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KSP2 Release Notes
Everything posted by Crzyrndm
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That seems like a roundabout way of doing it since you probably started with a viewing angle. Also, you might want to double check whether you want surface or orbital velocty as your reference (srf is probably correct, but...) down = -vessel.upAxis Vector3d VelFor = Vector3.ProjectOnPlane(v.srf_velocity, down).normalized; // rotate down vector about velocity vector, shift along that direction until level with the surface below the vessel Vector3d left = vessel.transform.position + (Quaternion.AngleAxis(0.5f * viewingAngle, VelFor) * down) * (vessel.altitude / Math.Sin(0.5f * viewingAngle)); Vector3d right = vessel.transform.position + (Quaternion.AngleAxis(-0.5f * viewingAngle, VelFor) * down) * (vessel.altitude / Math.Sin(0.5f * viewingAngle)); - - - Updated - - - On another topic, how do you close the astronaut complex overlay.
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Way to use mouse for more precise flying?
Crzyrndm replied to NoobSaibot's topic in KSP1 Gameplay Questions and Tutorials
Or you can mod it. Analog Control or On Screen Joystick -
Vessel Modules Discussion
Crzyrndm replied to Crzyrndm's topic in KSP1 C# Plugin Development Help and Support
You may not have noticed but this was specifically about VesselModule type plugins, for which there was no information unless you happened to stumble upon them in one of about 4 plugins and do your own testing to ascertain the behaviour. The only reason the other plugin types are mentioned is as a comparison, there are hundreds of examples of PartModules and MonoBehaviour/KSPAddon out there. If you look at all you can't miss them. tl;dr Nice helpful post, but the context is somewhat lacking... -
Already available in the space centre scene along with a few other settings (my choice of icon on the other hand, could probably be better...)
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Direction vector perpendicular to velocity and parallel to the ground but I don't know if that's what he's asking for There's a chunk of code on the plugin section of the wiki for drawing arrows that would meet your requirements for configurable width. ArrowPointer might function fine if the width isn't too little
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I really don't know. 90% of the multi-monitor display is being handled by KSP/OS, the plugin is just telling it where to display the visuals inside the full space allocated for KSP. To get full use of the monitors you'll probably have to set KSP's resolution to (1920+1050) x 1680 and then fiddle with the plugin settings file to place/size the view to your main monitor (if necessary).
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[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
https://github.com/Crzyrndm/RW-Saturatable/blob/master/GameData/RW%20Saturatable/RW.cfg#L9-L10 Set the 0.025 in those lines to zero bleedRate { key = 0 0 0 0 // with 0% saturation, 0% of torque per second (0% total with the default scale of 10) key = 1 0 0 0 // with 100% saturation, 0% of torque per second (0% total with the default scale of 10) } Be careful not to enter timewarp with any momentum unless using persistent rotation -
[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
It's still in the OP isn't it I have some other ideas for improving the AC user interaction/interface so it'll probably see some deelopment time soon and I'll add configurable buttons to the list -
Starting of Stage Plugin
Crzyrndm replied to Antares_Insomnious's topic in KSP1 C# Plugin Development Help and Support
Staging behaviour of a part or group of parts is a part module. Behaviour of the staging list in general (eg. creating a new UI) would be a KSP Addon/MonoBehaviour Basically, does the behaviour belong to the part (part module), vessel (vessel module), or scene/game (KSP Addon/Monobehaviour) All parts have a stagingIcon field (I would guess it overrides a set of defaults picked out by the part modules a part has) for specifying it, and you can get (and probably set) a parts staging icon in code via Part.stagingIcon -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
Those gimballing engines aren't above the CoM by any chance? I recall stock having trouble with gimbals mounted forward on the vessel- 14,073 replies
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- aerodynamics
- ferram aerospace research
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It's only two numbers if you happen to diff one file at a very specific time period. Since I'm the only dev and I don't really use git as anything more than a backup I don't see that particular little quirk as an issue. Not doing so provides a very minor advantage but will cost time. What I really need to fix with the versioning is this. It's an important debugging tool but I always forget to change it. At some point I need to write something to auto-generate that and the AVC file from just 4 strings (version, KSP version, KSP min/max version) but it's just another of those housekeeping things that I never seem to get to
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This is an artifact of my release habits . When I package a release, I upload all of them before making the .version file changes (so the release will normally have the .version for the commit after it). This is for two reasons: Not having AVC tell people there's a new version out before I can finish uploading and checking things, and not having the name of the last commit in the relase be ".version 2.3.0" This would be the release package branch I believe. PS Any questions just ask. I know I have a terrible habit of not commenting code most of the time I don't know because I didn't know there was an issue with it. Could you please elaborate/provide logs/etc.
