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Low Expectations Inc


Electr0ninja

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Well I redid the entire 45 degree model, made it a 100% perfect tapered cylindrical collision mesh(can surface attach stuff to it once I update), got the entire thing aligned using the nodes along the center of mass. Offset problem is fixed, but mirror mode flips the model like a jerk. So I decided to put a large warning label on the part advising against mirror mode. I guess that ksp mirror just isn't meant for a non-symmtrical 45 degree adapter.

(Still working on a fix, might be possible)

slHhiPJ.jpg

 

side note: @RocketSurgeon, thanks

Edited by Electr0ninja
hope
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Like seriously though... Are you reading my mind? All the little things I'd make if I could for myself (and have asked others to make in the past)...

So, I'm going to start thinking really hard about an impact calculation mod that shows your predicted impact point on the ground, in flight view, as a HUD marker. ...For helping to line up precision landings on airless bodies, and see if it magically appears in the thread. :D

Edited by Rocket Surgeon
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Well I found a callback function which would let me fix the editor thing with the 45 degree adapter, but for the life of me, I can't seem to get ksp to invoke "part.OnEditorAttach()"  when I attach a part in the editor, on another part.

Code:

Spoiler

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace Low_Expectations_Incorporated
{
    public class Adapter_45 : PartModule
    {
        Adapter_45(){

 

            Debug.Log ("Constructor Called");
        }

    
        public void OnEditorAttach() // Callback right?
        {

            Debug.Log ("editor_attach");
        }

        public void OnEditorDetach() // Callback right?
        {

            Debug.Log ("editor_dettach");
        }
    }
}

Constructor get's called, so I know my part config actually calls the module, but the other functions never get called. Anyone have any ideas why OnEditorAttach() doesn't seem to fire?

Because I should be able to fix symmetry for this part in the event of mirror mode using these two functions.

 

 

Side Note: Also good news, I got the jettison module to jettison fuel, play a sound, and provide thrust relative to the mass being ejected. now it just needs the rcs-like effect.

Edited by Electr0ninja
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On September 27, 2016 at 6:54 AM, Rocket Surgeon said:

stjPROz.gif

 

I right-clicked the image on imgur and selected 'view image' and just pasted that URL into the reply box. Right-click > Copy Image Location' (or appropriate for your browser) would also probably work.

I love this idea and everything about it. Please keep it up man! 

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List of upcoming features for the next update:

  • Better engineer assist module texture.
  • Cleaner display for engineer module.
  • Auto-Jettison toggle for the resource jettison module with higher flow rate for large resource dumps.(aka leaving the hatch open, and just opening the valve)
  • Add electric charge drain for the assist module while in use.
  • Find more parts to add.(hopefully someone will suggest some...hint...hint)

Will probably update tomorrow, or the day after, depends on schedule. (hopefully I can get this mod to version 1.0 by day 10 of it's development)

Edited by Electr0ninja
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@Rocket Surgeon , like one that fits on the flat side of a mk3? or do those already exist? but if you can think of anything shoot me a drawing or something.

I finished reverse engineering the mk2-form from scratch so i can make m2 parts when I get some time. I already have one commissioned.

 

Edited by Electr0ninja
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6 minutes ago, Electr0ninja said:

@Rocket Surgeon , like one that fits on the flat side of a mk3? or do those already exist? but if you can think of anything shoot me a drawing or something.

I finished reverse engineering the mk2-form from scratch so i can make m2 parts when I get some time. I already have one commissioned.

 

 

Umm yep. I need to download KSP again. I've just formated :wink:

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Alright, some Mk.2 stuff (or Mk.1), something along the lines of..

http://www.f-16.net/g3/var/resizes/f-16-photos/album11/album28/aau.jpg

http://www.warbirdradio.com/wp-content/uploads/2013/09/F18ConformalFuelTanks.jpg

https://i.kinja-img.com/gawker-media/image/upload/s--nXH3aXAV--/c_scale,fl_progressive,q_80,w_800/691363717007065637.jpg

 

For rocket tanks, probably something simpler like a squashed cigar shape that's curved to hug the tank and fit radially around, or something flatter, shaped to hug the tank.

Edited by Rocket Surgeon
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I am already working on a mk2 fighter cockpit for the commission I mentioned. and you mean a fuel tank that radially attaches to a round tank? for extra fuel?

I could make streamlined fuel tanks that look like wider version of the hypersonic intake

 

 

Edited by Electr0ninja
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9 minutes ago, Electr0ninja said:

and you mean a fuel tank that radially attaches to a round tank? for extra fuel?

 

Yep. Shaped to be aerodynamic and/or low-profile. I don't know if you're familar with what those jets I posted actually normally should look like, but they don't have those big bulgy bits on the topside. Those are conformal tanks. If somehing like that could be made to fit the Mk2. stuff... :wink: But Mk.1 or rocket tanks might look something like this, you see, made to fit around the outside:

j6q9VKv.png

Edited by Rocket Surgeon
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Here's a great photo of the conformal tanks on an F-16. Very obvious they're not originally meant to be there.

https://lh4.googleusercontent.com/-7KUlYekpe44/UKpGM_rNraI/AAAAAAAAEA8/8f82ERzYDMo/w1200-h795-no/DSC_1767.jpg

 

Something like that meant to fit the tops and bottoms of the Mk. 2 would be unique. The Mk.2 is already very F-16-esque :) Make em a bit flatter or whatever shape you need to, but that's the general idea of it all. Aerodynamic surface attach tanks. :)

Edited by Rocket Surgeon
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List of guaranteed upcoming features for the next update:

  • Auto-Jettison valve flow toggle for preset variable speeds ( for like 1/s  - 10/s  - 100/s ratios for example)
  • New GUI window for Engineer Assist Module

List of hopeful additions for this or future updates that come to mind:(order of list is not meaningful)(Feel free to comment on these.)

  • Fixing more of the 45 adapter mirror attachment woes(still have a couple areas to deal with)
  • LF-OX refinery module for producing Liquid-fuel and Oxidizer from seawater and air, using electrolysis and cryogenic distillation. ( would work while splashed down on laythe or kerbin )
  • Add electric charge drain for the Engineer Assist Module while in use.
  • Ablative mk1 nose cone
  • Mk2 side Attachable fuel tanks.(probably with engine mounts on the back)
Edited by Electr0ninja
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Ok, can do, edit: got it ready for the next update which should be today.

Because I am thinking like mk1 colors, or possibly making it in the style of the science experiments.

 

Also with some help from people in the modding help forum, The engineer assist code now makes a nice looking drag-gable window with all the data in it.

And I got the auto-jettison cycle rate code working.

Edited by Electr0ninja
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