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Everything posted by allista
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I know the feeling all too well =] To tell you the truth, I learned about the 0.25 a little late -- I'm not playing myself since I started the development and the week was busy with other things. Otherwise I would not push the current update so hard and simply recompiled the 1.2.1 version. So, If another update comes and there's no new version in a couple of days, please, post about it here ='=
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Thank you so much! EE is a life saver!
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Hangar v1.3.0 is released. KSP 0.25.0 support Inflatable Ground Hangars And much, much more. See the ChangeLog
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Wow! Never thought of such a use case. That's awesome! Once, long ago, when my PC didn't even have a 3D accelerator card yet, I myself tried to make a game from scratch (C++, SDL, raw OpenGL) with just the same concept. It was, of course, too much for one little me ==
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In KSP 0.25 you mean? I'm working hard on the update. I hope today I will publish it.
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Sorry, didn't understand you the first time. So, to setup a hunger, i.e. the model that may be used with the Hangar module, the model should have: Some hull with empty space inside, entrance and walls with colliders. This empty space is better be cube-shaped (computations are faster a little and the % of used volume displayed to the user is more meaningful), but may be of any convex shape. A convex mesh that more or less repeats the inside space -- the hangar-space. I usually just duplicate the inner walls of the hull model. The faces of this mesh should be inverted, looking inside it. And for now this mesh should not be animated in normal hangars, but I plan to support this in the future. In Unity you need to remove Mesh Renderer from this mesh. An empty transform located inside that mesh -- launch-transform. The location of this empty is the location of geometric center of a vessel that is launched from the hangar, so the best is to place it at the center of hangar-space. Its Y axis points in the direction where the nose of the vessel will be pointing and the Z axis is where vessel's belly will be. The trigger collider for the Hangar to sense a vessel. I usually add a small box collider (with Is Trigger set) inside the inner space, far from the entrance. The door with collider that closes the entrance, and an animation that somehow moves that door away. To see an example, grab a model of simplest hangar and its Unity scene from my repo: Ground Hangar model. Unity scene with it. There are also three corresponding materials and three textures with normal maps under Assets/Materials and Assets/Textures subfolders, but I think it should work without them.
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0.20 - PartTools, GameDatabase and new features
allista replied to Mu.'s topic in KSP1 Mod Development
The one about PartLoader dying? Mine. -
I'm sorry, I didn't want to offend you in the slightest! == I myself just updated to KSP 0.25 to update the Hangar and found out that MFT does not work. And because my test game depends on it (through TAC LS that adds MFT dependent parts with MM conditionally), I pulled in the latest changes and recompiled. And thought that maybe I'm to the only one facing with the problem.
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While devs are working on another proper update, I recompiled MFT and RF for KSP 0.25. Just in case: https://www.dropbox.com/s/zg2btijo7z22nto/RF-v7.4_MFT-v5.1.1_for-KSP-0.25.zip?dl=0
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0.20 - PartTools, GameDatabase and new features
allista replied to Mu.'s topic in KSP1 Mod Development
I try to use texture overloading in MODULE node: MODEL { model = Hangar/Parts/Models/InflatableHangar1 //this does not work. PartLoader dies with NullRef =( texture = inflatable-hangar-case , Hangar/Parts/Models/inflatable-hangar-case-orange } But get NullRef exception: NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.MoveNext () [0x00000] in <filename unknown>:0 I've triple checked all URLs and texture names in Unity. All is correct. Has anyone experienced this and, by any chance, know how to work around this? -
I strongly recommend to start with reading the hoojiwana's thread on modeling for KSP. It will save you much time and trouble! And be prepared: modeling for KSP is not an easy thing. I myself use the standard Blender-Unity workflow as follows: model and texture in Blender and GIMP using its native frame of reference, then export to .fbx using 6.1 exporter (because it exports the Default Take baked animation) with Z Forward, Y Up axis settings (to maintain the correct in-game axis alignment). In Unity I have a standard project with Part Tools installed into the Assets and configured to the GameData folder of my test KSP installation with as little plugins as possible. I import the .fbx there, change the scale of the imported prefab to 1 (thus I have 1 blender unit to 1 in-game meter correspondence) and change rigging to Legacy (otherwise animations may go wrong). Then I usually create a new scene, add an empty GameObject, add PartTools component to it and the prefab. Now goes assignment of colliders, creation of lights and their animations (these are not imported from blender), changing shaders of materials to KSP ones (from Part Tools) and so on. In the end -- export to .mu format with PartTools component.
