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KSP2 Release Notes
Everything posted by landeTLS
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hi i just wanted to comment on the most recent version of the plugin that its now compatible with most mods again. there is still the minor issue with that one time spam (semi)loop i reported earlier. but not sure if its possible to fix it as i understand its caused by calling the buggy ksp api to recurse the parts.(happens also in vanilla ksp+fusebox) all the other problems like the gui flicker appears to be solved. EDIT: Fusebox creates a framerate killing spam loop if the new version of KAS is installed "wrong version of kas installed". i traced it back to this plugin tho it was hard because of no plugin name in the debug print. i had to remove my plugins one by one to find out wich one was causing it.
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this plugin is currently incompatible(ish) with the new KAS. it works but the it spams the debug log with "wrong kas version" it causes framerate to drop to the sub 20's(i usually run ksp at avarage of 60fps+) probably only one line that needs to be added to the compatibility checker. EDIT: after some more testing it was caused by another mod(damn i wish ppl would add the name of the plugin to the debug print)
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Kerbal Construction Time/StageRecovery Dev Thread
landeTLS replied to magico13's topic in KSP1 Mod Development
I had some time to test the mod out and seems to work well. Tho im mostly excited for the build list. So here are my spesific suggestions for it: *Option to recycle a kerbin landed vessel to individual parts or store it in a list(warehouse) for launching as is (just needs to be refueled and refurbished perhaps which would only take a very short time, id like it if this process was also done before transitioning to the flightscene(dont like seeing the vessel sit on the launchpad magically filling up with resources). Perhaps with a special progressbar for refuelling. Perhaps this could be used on standard builds too after the construction is complete) i realize this is very similar to recycling but if you think about it its really very applicable to ssto's etc. This option would only be available to vessels with a command module ofcourse so it cant be done with boosters. * i like the idea of sequential building. But perhaps limited parallel construction could be researched. * perhaps in a future version you could tie in with the vesselview plugin or use repurpose code from it to get a wireframe view of the vessel as its assembled from the ground and up (this would be cool tho probably hard to impliment, thats why i said perhaps and in a future version:P) Other ideas: * now that squad is making the official contracts id suggest implimenting cost to the construction process when 0.24 is released and we know how that system is going to work. From what i heard the parts wont cost anything. Tho that sounds wierd to me as there would be no incentive to do the contracts. Im guessing squad will impliment something here so id wait to see how that will turn out. Feedback: * i like the way the simulations work now. Id like it even more if you also couldnt leave close orbit/have an orbit that leaves the sphere of influence of kerbin/ have an orbit that passes through another soi(if you do then the simulation will say something like "error, simulation accuracy breakdown... ending simulation in 5 4 3 2 1" and also have the simulation timed. A lot of what is fun with this game is the guesswork with the process after the launch. If you think about it, Kerbals dont know enough about their solar system to make simulations on the mun etc.(thats why they need to go there) The next best thing would be to test ones lander etc. on kerbin(which is what i already do. And it works well enough) -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
landeTLS replied to asmi's topic in KSP1 Mod Releases
Ill help testing ofcourse. Good luck -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
landeTLS replied to asmi's topic in KSP1 Mod Releases
I prefer this over tac any day not because of less complexity but because the gui seem much more well designed and flows better with the game(except ofcourse for the aforementioned bugs). Looking forward to the extra crew resouces.The models that come with it are also lovely. Keep up the good work asmi im sure you will eventually find a sollution to the only really major issue with the plugin(the eva bug). If i can think of any way to help out ill do so. Thanks again for devoting your free time to expand on the game. Dont give up -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
landeTLS replied to asmi's topic in KSP1 Mod Releases
O thats a feature then:D I did figure out how to close it before but i dont recall how i did it. Perhaps ill try again. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
landeTLS replied to rbray89's topic in KSP1 Mod Releases
..Motha f***in breadcrumbs! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
landeTLS replied to Porkjet's topic in KSP1 Mod Development
Wow. Simply amazing... Looks like i may finally have something to gradually replace the b9 parts i use. Dont get me wrong, The b9 parts are really beautiful and well made but most of them just dont go with stock parts/feel(a notable exception is the s2 shuttle parts) Porkjet is my new hero! -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
landeTLS replied to asmi's topic in KSP1 Mod Releases
Sounds right. Im thinking tho that its related to the fact that each time you go on eva you grab more and more eva propellant even if youre not using any(excess resource not being deposited from the eva vessel to the ship) . Im thinking its some eva vessel id issue. Tho there is another issue. The "not being able to close the eclss gui" issue due to the close button being grayed out. This one im not sure if its related to the eva issue -
