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Jiraiyah

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Everything posted by Jiraiyah

  1. umm did you ever thought about using new gui system with a world type canvas?
  2. can we make a built in moduleResourceIntake via code? if that is possible, then it should not be that hard is it?
  3. hmm the mesh part is simple, but material part, maybe you would need custom shader or maybe you can go with the standard shaders for it, question is, what would be the mesh? if it is text, then that may complicate things a little, but long story short, any mesh would need renderer, a vertex array plus another array that would tell the system what index in that array should be the order, there are many tutorials online both in text and video formats that maybe more usefull than what ever i can come up with when it comes to procedural meshes and for shader, ufff i am ever worse than you knowledge wise in that regard
  4. :/ still no insomnia attacks lol for a sec i forgot that 1.2.1 was there and this can be just regular update then when i hit the download button i remembered it and had a face fault
  5. well i tested the collider, either i did something derpy or it did fail, well, the air intake module has an option for breaking the air intake but the animation is not tide to the animation at all and closing the gap won't affect the amount of air intake i am afraid take a look, first with the doors closed Now I open the doors as you can see, there is no significant change in the air flow
  6. Got it working the doors are opening and closing now. @NecroBones Time to see if your theory about colliders work on the intake
  7. thanks sir, i hope someone see this thread and help me aka maybe @RoverDude ? (sorry to call you like this buddy )
  8. @NecroBones hmm do you think it would be easier to use coding? i'm not afraid of getting my hands dirty in that aspect but may need a code snippet or two from already existing mods that do this, i remember i had seen parts with animations for air intake also i'm fairly sure for doing the animation in combination with rapier switch either i have to have a separate button so that i can use it in action group or i need to do it via code and i think in both cases i need to code? question is, can you point me any good repo online doing it in code? thanks
  9. Hi everyone, I took an old model from forums, I tend to use it as a radial mounted rapier engine that has built in air intake, take a look: as you see, those three small fins has animation on them, now, how can i use this model in a way that when we switch the mode on a rapier engine, they will open and close and provide air intake? I am totally new to ksp modding, i don't even know how to play those animations in ksp yet, please someone help thanks
  10. thanks sir, you just made my life easier, i just started with part developing for some models that were sitting around the forums for quit some time and no one is using them, thankfully their licensing let me use them and this will help 200% of the times lol
  11. sir please read the pms :P i sent you two pm by now and looks like you never read them?

    1. electricpants

      electricpants

      KasperVld left the forums, that's why he didn't respond. :/

  12. @blowfish sir did you hard limit the plugin to 1.2 or will this work with 1.2.1 without a need for another compile?
  13. @Felbourn sir, consider getting help from linuxgurugamer, i had seen and used his mods, if you want to keep the authority i think he will be totally fine with it, i looked into your mod's source, well, i am not that familiar with ksp's API but i can tell that it's well structured and easy to maintain specially when i saw only few references to ksputil (that is obsolete now?) anyway, i am fairly sure it should be easy maintenance for practiced people that know their way around ksp's api
  14. can i ask what is the status of updating to 1.2.1? I am not asking when it will happen, just want to know what is working and what needs to be updated and if they need to be updated, at what stage they are
  15. the mas and semi major are in the pdf in download file, although i'll give u my sheet that has the sma by calculation, for gael it is more accurate than the pdf the masses didn't change but some other parts did,if you see a number in my sheet that is different than the pdf, use mine https://www.dropbox.com/s/ixh3gmptxyssn4z/Planet Details.ods?dl=0
  16. well, what i had in mind was not a replacement of configs, but an option in the game to tell that hey this new game that i am creating, put this planet as home planet and hey in that game that i am creating put that planet as home planet. I don't care if the calculations for orbital delta V map would change now, because, if i want an easier time, i would use gael as home planet, but at the same time, i would have an option to have a second save in the same game structure, to have for example tellumo as home planet and have a big challenge for myself.
  17. hmm i have an idea although i am not sure if it's possible or not, how about, let people choose what is the home planet on the creation of a new game? so sometimes you can play with gael as home planet and sometimes with Tellumo or any other habitable planet? about transfer window planer, i just gave it a try few days ago, well, i could get the total dV but some stuff made me confused, for example, i would prefer a graphical representation of angle between home planet and the target with ciro in the center of that angle, stuff like that, but i am a big noob so~~
  18. I'm not against about anything you said, in my previous post i just shown the result for you so that you can make better decisions faster. as you said, if i would want to play stock with exact kerbin specifics, why would i choose a mod pack that replaces kerbin with something else that is a little different, even tbh, i wouldn't mind more gross changes compared to kerbin, so if you ask me, i agree that seeing g=1 is more appealing compared to that crazy number, if we all agree, then i will get back to original data we had and only change the 9.81 to the new number? or should we even keep that one? i don't know if that number is internal to ksp and can we change it or should we go with the new number, that is why i asked. long story short, i agree with g=1 and question is that 9.81 to be set in my sheet. by the way, does anyone know how those calculators for planetary transfer window work? i still have room in my sheet and really don't mind having one of them here. i have this (calculating dV for changing orbit without changing inclination): and this (calculating the whole dV for changing orbit AND inclination): but i am afraid, both cases are working only within the limit of SOI, so, calculating the phase and total dV for between planetary, how to do it?
  19. What if we change both the 9.81 to the accurate one and the surface gravity? wouldn't that make everything 100 % accurate? because if that would effect stationary orbit, a trip to jool and back and you may need to baby sit orbital com coverage look at the result of changing 9.81 to the accurate value now with the additional change on g to be the new accurate one : long story short, i think for a good orbits, you may need both values, now the question is, would we need to change other g values on other planets or not? as a side note, take a look at accurate calculations for every body : as you see, with the rounding you have in the pdf, only ciro and gael get benefit of these changes so up to you
  20. I saw that they made more precision to g but thought it was for 1.2 and was correctec back to 1.2.1. so what should i do in sheet to change the whole thing? just change the g for gael and to what?
  21. talked in kopernicus forum, apparently, they hard locked themselves to each ksp version :/
  22. i am downloading it from space dock right now, previous download had them, will check, hopefully there won't be anything remained and thanks for reply
  23. true, but doing so means more maintenance with every single sub version updates, for example, right now 1.2.1 did nothing to break kopernicus, if i was the developer, i would look for major updates and ignore sub versions, that would at least solve situations like this one
  24. sigh, who should i yell at? PLEASE REMOVE MODS FROM PLANE FILES, there, when i try to load a prefabricated plane, it won't load because of some mods that is being used there. for example, quantum struts? WHY? please remove these and just put the parts from your mod there so that we can load and take a look at designs thanks
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