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Meatsauce

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Everything posted by Meatsauce

  1. Had to try it. Played for a half hour. Refunded. I'll try it again when MP is out and they've made more progress. Sorry to say, but right now it's a turd at an insulting price.
  2. I was really hoping they'd give us something to play with as a team at early access. It is the only thing that really interests me at this point, having played KSP1 to the hilt for years. Can't really justify paying $50 for a game that has less features than KSP1, the latter of which cost $9 for early access iirc. Still, it is exciting to finally get an MP, which only interests me from a sandbox perspective. I've been developing for a while, and I know the hurdles, however a lot can be and should have been done in 2 years. If MP is reportedly very fun, then I have to assume there is a working prototype that they should let us play with on a staging branch. I'd pay $50 bucks for that, bugs and all. Nevertheless, thanks for the reply.
  3. Yea that account got wiped out for some reason. I still have the source. I'll see about bringing it up to date and live again. To tell you the truth, I'd like to work on something else and possibly roll this into that mod - something like a flight computer / early warning radar. I would need some help with it from someone who knows a bit more about finding game objects and vessels.
  4. Getting an error that might be related to the updated to the control room " Field '.Flight.Globals.ship_srfSpeed' not found. " I'll see if it's related.
  5. Like you, I enjoy building monuments of aerospace engineering, and watching them disintegrate in-flight. Except, there doesn't seem to be an easy way to force a single failure, that may or may not be recoverable. In the interest of fault tolerance, I think its fun to wreck your aircraft, and try to recover/land the crippled bird. There are a few explosive parts mods out there, but nothing I found allowed me to have a simple controlled demolition of a specific part. So with some help, I wrote a basic explosive part. Just place the repurposed gravimax part (under science) on the part you want to fail, and either right click and hit Explode, or use the ActionGroups. The explosion will destroy the part, and the part that it is attached to. Now you can cause a catastrophic in-flight failure at the push of a button. Another use might be to use the explosive to separate your capsule or cockpit from the fuselage so your kerbals can escape disasters. Gravimax part used without permission until I model my own C4 charge. Unless someone wants to be kind and model one for me. Much thanks to Stupid_Chris and folks over in #kspmodders IRC for their insights. > Download Now < INSTALL Copy the /InitFail/ folder into the KSP/GameData/ folder. MIT License Source in the download zip. Its a little sloppy, and I'll get to cleaning it up at some point. Future Updates/Plans I'm not entirely sure, so I'll appreciate your feedback. Thinking about adding timed, grouped, or random triggers. Maybe add smoke and fire (sounds?) for dramatic effect. Perhaps a controller for RPM if I can find a tutorial on making functional pages. -- I'll try to get a video up this weekend. Have fun blowing #@%$ up!
  6. Incredible work! I've always wanted a control room interface for vessels. This looks like it can deliver the mission control experience. -- Had a problem with it, but seems to be working after removing & replacing JSI. Looking forward to trying this out.
  7. I like the idea of forcing direct or random failures on my designs to see how they hold up. Such failure initiation could be as simple as adding a 'destroy' context menu to each part. Not sure if there is anything out there that does this. And of course, for large vessels, causing a critical failure would result in rapid and catastrophic disassembly; I would expect nothing less than a glorious display of fragments. To this end, it would be fun to render fire and smoke from fuel-bearing and other volatile componants.
  8. I was actually just wondering the same thing.
  9. This is pretty damn cool. Can you make near objects 'glow' or provide some point light source; to simulate what we can see as a satellite passes overhead in sunlight?
  10. ^ Ok, I'll have a look. Make sure you only have one of these in scene at any given time. I haven't figured out how to have the module exist solely on the active craft. I'm also having a bit of a crisis with regards to IVA and this mod in general. There are a few mods out there that do this better, so I'm wondering if there's a reason to continue this, and not work on another.
  11. I've added a license and restored the download link. I'll start working on it again soon. A bit of a learning process, and well, work has been busy. If you have more ideas, lay them on me and we'll see what we can do.
  12. Thanks! I'm torn between using colors or making the panel look more weathered... Such as making them actual lights that are colored when on, but grayed out when inactive. I got a few things in the works with regards to sounds and more events. I'll look for buzzer sounds. That's a great suggestion.
  13. I'll be switching this to partless sometime this week. I'll add more sounds soon for different critical events. Not sure if a smaller part would make a diff if I make this a partless module.
  14. Thanks! I was thinking of adding in more 'lights' for all the various features of your vessel. I really want some engine related feedback. I'm not keen on movement, but I could add your request as another light. Just need to identify the conditions. Here's a cool screen with a flame-out warning: I added a part counter that checks to ensure you haven't lost any parts mid-flight. This isn't practical for space operations, nor is the airflow indicator on rockets, so again - space mode disables those two rules so it doesn't spam you while in orbit, or while staging. Also, I started working on the config, and added a three stage RCS light which isn't exactly working atm. I would like some feedback on the numeric readouts. Are they really needed?