Yea i guess i confused the two. It was late:P working airlocks would be cool. Youre thinking seperate parts for the airlock then right? Nothke made a hollow structural component lab with an integrated animated airlock but he never released it. It would be really cool if you had to depressurize the airlock before you where allowed to eva. Now we just need to wait for someone to impliment this and simulate atmosphere inside the ship etc. would really give a whole new level of immersion
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
landeTLS replied to asmi's topic in KSP1 Mod Releases
i thought id give this a go and compile the source to try help debugging this. some/all im going to say here im sure you probably know but ill try to give my limited insight nonetheless. first some notes on the issue the issue accurs when you: * eva a kerbal, go to the spacecenter and go back to the kerbal via the trackingcenter * eva a kerbal, jump off vessel and fly/move to outside off-rails range and switch back to vessel while still outside off-rails range * fly a ship up to orbit, eva a kerbal. go to the spacecenter and launch a new vessel and rendezvous with the kerbal(issue accurs as soon as you get within off-rails range) * fly two ships to orbit and rendezvous within off rails range, eva a kerbal from one ship, switch to the other ship and fly outside off-rails range. fly back into off-rails range and the issue accurs. the issue does not accur in similar situations when you: * eva a kerbal, stay on ladder and board * eva a kerbal, jump off the vessel and fly/walk around(even outside off rails range) fly back to the vessel and board * eva a kerbal, jump off the vessel and fly/walk around(even outside off rails range) fly back to the vessel within off-rails range and switch back, as long as you board the kerbal before going to another vessel outside off rails range or go to the space center the issue dont accur. notes: *vessels with crew or no crew are not effected by the bug but when you have the bug accur with a eva'ed kerbal close to a vessel he will make all or most of the vessel explode, probably because he is snapping all over the place. the nullref that marks the onset of all the havok usually starts and the following log here in this scenario(tried to make it as readable as possible:-P): --------------------------vessel "test"(containing Herfrey Kerman) and "test"(2) are orbiting within off rails range, Herfrey Kerman goes on eva and lets go of the ship---------------------- [LOG 06:00:04.601] About to transfer 137.5 of oxygen [LOG 06:00:04.602] Vessel 'Herfrey Kerman', O2 137.50000000/137.50000000, CO2 0.00000000/137.50000000 [LOG 06:00:04.602] RCS taken to EVA: 100.00000000 [LOG 06:00:04.603] [00:01:17]: Herfrey Kerman from test went on EVA. [LOG 06:00:04.605] LifeSupportEVAModule::OnStart [ERR 06:00:04.607] Can not find extensions container for vessel Herfrey Kerman [LOG 06:00:04.607] Vessel extension is null - this is normal if this message is only displayed once [LOG 06:00:04.642] [FLIGHT GLOBALS]: Switching To Vessel Herfrey Kerman --------------------- ------------------------------flying around/doing stuff(all is normal)----------------------------- [LOG 06:00:23.376] [FLIGHT GLOBALS]: Switching To Vessel test ---------------------- ------------------------------(now the ship "test"(2) is flown outside off-rails range from Herfrey Kerman and the vessel "test"--------------------------------------- [LOG 06:02:54.567] test Unloaded [LOG 06:02:54.570] Packing test for orbit [LOG 06:02:55.358] Herfrey Kerman Unloaded [LOG 06:02:55.359] Packing Herfrey Kerman for orbit [LOG 06:02:55.361] LifeSupportEVAModule::OnDestroy Lifesupportevamodule::ondestroy -----------------------------(from now on the unity output_log.txt gets spammed with this)----------------------- (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Updating vessel 'Herfrey Kerman': 0 modules found ---------------------------------------------------------------------------------------------------------------- but there are no nullrefs anywhere yet, and nothing out of the ordinary in ksp.log---------------------------------- ------------------------------still nothing going on other than the continuing spam in the unity log-------- (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Updating vessel 'Herfrey Kerman': 0 modules found -----------------------------("test2" flies back into off-rails range of Herfrey Kerman)--------------------- -----------------------------(the ksp.log now gets spammed with this segement repeating over and over:)--------------------------------------- [LOG 06:05:36.789] Can't add component 'Animation' to Herfrey Kerman (Unloaded) because such a component is already added to the game object! [EXC 06:05:36.799] FieldAccessException: Cannot set a constant field [EXC 06:05:36.802] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.803] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.805] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.806] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.818] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.819] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.820] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.820] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.825] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.826] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.827] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.827] NullReferenceException: Object reference not set to an instance of an object [LOG 06:05:36.842] Can't add component 'Animation' to Herfrey Kerman (Unloaded) because such a component is already added to the game object! [WRN 06:05:36.845] Part already contains resource 'EVA Propellant' [WRN 06:05:36.846] Part already contains resource 'Oxygen' [WRN 06:05:36.846] Part already contains resource 'CO2' [EXC 06:05:36.921] FieldAccessException: Cannot set a constant field [EXC 06:05:36.924] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.924] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.926] NullReferenceException: Object reference not set to an instance of an object [EXC 06:05:36.927] NullReferenceException: Object reference not set to an instance of an object -----------------------------(the unity debug_log.txt gets spammed with this)--------------------------------- Updating vessel 'Herfrey Kerman': 0 modules found (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Can't add component 'Animation' to Herfrey Kerman (Unloaded) because such a component is already added to the game object! (Filename: Line: 79) FieldAccessException: Cannot set a constant field at System.Reflection.MonoField.SetValue (System.Object obj, System.Object val, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.FieldInfo.SetValue (System.Object obj, System.Object value) [0x00000] in <filename unknown>:0 at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0 at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0 at Vessel.Load () [0x00000] in <filename unknown>:0 at Vessel.