Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
DormantDex is now known as DuoDex
Sigma88 is now known as SigmaAway
BasharMilesTeg has joined #kspmodding
BasharMilesTeg_ has quit [Ping timeout: 204 seconds]
stratochief|away is now known as stratochief|remote
rsparkyc has joined #kspmodding
<taniwha>
xShadowx: short-circuit logic has been standard C since at least the 90s, maybe forever
<taniwha>
(I remember the option being there, but it may have been in turbo pascal rather than turbo c)
<xShadowx>
o.o random
<taniwha>
your comments vs && and ||
TheKosmonaut has quit []
TheKosmonaut has joined #kspmodding
<xShadowx>
that was days ago :D
* xShadowx
is starting to dislike some bits about the new game params system
<xShadowx>
HighLogic.CurrentGame.Parameters.CustomParams<LifeSupportParams>().style; <- theres a mouthful to get 1 setting
JPLRepo has quit [Quit: So Long and thanks for all the Fish!]
<taniwha>
and the trusses and antennas were just me messing around
Sigma88 is now known as SigmaBRB
<riocrokite>
hmmm it seems that stock converter code doesn't work with parts that don't have animations
<riocrokite>
going to reexport everything with faux animation then :P
<riocrokite>
or it might be me tweaking the code excessively heh
<riocrokite>
yah stock works fine :P
SigmaBRB is now known as Sigma88
<riocrokite>
how to check whether part has a specific module?
<riocrokite>
if (base.part.GetComponentInChildren<KSPParticleEmitter>() != null)
<riocrokite>
looks like it works, no more nullRef
<taniwha>
yeah, that's one way
<taniwha>
and certainly the most general
<taniwha>
(good for checking for things that aren't part modules)
egg|wfh|egg is now known as egg|afk|egg
<riocrokite>
for part modules I use this.part.FindModuleImplementing<ModuleAnimationGroup>() != null
<taniwha>
yeah, that works
<taniwha>
however, you really don't need the "this"
VanD has joined #kspmodding
VanDisaster has quit [Ping timeout: 204 seconds]
VanD has quit [Client Quit]
rsparkyc has joined #kspmodding
VanDisaster has joined #kspmodding
rsparkyc has quit [Quit: Leaving.]
JPLRepo has quit [Quit: So Long and thanks for all the Fish!]
rsparkyc has joined #kspmodding
<riocrokite>
does anyone know how to add gravitational force to ksp particle emitter?
<riocrokite>
when adding force parameter that point downwards it is always skewed towards ksc mountains, so sometimes it looks okay and sometimes not http://i.imgur.com/9LCocZ2.png
<riocrokite>
this force has different direction on each planet, i.e. on eve it is pointing upwards :/
Ezriilc has joined #kspmodding
Thomas|AWAY is now known as Thomas
JPLRepo has joined #kspmodding
<xShadowx>
riocrokite: can also it as if (lala == null) continue; (or return, break, etc) and cases where its not null continue on without addin indented code :) just up to style, sometimes indents can quickly add up and pyramid :D
<Ezriilc>
Can someone help me with the KeyBinding changes outlined in the 1.2.9 Modders Notes here? http://forum.kerbalspaceprogram.com/index.php?/topic/157804-modders-notes-for-129/
<Ezriilc>
I just don't know enough to understand what it's telling me.
stratochief|remote is now known as stratochief|away
<Ezriilc>
It says that KeyBinding.GetKey() is expecting a boolean.
<Ezriilc>
I realize I should know this, and I appreciate any hand-holding anyone can give me.
<rsparkyc>
haven't messed with anything in 1.2.9 yet
<Ezriilc>
I can't seem to find "ExtendedKey" anywhere in the libraries.
<Ezriilc>
OK, thanks anyway. Anyone else?
<Thomas>
That boolean has a default value, so a simple recompile should be sufficient
<Ezriilc>
Huh, really? I thought the notes meant I had to replace KeyCode with ExtendedKey. I will try.
<Thomas>
I dont know about that, my 1.2.9 is not up to date
<Ezriilc>
Build was successful. I will testy... THANKS!
<Thomas>
Next time just build and check whats exploding :P
<Ezriilc>
Yes, good point. I'll try to remember that. Thanks again.
<Ezriilc>
DERP, that worked!
<xShadowx>
Thomas: thats the kerbal way :D
<Sarbian>
Am i the only one who found the last few post of the "help a fellow plugin developer" thread a bit surreal ?
* Thomas
doesnt read the forums
regex has joined #kspmodding
<rsparkyc>
nothing like learning how to program in an open forum
egg|afk|egg is now known as egg
regex has quit [Remote host closed the connection]
riocrokite has joined #kspmodding
<riocrokite>
Sarbian: you have implemented shuriken particles (particleSystem) to hot rockets, haven't you?
<Sarbian>
riocrokite: I have, but partially. It converts old particle system to shuriken. I need to add something to use pure shuriken particles from an imported asset...
<riocrokite>
ah rgr, trying to do that now since ksp particles have several limitations for my usecase: http://i.imgur.com/9WRxyzi.png
<Sarbian>
"Several" limitation. Indeed :)
<Sarbian>
Remember to register your particle emitter (both old and shuriken) with the class that handle the moving origin (I cant remember the name). It will make sure your particle follow when the origin changes
<riocrokite>
hmmm, I want to just use exported game object with particles script, similar to KSPParticles
<riocrokite>
also don't want particles to follow, just stay where they were once emitted
<Sarbian>
you ll get problem with the origin move anyway
<Sarbian>
Are useWorldSpace or worldVelocity true in the ParticleEmitter ? ( ksppe.pe )
<riocrokite>
so vector3 1,2,3 are numbers assigned to particleemitter.force
<riocrokite>
so it should be working. however it doesn't work visually
<riocrokite>
simulate world space = true
<riocrokite>
worldVelocity is vector, I export it with zero values
<Sarbian>
It s most likely something stupid but I don't see it right now
<Sarbian>
I m too tired to look into it today but if you still haven't found the problem tomorrow send me the needed files and I ll have a look
<riocrokite>
yah no worries, cheers
<riocrokite>
maybe KSPParticleEmitter doesn't allow to set properties in runtime other than min/max emission?
<riocrokite>
ah crap i'm partially right
rsparkyc has quit [Quit: Leaving.]
<riocrokite>
Sarbian: I found solution, KSPParticleEmitter has a dirty attribute that if false doesn't allow to change most of properties except emission
<riocrokite>
so had to set it to true for each update
<riocrokite>
probably this isn't the best from the performance point of view but it works for now :)
Iskierka has quit [Read error: Connection reset by peer]
Iskierka has joined #kspmodding
egg is now known as egg|zzz|egg
<xShadowx>
Virindi: had another idea for your IVA+RPM+PCR, entire point of probe control room is an IVA for pobes, point of IVAs is no magical cheaty floaty-in-space camera, but nasa and such do render a CGI guess at what the probe looks like, so could toss up a magical floaty camera to show on an RPM screen, pointing just at vessel CoM from the side
<xShadowx>
hullcam already halfway does it, but in an accual cameras, can just move the partmodule over / apply to any probe core, but still doesnt point at vessel CoM, prolly need a tiny bit of code tweaks
Technicalfool_ has joined #kspmodding
Technicalfool has quit [Ping timeout: 200 seconds]
<Virindi>
yes I was considering that
<Virindi>
my main reasoning was actually because I find that a lot of the fun of the game is admiring the cool looking craft you have built
<Virindi>
vesselview is really cool too but doesn't cut it for that
<Virindi>
being inside the same room all the time is not as fun because it is always the same and you don't get to admire your craft