stibbons

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  1. I end up cheating slightly with my relay networks. After setting up my satellites and getting their orbital periods as close as possible, I use HyperEdit to tweak them to have identical semi-major axes. Usually this means just shaving a few tens of metres. But making sure they're identical means they never, ever drift in relation to one another. Perhaps a nice idea for a mod would be a "station keeper". Define a satellite constellation and, as long as they're already quite close to identical orbital periods, automatically keep them in sync.
  2. Could you give some more details about your setup? What operating system are you using? What sort of Arduino? Which version of the plugin and demo sketch? Does the plugin log anything interesting in the KSP debug log? What does the plugin log to the screen when you first load the flight scene? Sorry, but to the best of my knowledge there's no decent docs for using this plugin apart from what you can gather from this thread. But I'd love to be proven wrong!
  3. This is why I want to use a private repository. That *doesn't* appear in the general CKAN listing. It's explicitly opt-in, like subscribing to the mechjeb or scansat CI repos, but with an added step as I wasn't even planning on trying to get it on the "official" repository list.
  4. Hey CKAN folk, I have some questions about setting up metadata repositories. I have a mod that's still being heavily developed, but I'd like to start releasing binaries soon for interested parties to test. And I'd really, really like to use the CKAN to distribute them. So: I was planning on creating a small custom metadata repository tracking my work in progress builds. Is that a sensible thing to do? I couldn't find any documentation on doing it, but a look at the other repos shows that a repo file seems to just be a tarball of .ckan files. Is there anything special involved in generating this, or is it really just a matter of writing a netkan, using it to generate one or more ckan files, and then uploading the resulting tarball somewhere?
  5. This isn't too obvious, but it's discussed in the CKAN FAQ. CKAN relies on the readme.txt in the root of your KSP install directory to figure out which KSP version you have. If that file is missing or has been overwritten by a manual mod installation, then you get an error like this one. The FAQ has details about editing the readme.txt to make sure it has a valid version string that should resolve your problem.
  6. So nothing, then. Glad that's settled.
  7. False dichotomy notwithstanding, what part of that post makes you think it's representative of the company?
  8. Do you want dev blogs to go away again? Because interpreting statements made in them as promises deliverable by the company is how you make dev blogs go away again.
  9. The link you want to use from imgur is the "Direct Link". Basically, it needs to be the raw image. If your URL ends in .jpg or .png, you're good.
  10. Updated the OP. The base plugin works, and has a basic echo handler (device sends echo, game replies). The Arduino library is functional, but a little bit twitchy - it frequently doesn't start seeing full packets for me until a few seconds after the flight scene loads, sometimes not until I switch out and back in to it. Need to play with how it's dealing with partial packets, I think. The big news that I'm happy about is that my plugin's working properly on Windows 10. My initial tests were looking a bit bleak, and I was worried I'd have to do a lot of platform-specific work. But a more careful look showed that most of my problems were related to some really dumb mistakes (a divide-by-zero in the setup that the Linux KSP build happily continues on from, but the Windows build seems to abort loading the plugin). There are still some weird issues with some devices in Windows that I really don't think I'm in a position to be able to fix, so can just point to them in the docs and back away slowly. At this point I'm going to be scaling out the info it can send/receive, and see how stable the current serial stuff is under actual load.
  11. I'm deeply disappointed that this post was a question and not a release announcement.
  12. Unsurprisingly, my current code is running fine in 1.2.9 after recompiling it. Will only be supporting 1.2.9/1.3 going forward. My work trying to implement a simple echo provider (hardware sends an echo request, game responds with an echo reply) uncovered some poor assumptions, and I'm going to have to redesign the interface between provider classes and my serial ports. But that's good because I also recently realised the game exposes its own GameEvents interface for passing events between classes. I should be using this little fella instead of implementing my own events.
  13. But back on interesting news, congrats on the new prerelease SQUAD! It's been a long road, but it's great to see the end finally in sight.