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEVA.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEVA.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Updating vessel 'Herfrey Kerman': 0 modules found (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at PartBuoyancy.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightIntegrator.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEVA.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEVA.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Updating vessel 'Herfrey Kerman': 0 modules found (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at PartBuoyancy.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightIntegrator.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEVA.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEVA.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Can't add component 'Animation' to Herfrey Kerman (Unloaded) because such a component is already added to the game object! and ofcourse while this is happening the kerbal is seen twisted into little pieces exploding anything that comes into contact with him PS: i do not see any log showing that any of the two vessels are physics loaded so im thinking the nullrefs are overwhelming the gameengine from doing any other tasks only way to end the two sets of constant spam loops above is to go to space center or end the game process going to the space center produces this log after the loop unity: LifeSupportEVAModule::OnDestroy (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject () at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0 at MapView.OnDestroy () [0x00000] in <filename unknown>:0 LifeSupportEVAModule::OnDestroy (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) (Filename: Line: -1) --snip-- ksp.log: [LOG 06:11:46.834] LifeSupportEVAModule::OnDestroy [EXC 06:11:46.840] NullReferenceException [LOG 06:11:46.852] LifeSupportEVAModule::OnDestroy --snip-- [LOG 06:11:46.989] LifeSupportEVAModule::OnDestroy [LOG 06:11:46.990] LifeSupportMapView::OnDestroy [LOG 06:11:46.990] LifeSupportMapView::OnDestroy1 [LOG 06:11:46.991] LifeSupportMapView::OnDestroy [LOG 06:11:46.991] LifeSupportMapView::OnDestroy2 [LOG 06:11:46.992] LifeSupportMapView::OnDestroy3 terminating the eva'ed kerbal from the tracking center sometimes fixes the problem and whatever is left of the vessel the kerbal eva'ed from is left working as expected. sometimes the kerbal cant be terminated and you need to edit the persistent files or start a new game to fix it(or perhaps you can restart the game didnt try that) it seems there has been made a change in 0.23 in how "eva vessels" are handeled and the code isnt able to retrieve the correct info from the api, then the inactive consumption module proceeds to try reference the nonexisting object(?) i havent gotten started trying to debug the code yet(i dont know the api well enough i think to find out whats causing the error, but ill try) i hope atleast this helps you narrow it down sorry for the uber long post btw.. trying to summarize everything i can think of:P if you want i can upload the whole logs but they are both several mb(thats a looot of text) Btw i didnt experience this bug before trying to reproduce it now. dispite using eclss since 0.23 was released. I guess its because i never leave kerbals eva'ed -
You can do all of that via a plugin. Tho there are degrees of how much simulation the plugin will do and an associated complexity in the code required to do so. In the most simple and basic way to do the pressure functionality would be to have a value that goes from 0 to 100 % in each module and if there is a break in the System (hole in the fusulage or other) the pressure would start to drain from that segement of connected modules and you would have to plug the hole in eva or move the crew and seal the module before the pressure gets too low and the crew dies. Tho there are lots of design conciderations with such a system and lots and lots of coding. I believe it was asmi i said he was going to be looking into something like this in the future for his elcss mod. But more for internal atmosphere simulation rather than faliures. Same with working airlocks. The best suggestion iwe seen for a basic implimentation of this is to add a clickable element inside the iva on the "airlock"(most ivas have some kind of airlock looking texture) that will jump the view to the connected module if there is a free seat. The problem of making actual advanced iva via a plugin comes from that the iva dont really allow moving in the space. Tho there is currently possible to add animations on parts in the iva. One could perhaps take it one step further and make a prop that is an animated openable airlock that leads to a small dark section (airlock connecting two modules together(?)), or perhaps somehow the code could even load the iva model of the connected module and connect that to the hole (no idea if this would be possible) but that would require a lot of configs placing it in every habitable space iva, the iva models would probably need to be changed in order to do this. But for actual moving inside an iva view(without hacking it by using a hollow structural component instead of an internal) i dont know about that one. I think we would probably need to wait for squad to impliment that.
