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Blaarkies

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  • About me
    Senior Specialist Surface Sample Sampler
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    https://github.com/Blaarkies/Volynov
  • Interests
    https://forum.kerbalspaceprogram.com/index.php?/topic/202030-ksp-commnet-planner/

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  1. Version 1.3.3 Improvements Copy a craft; When editing a craft, click the 'Copy' button to transfer all details to a brand-new craft Fine-tune an existing craft's location with pre-filled 'Advanced Placement' options in the edit craft dialog; These let you create/move a craft to a specific location, i.e. around Minmus, at altitude 69420m, at orbit location 45°. The new angle-input makes this even more intuitive The planet in focus is now highlighted in the focus panel Smoother camera animations Bug fixes Missing Zoom Indicator element on the CommNet Planner page Tab presses on dialogs caused the planet focus selection to trigger Dev New library for unit-tests and end-to-end tests; Helps prevent regressions such as the missing Zoom Indicator Upgrade to Angular 17 Test validation on automatic deployments _____________________________________________________________________________
  2. Version 1.3.2 CommNet Remote Guidance Adds a ‘No Connection’ indicator to craft that have no control through a CommNet signal At a glance, spot any craft that require attention due to a missing relay antenna, or an inadequate network Implements the Probe Control Point mechanics; these let you setup piloted remote control stations and bases, without a signal back to Kerbin New parts in the antennae list: RC-001S Remote Guidance Unit RC-L01 Remote Guidance Unit Mk1-3 Command Pod Mk2 Lander Can Munar Excursion Module (Making History) These parts have a ‘Single-Hop’ functionality, except for the ‘RC-L01’ which has ‘Multi-Hop’ capability: Multi-Hop can control other craft if a relay connection is present from the pilot station to the other craft, even if it needs multiple relay satellites between them Single-Hop can also control other craft, but only in the first link of the signal chain Add these parts to a craft’s antennae list to have remote guidance capability onboard Improvements Add a Preferences dialog in the blue menu; this can set light/dark theme without a login, or hide the holiday decorations if they get too distracting Fix craft icon-and-edit-button layout; this prevents accidental ‘edit’ button taps while dragging space objects around Allow ‘undo’ after deleting a savegame Save camera position and zoom in savegames; now loading (or importing) a savegame will adjust the camera to where it was intended by the author Bug fixes Savegame json files that were exported from older versions of the website can now be imported into any new version Kerbin occasionally had the wrong level of tracking station by default; It now starts with ‘Tracking Station 1’ on new starts I tested some variations of the new connection types to verify my remote control results against the in-game situations. But with the multitude of control points, antennae, relay craft, and combinations thereof, I could have likely missed a few cases. If you run into those situations, please let me know. _____________________________________________________________________________
  3. Version 1.3.1 ISRU Mining Station Calculator release A planner to verify mining base designs It shows warnings for typical issues you can expect based on the part selection list for the craft Support for savegames; changes are auto-saved. You can log in later and continue where you left off, or continue on a different device Support for mobile/tablet layouts Better part selector menu; uses collapsible sections to better display the 70+ available parts Improvements Delta-v panel minimize button; Mobile users get some more screen space Reorder checkpoints in the delta-v panel; Activate reorder mode, drag the checkpoint Reset button in the orange menu; It clears all changes on the page Moved FAQ to the orange menu Moved Tutorial option into the orange menu Moved light/dark theme toggle to Account Details screen General mobile layout fixes on screens that seemed a bit tight Tutorial visuals made clearer Better popup control; No more signup popups while you are busy dragging a craft For devs Main project code base refactored No changes should be visible to the user, as long as I did this correctly Reworked the structure of code modules; It is now simpler to build and improve with new features This initial app started out as just a tiny project, it was only concerned with CommNets. Recent feature additions have been straining the old structure with more complexity. It was time to fix this KSP Parts Detail Extractor app Converts the SFS format into JSON KSP uses this format in part files, savegames, craft files, etc. This let me easily extract all the Mining Station parts Added a new parser using PEGJS; This could potentially make it possible to read in real 'persistent.sfs' files into the app You can find this in the link if want to try it out I appreciate all feedback. Good and bad, please reach out with what you have found _____________________________________________________________________________
  4. I couldn't seem to make the flyby trajectory show up around the Mun: From LKO, setup a maneuver to intercept the Mun. Once it intercepts, the future trajectory deflects from the gravity assist like it always did. At this point I used to setup camera focus on the Mun, and closely investigate where my flyby actually goes (for aligning up with a Mun station, or preparing for some surface contracts). This usually looks like a disconnected trajectory, but it is all relative to the focused planet. In KSP2 i cannot get that to show up, even after changing planet focus
  5. Sorry I seemed to have missed the notification for this, for quite a while Yeah sure, buy-me-a-coffee works quite well and I have not found issues in the last 3 years. But no one should believe a stranger on the internet anyways, so it won't change by me vouching for them I appreciate the support without the coffee already, but if you really want to, DM me and we can figure out a good alternative instead The Commsat tool was built on a 2d foundation to simplify things, so unfortunately a polar orbit option would require quite a lot of upgrades to function correctly. I figured that even the bad inclination between Bop and Pol wasn't too much for a 2d model, so the rest of the Kerbol system would still be very accurate. Perhaps this is a good idea for the new smaller calculators feature. Can you tell me more about the issue being solved?
