TriggerAu

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Everything posted by TriggerAu

  1. My recollection is that it was work on the collider performance, and I recall doing some of the testing on some of the parts for that and them being published - eg the toroidal tank one. I don't recall any work on changing specific postions/sizes/scales that weren't performance based, but I am only one of the team. Will have a look in some spare time here for more info/bug reports for things like that docking port collider
  2. Transfer Window Planner - v1.6.0.0 An ingame implementation of AluxMun's Launch Window Planner WebApp The Transfer Window Planner is a plugin to let you visualise planetary transfer efficiency in-game. Using it you can select your planet of Origin and planet of Destination and it will present you with details about the required Delta-V to travel from Origin to Destination. You access the tool by clicking on the Porkchop icon in either the AppLauncher or Common Toolbar - your choice - then follow the instructions in the main window. Once you have selected a transfer you can use the Copy buttons to copy that text to any other plugin or window. Documentation can be found in the manual below with a range of pics, but heres a pic of the main screen Thanks Much thanks to Alexmun for a C# version of his Lambert Solver that is in the WebApp. Without which I could not have brought this together Also thanks to NathanKell for allowing me to pester him about how RSS works Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual - New and Shiny Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page http://triggerau.github.io/TransferWindowPlanner/versioncheck.txt to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site
  3. Kerbal Alarm Clock - v3.8.4.0 Built this plugin to prevent those moments where Jeb looks at you in the little window and thinks "There goes that manuever node, Looks like you didn't press ',' enough Boss" The Kerbal Alarm Clock is a plugin that allows you to create reminder alarms at future periods to help you manage your flights and not warp past important times. With the Kerbal Alarm Clock you can create alarms for the following situations: Raw Time Alarm Created for either a specific date/time or a specific period in the future Maneuver Node Create an alarm based on the next maneuver node on the current ships flight path. This node will be stored and can be restored when you come back to the ship Apoapsis / Periapsis create an alarm for nearest and furthest part of the orbit from the planet Ascending Node / Descending Node Ascending/Descending Node for the targeted object, or equatorial Ascending/Descending Node Closest Approach Create an alarm based on the closest Approach of this Vessel to the targetted Vessel. Select how many orbits into the future to look for the closest approach Target Distance Create an alarm based on distance to a target vessel or altitude from the orbited (or next patch) planet Launch Rendezvous Alarm that can be set to fire as your landed craft passes under the orbit of your target Sphere of Influence Create an alarm manually based on when the next SOI point is on the flight path, or set the alarm clock to continually monitor the active flight path and add alarms as it detects SOI changes Planetary Transfer Create an alarm based on Interplanetary Transfer Phase Angles ie. When should I launch to planet X Based on Kosmo Not's post and used in Olex's Calculator Earth Time Create an alarm based on the time in the "Earth" alternative Universe (aka the Real World) Contracts Create an alarm based on the Expiry or deadline of contracts in career modes For all alarms you can give them : A short name to show in the list; Some more detailed message information; An action to take when the alarm is reached - message only, cancel time warp or pause the game; Play distinct sounds for each type of alarm; For Event alarms, eg Maneuever's, SOI events, etc. you can also set a margin - ie. How long before the event should the alarm fire;Set the alarms to kill the warp rate in the game so you don't go flying past them, or to pause the game so you can be AFK; Other useful features/notes are: Some Alarms can be repeated; Edit the details of the alarm up until the point when it fires; Jump back to the ship that the alarm is related to when it fires; In map view you can "Warp To" nodes on the flight path; Save and Restore Maneuver Node Lists and Targets associated with Alarms; No need to add a part to any vessel; Time will slow and Halt in Space Center and Tracking Station Screens; Add subset of alarms in Space Center and Tracking Station Screens; Ability to jump to ship from Space Center and Tracking Station Screens; Ability to Archive Saves on Ship Jumping; Notes on Jumping to Ships - In all modes From v2.6.2.0 I have added a feature that will by default make a copy of the current games peristent and quicksave file before switching vessels using the KAC - it does not do this when you switch via the standard KSP controls, only the KAC "Jump to Ship" buttons. This function will keep up to 50 old files and is configured in the settings. The files are stored alongside the current saves and called KACBACKUPyyyyMMddHHmmss-persistent.sfs. Jumping to Ships - from Space center and Tracking Station In Space Center and Tracking Station modes the "Jump to Ship" buttons function by making a new temporary save (Called KACJumpToShip.sfs) at the current time and then setting the active vessel when loading it. This is using inbuilt KSP assembly functions to do this (not written by myself), but if you are at all unsure or concerned about this save/load functionality then you can disable the jump functionality for the SP and TS on the global settings tab. Video Information and Tutorial by Geneborg Thanks Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page http://triggerau.github.io/KerbalAlarmClock/versioncheck.txt to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site