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Kerbal Construction Time/StageRecovery Dev Thread
landeTLS replied to magico13's topic in KSP1 Mod Development
Im happy to test it. Will do so a bit later. If i have any spesific coding suggestions or other suggestions ill be sure to post them here tho frankly im more of a design guy than i am a coder. -
Kerbal Construction Time/StageRecovery Dev Thread
landeTLS replied to magico13's topic in KSP1 Mod Development
I think most ppl will like the gui stuff best if its as well integrated into the stock feel as possible. Btw you can overlay an invisible button area over the launch button i think and then make that button bring up your gui. Thats a very hacked approach tho but im not sure if it can be done another way. If you wanna change the launch button i would suggest a dark yellow build button with a wrench on it. I could probably make it for you if you decide to go that way. I think youve done a good job adapting this from the original plugin. Im excited to see where this goes. Dont worry about the coding sollutions you do too much. You can always change them later if youre not happy with them. -
[WIP] Nontek UltraHeavy Industries 2014 Catalogue (Preview/RFC)
landeTLS replied to snarfevs's topic in KSP1 Mod Development
Yes. I love the industrial look. I think these parts would go nicely with that kind of concept. But perhaps the color sceme isnt really chaka monkey style. I have some ideas for some industrial parts for cm and some Sls and spacex based stuff.I wrote a long message to you about the subject but my phone crashed and im too lazy to rewrite it right now:P. Ill probably just update you on it later when i have something to show off. Im currently working on a few new parts models for both el, ors and for chaka monkey -
[WIP] Nontek UltraHeavy Industries 2014 Catalogue (Preview/RFC)
landeTLS replied to snarfevs's topic in KSP1 Mod Development
Models look really awesome. I suspect their tris count is a bit higher than the stock parts. But that wouldnt be a problem. I found to my suprise that bobcats aresV launcher stage contains nearly 34000 tris (!) And thats loaded by the game without issue. I think the tris count really dont matter so much as long as the physics collider is simple (as ksp handles physics on the cpu but graphics on the gpu) -
Kerbal Construction Time/StageRecovery Dev Thread
landeTLS replied to magico13's topic in KSP1 Mod Development
Wow. Really nice that youre continuing this great plugin. I would suggest optionally tieing into missioncontroller extended by malkuth. You can perhaps have a look at his code for recovering the boosters that get destroyed by the game in the atmosphere. I also found that you can partially use this: https://github.com/m4v/DontUnloadIfChutes To actually prevent unloading the parts in the atmosphere but unload them when they touchdown. It works for the first few sets of boosters but for the later stages i found you would need to warp the boosters to the ground and unload them or handle recovering them before you reach the height when the ground collider gets removed by the game(i think its around 50000-70000m) or the boosters will drop through the surface and explode. But it really looks cool seeing the boosters float to the ground while your ship ascends. Perhaps if youre going this path you could change the color of the vessel marker for the boosters to reflect that they are being handled by the plugin. It could use a special "boosterchute" containing a marker partmodule and adjusted so it deploys the chute very close to the ground. I absolutly love the idea of the build list. It would really put the icing on the cake. will you try to handle it when the user presses the launch button? Can you prevent loading the flight scene and instead bring up the gui? Perhaps you can do something like remotetech does (modifying the stock gui) and overlay a "Build" button over the launch button in the vab? -
[1.1.2] [v0.4] Resource Details in Tracking Center
landeTLS replied to avivey's topic in KSP1 Mod Releases
Wow. Another one.... Seriously there has been so much simple and cool feature adding plugins coming out of the forums lately. This, vesselview, keepfit, the vessel compartment plugin and so on. I think this is especcially useful. My tips/suggestions would be(in order of simplicity or awesomness): *Toolbar integration(simple) *Integration with vesselview for a small 2d representation of the vessel in the gui.(awesome) *I like % bars, maybe even a bit similar in design to the stock resource overview in the flightscene. perhaps in a later version of the gui. Maybe it would even be possible to integrate the gui into the squad mapview gui something like this(on the right): Tho my intuition says the code this resides in isnt possible to reference from a plugin. Tho someone managed to get planets into the game so what do i know:P. *does it track live usage of resources from mods like asmi eclss or tac? I havent checked/tested how isolated these run from the stock resource system to accomplish the unfocused resource draining thing so i dunno how difficult it would be to track this. -