  15. I've had my hand at this request. Check it out > here <
  16. I'll check it out. -- Managed to get some done on Sunday. Added textures that change based on the conditions. Got AirFlow working nicely now. It detects a few seconds before flameout. Some new shot Going to try a custom panel to make it look a bit less ...stock
  17. That's a good idea. I'm going to add that now since its a lazy sunday. Also, I'm probably not going to work on the terrain following feature because another plugin is already doing that very well. The audio radar is still in the works.
  18. How might we allow any part (right click, detonate) on the vessel to explode? I'd love to do fault tolerance testing
  19. Always wanted to build one. Once the features are all hashed out, I can take a stab at making an annunciator plane and internal part. I need to learn a bit more about custom gui styles.
  20. DOWNLOAD .31 HERE MIT License INSTALL: put the AWS folder in GAMEDATA, and put the nose cone on your vessel. UPDATE: replace the entire AWS folder in GAMEDATA with the new one The temporary nosecone part is located under the Control Group. Source in the zip file. Decided to revive and improve on an plugin I made, thanks to this thread. I'll need a part for this, but I'll save the model request for later. Right now, I have it load with a modified nose cone. I feel like the features of this works best for aircraft (the original design was for that purpose) but after some playing around with it, I can see how it will be helpful in orbit ops and planetary missions. Staging will need some work. The basic premise, as requested, was a system that gives you audio clues on flight events, while remaining low-profile (lol window) and easy on the ears. I've included a silence feature to do the obvious; sometimes the sounds can get a bit much if you're purposely flying close to terrain. I've done my best to space out the sounds with timers so they don't assault your senses. I'm open to suggestions on the conditions for triggering sounds, and I'll list out my rules below. When I learn how, I'll have a much better looking UI, but really focusing on utility rather than aesthetics: I'd very much like to have all trigger points defined by the user. The issue is my lack of know-how in making a multi window and minimizing UI in unity. I decided to include read outs of max fuel, vert speed, and fuel remaining; simply because these are the figures I usually want to know at a glance. The system will indicate various flight events with sounds. I've left voices out of this, because the quality of sounds is very limited. I do have a complete set of current aviation cockpit sounds that I could include for the die-hards. Planned Features (as of 2/23) Space Mode - while active will prevent terrain and atmosphere alarms. Additional Alerts & Indications After playing around with it, it really saved my bacon a few times. When you take your eyes off where you are flying, it can give you an advanced warning to pull up in three stages: attention, warning, caution. The escalation of sounds will trigger your response, and save your flight! The power warnings I've included also help, particularly if you forget to open your solar panels and don't want to get stuck with dead probe. I'll be including support for the tech tree in the flightControls group. Will see how this plays out. Of course, your feedback is most welcome. When your vehicle crashes, so long as the part is not destroyed; alarms will glare in dramatic fashion I made the sounds with ableton live. Here's where I am at with everything: Indicators: Vertical Speed Readout Total Vessel Fuel Readout Remaining Fuel Readout Indicator 'Lights' MASTER CAUTION TERRAIN FUEL NOMINAL FUEL LOW WARNING FUEL ATMO NO ATMO CAUTION AIRFLOW AIRFLOW INTAKE MAIN BUS A MAIN BUS A UNDERVOLT Buttons SILENCE - turns off all sounds SPACE- prevents certain ground related conditions from triggering alerts RADAR - enables terrain radar tones (*NOT WORKING YET - soon*) POWER - minimizes window (*NOT WORKING YET - soon*) Sounds Slow Double Tones: Vessel elevation is below 150m Rapid Stab: Terrain proximity warning at > -6 m/s vertical speed below 100m Rapid Klaxon: Terrain impact imminent - pull up. Deep Pong: Low Fuel Warning: current fuel is 20% of take off load - repeats every 60 seconds. Ding Dong: Cruise/Turn Altitude - vessel is between 10 and 11km. Rapid High Tones: Stage is out of fuel [fuel = 0] Rapid Double Tones: Power is below 10% Few Problems Fast rising terrain during level flight (CFIT conditions) not perfected. I think I need to use some ray tracing. (something else to learn) It doesn't like having more than one active vessel with the plugin in the same scene (not sure how to fix this yet) Rockets might need fuel system to only monitor active stage (maybe have flight modes) Code is messy and not optimized IntakeAir is giving me a hard time and is not always accurate [FIXED] Few Ideas Once I get the power button working, maybe I'll load this at start up so we won't need a part. This will probably let you play with the plugin in KMP also. Add sound for 10% of total onboard rcs remaining Add mode or condition to prevent false alarms for rockets during staging (included already to some degree) Altitude call outs below 100 meters in 10 meter steps; and 1m steps below 10m Measure all fuel instead of just liquid fuel, and electric charge Periapsis and apoapsis sound tones. ​Add annunciator panel with gauges/lights [PROGRESS] Messages Removed The way I have it now, you could have fun with it. My thanks and admiration to Innsewerants for his help. 2/23 - Added license & restored download link - Planning new features
  21. It is almost ready for some public testing.
  22. I got something working right now Couldn't resist resurrecting the old plugin. Audio is working for a few conditions. I'll start a new thread when I have something halfway presentable.
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