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
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<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 ||
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<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
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<taniwha> xShadowx: it was last night :P
* xShadowx sticks to his story
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<riocrokite> jeez, xcopy command line is anything but readable
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<riocrokite> heh got it working :/
<riocrokite> post build xcopy now works
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<taniwha> deving in windows... *shudder*
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<riocrokite> I wonder whether I can do that similar thing in unity
<riocrokite> probably would have to set output folder for export in ksp
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<taniwha> riocrokite: I've finally got it so I can just type make and even export models and textures from blender
<riocrokite> Inice
<riocrokite> nice
<riocrokite> for now i've only used import feature of your mod
<taniwha> riocrokite: also, working on some larger container versions of my triangular sections: http://taniwha.org/~bill/screenshot4156.png
<taniwha> plan on making them crewed parts
<riocrokite> looking good
<taniwha> top little tank is from before
<taniwha> and the trusses and antennas were just me messing around
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<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
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<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)
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<riocrokite> for part modules I use this.part.FindModuleImplementing<ModuleAnimationGroup>() != null
<taniwha> yeah, that works
<taniwha> however, you really don't need the "this"
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<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 :/
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<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
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<Ezriilc> Greets, ya'all.
<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'm not fluent with C#, and I'm stuck trying to implement this in HyperEdit here: https://github.com/Ezriilc/HyperEdit/blob/master/Source/Core.cs#L148
<rsparkyc> why not get visual studio?
<Ezriilc> I have it.
<Ezriilc> I just don't know enough to understand what it's telling me.
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<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
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<rsparkyc> nothing like learning how to program in an open forum
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<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> FloatingOrigin.RegisterParticleSystem(x)
<Sarbian> Anyway, what was your actual problem ? :)
<Sarbian> IF you want to use an asset then it should be as simple as load assetbundle, instanciate gameobject, set parent, start particle system
<riocrokite> main problem is that I cannot have gravity force for ksp particles
<riocrokite> other than that z-fighting and problem when I implement force (that direction of is weird as pictured in above image)
<Sarbian> hum, let me remember how it should work
<riocrokite> so I cannot implement rocks that are falling with gravity like here https://gfycat.com/GrimJoyousIndianhare
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<riocrokite> for now just need to read up on methods in unity manual
<riocrokite> will see whether I manage to make it work
<Sarbian> You tried to grab the ParticleAnimator and change the force ?
<riocrokite> all my work so far was on legacy kspparticle in unity
<Sarbian> ParticleAnimator is the legacy system
<riocrokite> the force property is weird, its direction is different on different planets
<Sarbian> it because "up" changes in KSP
<Sarbian> it's
<Sarbian> you need to apply it each frame to be sure
<riocrokite> so far I've used KSP Particle Emitter (script) component
<riocrokite> rgr, interesting
<Sarbian> so something like ksppe.pa.force = (vessel.mainBody.position - CoM).normalized * 9.81
<riocrokite> interesting, thx
<Sarbian> (I am sure there is something that give up in a vessel already)
<Sarbian> yeah. ksppe.pa.force = - vessel.graviticAcceleration;
<riocrokite> but then I would need to modify direction, not the amount, so would need to modify something like Vector3
<Sarbian> force is a vector
<riocrokite> rgr
<Sarbian> of vessel.gravityForPos. not sure
<Sarbian> or gravityTrue ;)
<Sarbian> one should do it ;)
<riocrokite> will try
<Sarbian> yeah, gravityTrue should do it from what I am seeing
<riocrokite> so far no cookie
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<Sarbian> Can you show me your current code ?
<riocrokite> relevant bit https://pastebin.com/VNsFttZV
<riocrokite> min/max emission works (dependent on machinery operating speed)
<Sarbian> don't normalize it
<Sarbian> just this.vessel.gravityTrue
<riocrokite> tried without, still it's not applied
<riocrokite> maybe something's borked elsewhere, will check that
<Sarbian> phone
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<riocrokite> it's really weird, I've checked numbers that vector is applied, however visually it isn't, weird
<Sarbian> The force applied on creation is too important ?
<riocrokite> let me link a pic...
<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
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<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 :)
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<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
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<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