  6. Version 1.3.0 New Calculator - ISRU Heat & Power Calculator (beta) How many heat radiators do you need for this many drills and that ISRU again? Just add a few parts to the system, and see the outputs calculated to verify your ideas Outputs show the total production and consumption for each resource Adjust the engineer skill level, ore concentration, and planet to see the effects on outputs Turn ISRUs on/off for specific resources to test what your mining base will be capable of Get common warnings about potential issues (Forgot to add the ore tank, again?) The idea with this is for players to quickly test out ideas, before committing to launching motherships to orbit https://ksp-visual-calculator.blaarkies.com/pocket-calculators This is marked as a beta released, because all values have not been verified by in-game tests. The few tests I ran had the correct results, but I cannot in good conscience let your Kerbals become stranded from my mistakes. Please be careful Only desktop layout is supported at the moment, plans for mobile/tablet in the future Tested on chrome and firefox browsers Details won't carry over across sessions in user accounts yet (like how the dv/commnet calculator does), future plans to add this For devs - KSP part.cfg extractor app Typescript NodeJS app that reads game files and parses them into JSON objects This lets you quickly create asset lists (like the mining-parts.json list used by the above calculator) Easy to extract large amounts of information from part files Someday I might make this an npm library for parsing savegame files as well I appreciate every bit of feedback on this, good and bad, please keep them coming If you run into any issues, or have great ideas, please let me know _____________________________________________________________________________
  7. I can't wait to see how the new engine plumes look in-game!
  8. @tg626 Thanks, I hope it does As with the other tools for CommNet and Delta-v, i want to make this one accurate, or at the very least, trustworthy. I want to test it properly before release to ensure that players are not given bad info when building/launching a massive mining bases in-game, just to see it lack enough EC to function properly. I'm thinking of adding features like accounting for the daylight time on the selected planet, then predicting how long the base will run on batteries. How much does that atmosphere affect solar panels, and perhaps calculate static solar panels' output as less than 100% because of a bad light angle. Warn players about the mini-drills having a 2.5% ore limit, or the limitations on the mini-isru heat dissipation, and many more... Remember to have a look in the "Add part" drop down menu, it should contain the "Gigantor XL Solar Array" unless it is already in the selected list. I'm considering shortening that list, or making it easier to view. For the parts, i have a little parser that reads game part.cfg files, and output them in JSON format that is easy to use in websites, so i can list any parts of the vanilla game if needed. @Leganeski This is great, it is mostly what i have been gathering in playthroughs, wiki and this post. The detail in that is amazing I'll take a close look, I think i mistakenly added engineer level as a factor in the drills power draw. It is weird how the ISRUs have the heat cap limits (mini at 75W, senior at 500W), but I don't see the corresponding value sin the part files. I wonder if those are hard coded somewhere?
  9. I started making this online tool that can help players design mining bases. It adds up the total resources consumed, produced and stored, as well as a few other metrics about heat generation, and other things of consideration when building a mining base. This is beta, and still in progress, but the general idea can be seen here: ISRU Heat & Power Calculator Light-mode theme messes with the background, here is a workaround in the meanwhile: Use the green menu, go to Delta-v or CommNet planner, Click the Sun Icon right next to the menu. That switches to dark-theme. Use the green menu to go back to pocket calculators (this ISRU calculator) Fixed - Phew...glad I called it beta I need to confirm a lot of details about the calculations on how the engineer bonus level, ore concentration, and multiple resource processes affect the final outcome for how much heat was generated. Does anyone have some definitive details on this? I will need to verify this tool's results against in-game tests, but the forum posts have gotten me this far at least Anyway, have fun and see if it works well enough for you. Feedback would be greatly appreciated!
  10. Once you reach low Kerbin orbit, move the map view over to Minmus and select it "As Target". This adds a bit of extra info, like these yellow tags on your orbit line. These yellow AN / DN tags are the Ascending Node, or Descending Node. They mark the point where the 2 orbital planes intercept. If you do the trans-Minmus injection burn at one of those nodes in low orbit, you will end up having your Apoapsis at an intercept point of Minmus' orbit. The trick is to time that so that the craft and Minmus reach that spot at the same time. This is where maneuver nodes help out a lot. You can click "add orbit" in the node, which tells it that you plan to do that burn 1 orbit later (or 10, or 15, .etc). Set the maneuver node until it intercepts Minmus itself, or gets a close approach (you can always set a correcting burn midway to fix that if you prefer)
  11. I was working on a stargate mod for a while...seems like that it is going stock already
  12. Whoah, chill out dude sorry i didn't realize you were so fixated on the 'habitability'. Kerbals don't have a concept of habitability, they only care if the atmosphere has oxygen or not, so I figured you would mostly get an answer around the tidally locked property. Have you checked if there are some mods already that show an example of this?
  13. So almost like Moho ? It used to be locked, but now has a very slow spin to it. 102 kerbin days to complete an orbit, and 123 kerbin days to spin around itself once
  14. Version 1.2.7 Maintenance Updated and upgraded dependency libraries; going forward will be smooth sailing now Some updates promise smaller network packet sizes that lead to faster web page load; time will tell Visuals changed slightly to fit the new updated library designs; confirmed that kerbals are still green Fixes Delta-v mission checkpoints overlapped with multiples on the same planet, leading to unreadable index numbers If you run into any issues, or have great ideas, please let me know and Happy Free KSP Week! Make sure to share it with friends and family, this festive season is a long one _____________________________________________________________________________
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