  4. Like @Loren Pechtel noted its because its not a transfer between to planets orbiting the same common parent - tat said I do wonder if I could tweak it for that cause it could be cool. Ill put ot on my rainy day list
  5. If you can share a save and the log file with me I'll look in to both issues
  6. Thanks for the heads up Gordon. Just been reading this and double-checking the how to doc for the above as well with @technicalfool and we do need to update the DEP part of that for sure. In response to your notes there: DEP - the options there are two in the how to's copy the contents to a non-system folder or disable DEP for KSP - we'll edit that out UAC - We dont advise turning that off (as far as I can find) or advise changing the perms our advice is a copy in a non-system folder Program Files - as above Windows 10 - is all good - we both develop and text on that as one of our OS'es The DEP one is edited out now and if we find others then happy to help fix em up for sure. Thanks for the questions
  7. Apologies for the lack of feedback in here, been pretty busy in Real life, and Kerbal life. I plan to get some KAC love in this weekend though so heres osme feedback Snooze - I like that one - am sure can add something Ill double check the edit one - it might be possible to open it up if its not currently the sunrise/sunset ones could be worked in if I can grasp the maths - the commnet one not such an easy one as would have to estimate when all the legs of a commnet branch will change in the future (dont forget the alarm clock is simply counting down to a time - not monitoring status changes) - thats not to say its not possible, but it may be beyond my maths skills A save game and the kogs would help heaps yeah might need some more on this one - in the debug toolbar you clear the input locks and some stuff goes wacky? and you get a core game error from the UIMasterController? Ill test this one on the weekend as well, but if you can share a log file that would help heaps
  8. If you download the prerelease you can see the current process in action - they are KSP Fonts and cfg files in short, and once we get all the buttons nailed down we have an article to publish on modding and adding your own languages for just such purposes
  9. Preamble (or pre-ramble if you know me) After some discussions we thought we’d make use of the Dev Articles section of the forum and post some experiences, stories and information about various development topics. Hopefully this is the first of a number of posts by members of the development team, detailing both old and new topics to do with KSP and our work. These will not be scheduled in like regular forum posts. Rather think of them like a blog, with multiple authors (the devs), who can share info when they are able. There’s a number of topics we have thought to talk on, but for this first one I thought I could type about something that Julioz and I have been spending a fair bit of time on - Localization and Fonts.... Background Localization is the process by which a product can display text and audio in a language local to the consumer. While English is a very common language there are many people who do not speak it fluently and have asked/and appreciate the ability to more easily read, comprehend and in the end play KSP. As we would be needing a much larger range of characters and symbols to be able to handle many different languages we started by having a look at our current fonts and whether they would be up to the task. After some discussion amongst the team it was decided that we would be better served by moving to a different font by the name of NotoSans. This Open source font is similar to the OpenSans font we have been using in KSPedia, but has a much wider character set for Localization so it was decided this would be a good choice. Getting it to “fit” KSP You just swap in the new font and all good right? Unfortunately it’s not that simple and that’s where Julio and I have spent a bit of time. We use a plugin called TextMesh Pro to place text in KSP. It’s very flexible and easy to use, so the actual swapping of fonts wouldn’t be too big a problem. The challenge that raised its head was when we looked at the size of the fonts and how we would “fit” things. Having a printing background in my other job I could tell you all about the Em Square and how that relates to point size, but in the interest of not boring you all to death I’ll give you the simple version: “Not all fonts are created equal.” The visible portion of a 14pt Calibri ‘A’ character is not necessarily the same height and width as a 14pt NotoSans ‘A’ character, and so on. Here’s some lovely ascii art that shows an extreme example: The new NotoSans font is wider and taller than our existing Calibri font, so after choosing that font we then need to scale it to suit the games UI - or alternately adjust the game objects to suit the new size. We decided to scale the font down slightly to get things close to the size you are all used to and then adjust the weighting of the font to make sure it wasn’t too thin or hard to read. Weighting it as well Speaking of weighting (which is in essence the width of each stroke in the character), as some of the languages we are doing contain graphical characters (sorry if that’s the incorrect term) like Kanji we have to work with the font settings a bit to make sure we don’t blow out the characters by overweighting the stroke, and on the flipside we don’t make the weight too narrow that the text disappears. Heres some examples of how not to do these types of fonts… And my personal favorite: when I forgot to change all the font sets, this sorta changes the emphasis on some things. So after a fair bit of back and forth to make sure all of our eyeballs are correctly calibrated we end up with something like this: Job Done? Once we had that all tested, and given the green light, Julio and I could sit back and watch the rest of it all magically happen! Alright maybe not. After that we work to ensure all the text (in all the character sets and languages) fits in the spaces of the KSP UI - this happens alongside the translation, checks of text translations, more tweaks, further checks,... and that is a whole other story. Here endeth the first article.We’ll try and bring these to you periodically on various topics of things we are working on or that we find might be good to shed more light on.
  10. Longbow was my inspiration for it
  11. I thought I was seeing things till you said that!
  12. KSP Alternate Resource Panel v2.9.1.0 The KSP Alternate Resource Panel is a plugin to the Kerbal Space program game and was created to provide me an alternate view of the resources list and also add some staging functionality to the map view. Basically installing this gives you an extra button labelled "Alternate" next to the Resources button in the top right corner. When you hover over it it will keep the panel displayed while the mouse is over any part of the panel, or if you click it it will be toggled on. It displays a list of all the resources that are present on your vessel with a bar graph of the amount on vessel and the amount remaining. It also has the following additional capabilities: Displays stage amount/usage - so you can see how much fuel is left in your current stage, esp in an asparagus configuration - Now configure which side the stage is displayed on (*New in 2.4.1.0) Adjust the order and Grouping of the Resources so they display how you like - some can even be set to only show up when a threshold is passed - Now with Drag And Drop and Separator Inserts (*New in 2.3.0.0) Optionally displays the change rate (or instant consumption) values Optionally displays time till empty/full (*New in 2.2.0.0) Optionally hide a resource on empty (*New in 2.1.0.0) or on Full (*New in 2.2.0.0) Select Resources to see part windows and look at individual components Transfer Resources between parts - like the standard part windows (*New in 2.1.0.0) Add Alarms to get visual and Audio queues for what needs attention - even add your own sounds Maintains settings and visibility between vessel switches/restarts KAC style update checker added Movable and lockable panel Option of the KSP or Unity styles Ability to add icons by simply placing files in the right folder Ability for Modders to provide icons with their mod and have them display in KSPARP Ability to configure the order of preference for icon sets Ability to configure resources to hide on full/empty as well as cater to disabled flows for full vessel resources Ability to configure non-staging resources to show Active/Reserve values using the green/blue bars (*New in 2.2.2.0) Optional Staging facility with Ability to Activate Stages in Map View, and Ability to use Space Bar in Map view to activate stages - like in standard flight mode Autostaging Controller to activate stages on engine flameout (*New in 2.1.0.0) Now contains icons for resources from: Kethane, Deadly Reentry, Extra Planetary Launchpads, KSP Interstellar, Life Support By Bobcat, RealFues, Near Future, TAC Life Support API for information reading and alarm acknowledgement (*New in 2.1.0.0) I plan to add a few more items to this over time, but that's it for starters Heres some vision of the ARP in use - updated for 2.1 And the drag and Drop functionality in 2.3 Instructions Hopefully I have built this simple enough that the pic below explains all you need... OK, we've moved past that point . The below will give you an eyeball at the main screen, but you will find the details on rest of the settings on the Documentation site linked below Player Created Icon Sets Icons by Olympic1 by Olympic1 Icon Set by pheonix_ca and IMGUR Gallery Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page https://sites.google.com/site/kspalternateresourcepanel/latestversion to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site
  13. Dunno about conspicuously absent. I've offered (if I cast my mind back, so maybe not recently), and I know how useful I find em . I'm hoping to get the OK for it when time and direction allows. In historical news that warp to stuff is kinda funny - both Felipe and I did that at the same time (I wasnt on staff then) so we ended up with two similar things at the same time.
