anything, no. My idea is essentially a MFD panel panel near the door for cameras only, and a couple of general resource MFDs near the large internal window with the RTG. The rest would be styled similarly to the Hitchhiker, but with more props hanging around (O2 bottles, batteries, etc) as opposed to snack containers. Progress report: all the buttons!