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Well, If a big hangar is stored inside a small one, we either get a hole in the space-time continuum... or a TARDIS egg
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I hope you'll take the implementation of THESE in you own hands Or better, let's propose the work to endl!
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Yea! Realmgates and entanglement comms will save the world ==
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RT is an amazing mod! It fills a huge hole in the game mechanics, and I don't play without it. But now I'm developing my own plugin and want to add RT support to it: so that my modules would respect the state of control of a ship. Is there a good way to check if a vessel is controllable through the RT network without referencing RT .dll? Unfortunately I can't allow it to be a dependence for my users. The only way I came up with so far is to separately check local controllability myself and check for presence of RTLocks on unmanned vessels. But this should not be robust.
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You gain a vessel with 500 less parts, yes? And I don't see the problem with the fuel. Just dump it via tweakables in Editor. Read the docs about what exactly "vessel fits a hangar" means. It's not enough for you to think that it should fit. The vessel must not collide with the hangar when it is launched in the position and orientation defined by the hangar. Use the "Show Directions" switch -- it helps to design vessels meant to be stored in hangars. [EDIT] Oh, and it's going to be even harder to fit a vessel when I add the check for collisions with a hangar spaces of more complex geometry (like hexagonal one of the Inline Hangars).
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Like I said: customized vs universal, fuel efficiency vs parts count, etc. Tradeoffs, tradeoffs... *btw: do you differentiate between "vessel does not fit" and "there's no room" messages? The first means that the vessel, if launched from a hangar, would collide with it walls, and thus is not allowed to be stored. The second is self-explaining.
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Indeed so.
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I've made a hotfix for the Recycler cost problem. It contains corrected part definition and .dll with fixed cost calculations in PartResizer. https://github.com/allista/hangar/releases/download/v1.2.0/Hangar-v1.2.0-recycler-cost-fix.zip Just don't want to confuse everyone with another release so soon, since this release is not totally backward compatible and hard to install.
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Strangely enough, the mass is calculated as you would expected: total = part mass + resources mass. So I can't imagine how with the cost they managed to produce THIS >_<
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I do confirm this. It had not appeared on my install because of the old ExLP with the 0 cost of metal. But I do not know with which part of their bodies the Squad devs are thinking! Indeed, the cost parameter in part.cfg is the cost including maxAmount of all resouces it contains. And that's terrible, because it forces anyone who whants to add something to other mods to carefully watch all updates and check if the cost of resources defined in these mods has changed. And if it has, one needs to recalculate and rewrite all the configs again! Anyway, thanks for pointing this out to me! In addition to the corrected config of the Recycler it lead me to fix some calculations in PartResizer. They are not break anything in the current version, so I wont make another hot-fix update, but it'll help to balance parts more easily in the future.
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1. If I'm not destroying a loaded ShipConstruct part by part, it remains rendered, which breaks the Editor in some ways. And a delay cannot help, because most of initialization of any module is done within OnStart method, and this method is not called on ShipConstruct.LoadShip. Only OnInitialize is. 2. I think it's too counterintuitive and inconvenient. But storing ships in editor is still buggy (see known issues) and I will have to reimplement it, at least partially, at some point. So then I'll consider this too.
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I'll try to make it more hollow with more thick walls. Maybe that'll help... Unbelievable! The second bug in a row that is definitely there, but I cannot reproduce it on my install. I'll check if I'm using the latest ExLP and MM. Are you, by the way?
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It doesn't crash the game or seem to effect anything from what i can tell and it might not even be your bug. Just wondering if you can make any sense of it. There already were some reports here that Hangar and ProceduralParts are not playing along well, but all my tests of the matter were inconclusive. It seems that the PP (as complex as it is) is still a little buggy. These messages may indicate that PP parts of your ship are not properly initialized when you load it into the hangar. The thing is: in editor the hangar stores not the ship itself but its .craft file to load the ship properly upon launch; so the ship is loaded only to measure its dimensions and then it is instantly destroyed; it all happens within a single frame. Some complex modules may not respond well to such rude handling ' I will check their compatibility again and in a more thorough way. Taniwa managed to get rid of the problem with competing versions of KAE from different mods, and since 1.7.0 update (if I remember correctly) the game chooses the single .dll with the latest version number and uses only it.
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