Thanks. I thought it was for something like that. But i didnt know if it was the "baseplate" collider or the actual top of the model. Tho if im reading the code right it would probably work with both as long as the transform is above the final position of the deployed drillbit
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Thanks i Saw it now. Hmm 2 frames. Thats not a lot of time to do any cool animations no. Luckily the drill bit is underground so you cant see it but dang i wanted some sweet "thumping" animations on my drill while its drilling, and perhaps some tiny local smoke emitters on the joints in each cycle(if thats even possible in a unity animation that is).. cant do that with just 2 frames. I guess ill try change that in the kethane source later or just make a simple animation. I had an idea for a small handheld kas grabable drill unit. I think that would be really cool with eather a big backpack thing or like a kas cable that goes to the refinery/resource storage. But i have no idea how to make the eva animations plugin required for such a part, can even kas grabbed parts be active?
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I had a quick look at the kethanedrillanimator class before i went outside now. I havent tested it but changing the values a bit in the last object (function) should allow for longer drilling animations Btw how many frames are the drilling animation you have now? 2-3 sec ingame can vary alot under load/specs
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im aware of the gas emitter problem, its caused by this line in the class KethaneDrillAnimator: foreach (var emitter in emitters.Where(e => e.Label == "gas")) { if (animator.CurrentState == ExtractorState.Deployed) { emitter.Emit = hit && KethaneData.Current.GetDepositUnder("Kethane", this.vessel) != null; } else { emitter.Emit = false; } } changing it to: foreach (var emitter in emitters.Where(e => e.Label == "gas")) { if (animator.CurrentState == ExtractorState.Deployed) { foreach (var resource in resources) { if (hit && KethaneData.Current.GetDepositUnder(resource.Name, this.vessel) != null) { emitter.Emit = true; return; } } } else { emitter.Emit = false; } } makes the emitter work for other resources. i have no idea why majiir has coded it this way(i pm'd him about the fix a few months ago but no responce, perhaps i should bite the sour apple and create a github account and make a pull request) the kethane license dont permit distributing this part of the source modified(as far as i can see) so the only choice is to wait for majiir to fix it or to write a new drill animator from scratch, tho it would need to look very similar to the kethaneanimator in order to interface with the kethaneextractor(havent checked the class is exposed public or not, if not then it wont work without another modified open resource source like ORS) about the drilling animations, there is a clamp animation loop in the animator plugin. probably to prevent memory leaks or something(?) nice to know its 2-3 sec since im terrible at math so now i dont have to calculate it. one question, where did you put your "tail" transform?
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I like the current size as the small auger (even modern compact drills are huuuge. Like atleast 8m x 1m ++ and thats without the hydraulics. Tho we can assume/pretend kerbals have invented some ultra compact hydraulic system and ore filtering/extraction system) im currently in the planning stages of a general use large drill. But there are so many potential designs out there so its hard to decide. But it wont be matching in design to this one you made tho so i would love another model for el if you feel like making the large auger. Really good work you did with the small auger. Id love to test it out and rebalance it ingame for you if you want, ill also get some inspiration/ideas for my own model. Doesnt matter if the small details arent done cuz im good at fixing that stuff.
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Looks really nice. Love the animations. This surpasses the kethane drills and any drills found around the forums in design. Kudos. Hope youll upload it so i can use it. Have any plans for other parts?