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Check it on a new save. If it doesn't appear, it's a stock issue with the resources system and has nothing at all to do with FE. If it does appear, I need logs to do anything about it
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Try using orbital velocity instead of the rigidbody velocities. May not help, but at the very least it'll be more consistent (KSP doesn't use a fixed physics reference frame position/velocity and using a velocity that isn't against a known reference frame sounds fishy to me). My suspicion is that the velocity of the active vessel is going to be non-zero and you aren't accounting for that with attractedVessel.rigidbody.velocity.magnitude Target relative velocity FlightGlobals.ActiveTarget.obt_velocity - FlightGlobals.ActiveVessel.obt_velocity
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Timewarp.(fixed)deltatime is AFAIK the KSP implementation of Time.(fixed)deltatime. You don't have to be in timewarp for the timewarp class to return correct values (but I can't comment on the reverse). I use the Timewarp versions exclusively reasoning that the KSP specific version is more likely to be correct in any given situation
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That's a new one. Laggy where and Logs please
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[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Well, that's somewhat better I guess. Still, I've already done what should be the necessary steps to get things showing up so no need to bother this time. If things are still not showing up in a few hours then feel free (just don't do SAS Reset) -
New "Electrical" Part Tab
Crzyrndm replied to Zucal's topic in KSP1 Suggestions & Development Discussion
Move any further questions to here so the thread isn't completely derailed: http://forum.kerbalspaceprogram.com/threads/104231-0-90-Filter-Extensions-1-17-%28Feb-9%29 1) yes (NF in particular is "known" and the pod will probably be picked up by category or the fact it has crew), and for the reconfigure only the 10 listed above (the default package also adds about 10 in Function and adds another 10 odd categories for really narrowing it down) 2) You don't touch parts for the most part (if you did, you need to use the stock category names. KSP doesn't recognise anything else and FE specifically blocks "hidden" parts that don't show in any stock or other mod category). Specifics of moving things around will need to go into the FE thread, but it's all done from the configuration files not from the parts 3) Yes, all other mods categories show up after unless specifically removed -
New "Electrical" Part Tab
Crzyrndm replied to Zucal's topic in KSP1 Suggestions & Development Discussion
All done by characterising part components, so for the most part it will. Some mod modules aren't "known" though and will still show in their old locations (general aero for aero, misc for utility, etc.) -
[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Urgh, I forgot about CKAN. Don't go editing the version info, its using the .version file that's part of each release at the moment which I can update remotely for everything EXCEPT CKAN >.<. Will be fixed shortly EDIT And apparently I forgot to update the remote files for 1.0.4 as well. 2 birds with one stone... -
Disregard my earlier statement, turns out this is a quirk of when things start and KSP remembering it's last active resolution somewhere. The short version: KSP.exe starts in last successful resolution => plugin starts, creates blackout panelling for a window against the resolution KSP is running at => KSP reads the settings file and updates the resolution rendering (which the blackout panel is not configured for) Basically, the issue appeared the first time KSP was started after manually setting the resolution (and now I know what caused it, I can fix it...) If you can get KSP to stretch over multiple monitors, this will work (actually, you could move it around in a single monitor as well, but what's the point ). No special trickery involved Progress update For the editor scenes, I may have to resort either to constructing them from scratch or temporarily downsizing KSP. They are stubbornly refusing to undistort in any reasonable manner and I've had enough of bashing my head against a wall for the time being. I also had a go at reconstructing the map in another view with some interesting results, but nothing useful at this stage.
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New "Electrical" Part Tab
Crzyrndm replied to Zucal's topic in KSP1 Suggestions & Development Discussion
Take a look in the latest release (last hour or so). It has a rearrangement of stock categories that is fairly similar to what this thread has suggested plus a few other things that I've found useful and includes the electrical tab that should do exactly what you want Layout (NOTE some parts appear in multiple locations, but tabs are still between 0.5 and 1.5 pages stock) Command and Crew: Stock pods category + other crewed parts Attitude Control: Stock Command and Control + aero control surfaces Fuel tanks Engines Structural General Aero - Everything in stock aero category that isn't a wing + parachutes, adapters, and cargo bays Flight - Wings and control surfaces Misc - Stock Utility without Generators, Lights, batteries, solar panels, cargo bays, crew pods, and parachutes Electrical - Generators, Lights, batteries, solar panels Science NOTE: Delete the "000_FilterExtensions Configs/Default" folder to stop all the other categories appearing -
Filter Extensions v2.3.0 Added subcategory Check type, allows quick reference to other subcategories (just be careful not to make circular references...) Added a set of configs to rearrange parts in the stock subcategories of Filter by Function (separate sub folder in configs, will be separate on CKAN) Bulkhead profile updates from Kerbas_ad_astra KSP v1.0.x compatibility changes from KaiserSoze Added a settings window to the space center scene Base Layout of Filter by Function with the rearrangement (Note: parts can appear in multiple locations) Command and Crew: Stock pods category + other crewed parts Attitude Control: Stock Command and Control + aero control surfaces Fuel tanks Engines Structural General Aero - Everything in stock aero category that isn't a wing + parachutes, adapters, and cargo bays Flight - Wings and control surfaces Misc - Stock Utility without Generators, Lights, batteries, solar panels, cargo bays, crew pods, and parachutes Electrical - Generators, Lights, batteries, solar panels Science
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Only touch scalar. If the response is too quick/vibrating, increase it. If it's wallowing, decrease it. About 80% of the time, that'll sort things out