  14. Ask questions, provide opinions, get involved in discussions, that's all good my friend. But, the judging and 100% certainties you can't know from one announcement of an item under development and a list of features is my point. It might just be a grammar/language thing for some of it, but thats cool too. I think you might have an incorrect impression Squad has of the modding community or its relationship with modders from some of that post, if you've gotten the impression from somewhere that that part of the community is not being taken seriously then please PM me some details and I will happily take up that baton and run with it. Everything we do involves consideration for modding, from the loading screens to localization and expansions, from the direct interaction between modders and devs to work on bugs to exposing more functions so modx can bear more fruit. If we didnt have that understanding it wouldnt be where it is today, and why explaining its importance is kinda moot. Rest assured its not forgotten and please PM me details of where you've seen that misinformation
  15. 100% optional is my understanding
  16. Saw that yeah, just felt I had to clarify the assumptins in that one. BTW, you havent ripped squad off, you've got enjoyment and value for money - me too
  17. @JeeF does make a few good points, but also skipped over (or assumed) some points that cant be known unless you work for Squad. I'll leave most of it alone, but the one that bugs me is this "To take something already developed by the community with hard work, incorporate back into your product and sell back to the community is just cheap". There are items in there that cant be achieved through modding, and also items that can be, but are improved (I think) through implementation closer to the core code, being made available to all without needing mods installed (yes not all people use mods) or additional components. Actually I do have a second one ""If they had worked harder..." is something you can only know from inside; and I do know how much work people have spent on the expansion, how much thought and planning has gone in to make it a worthwhile effort for people who play with mods, as well as without mods, and discussing value for money. If people don't see the value then they wont purchase it - and that's their right. Lets keep the assumptions to a minimum and we should all get through this fine. On modding, the expansion is optional, and being developed that way. As a modder I know I'll keep making/maintaining my mods for stock game, and add expansion pieces where it makes sense, but not exclusively. That said its my choice as a modder to do that, and each modder gets to make that choice, and the people who play their mods will prompt, ask, cajole, demand, beg, etc for the features.they want in the availability scope they want - as has been going on for years. I have faith in the community, the modders and the discussions we have here that people will work together to keep modding on.
  18. Sure, so one of the things that is likely to change is the class name (so Localization.Format) - which means we don't have a fixed in stone function that can be used. Thus the advice to wait. We aren't sprinting to a release date, and we want to share as much as we can so you dont waste time, your and ours patience my friend
  19. ah - good call - yeah I misread that one Let me look when I get back home
  20. I know this is a little old, but forgot to press post - sorry C = Toggle IVA Mode , then V to change seats in IVA mode, or change external views in flight mode
  21. I'd highly recommend waiting till we have nailed down all the pieces here. We have a doc to share, but wont be till we have stopped making changes and wouldnt want anyone to feel theyve wasted time unravelling stuff that could change and then feel theyve wasted time because of it
  22. The plan currently is to stay on the 5.4 version that is in the prerelease
  23. One expansion mate - with multiple components/features/things
  24. The plan is that the last downloadable version will be the one on curseforge now for 1.2 , and no new download for 1.3, but integrated to stock. Unfortunatly that dialog was a casualty in the localization, and an old version of the dialog displayed. It will be solved in the next build and the current localization build you have is 1.2.9.1727 It may at that yes, will do our best to maintain parity, but not with mods installed inside the prerelease, only with saves from 1.2 and the matched version Sal has posted some thoughts for you in the ticket: http://bugs.kerbalspaceprogram.com/issues/14323
  25. Nobody said this is the final list of languages my friend, dont be too disheartened I'm hoping for more over time too