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Justin Kerbice

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Everything posted by Justin Kerbice

  1. Take a look here, not sure it works on 0.25, but it works with former SP+ mod.
  2. I have two graphics issues: - sometimes, map icons stay on screen (on KSC and inside VAB/SPH) => going to map again and close it "clean" the screen, - (maybe linked) sometimes, buildings doesn't appears on space center scene, sometimes they're back (maybe after a flight). I'll try to get some useful logs.
  3. Why ? The release is not for tomorrow, and even if creating a plug-in which is doomed to be "useless" (but we know nothing yet about what Squad will do EXACTLY) can be depressing, it is also a way to learn, if relevant.
  4. Regarding kerbal experience which magically alter the laws of physics OR properties of systems use in the vessel, it could be: better cooling might means finally someone figure out what the "activate cooling system", or just the blue button with missing label, means and ow useful it could be, better ISP may be "use 100% throttle instead of staying in turbo/postcombustion mode . There is finally some use of the "banned" word (the one which start with a 'd'), still nothing about modding d....
  5. ok. You also forgot "json-schema-validator-2.2.5-lib.jar" as dependency, I guess. (Such tool can be used with Cygwin for example, which may sightly differ from a "standard" Linux install, + there is a few chance the java package is install or available as it is not in the standard/base package). By the way, using CHILD_ERROR ($?) in the script may be bad as java lib not found, exec error etc shows a "JSON validation" error to the user, who is not likely to find the true cause of error. Using $?>> 8 may be better (+ check the doc of the java stuff to know relevant error codes).
  6. It may be good to have a JSON validator tool which use the official schema for validation.
  7. The main issue may come from the fact Squad add SP+ parts without adding the "how-to" use them the right way as AFAIK these control surfaces has been designed to be use not the same way as C7 parts, see SP+ releases and/or dev thread.
  8. Again, back to the basic: mods list, etc there is at least Kerbin Side, which version ? Mods can messed up with each other in some cases (messing with some global objects for example).
  9. For the repairs, I think first: you change nothing. If someone want to launch from a damaged building, on Mun for example, there is an "error message" showing repairs are needed first to launch something. Then... maybe going to the buildings, show the damage (far far later it could be from a meteor rain ) and the price and the usual "yes/no". no => launch impossible, go back to KSC (maybe). yes => repair "anim" + launch What do you think guys ?
  10. Hi, reading the one and only thread about contract modding just shows there was not a single working example available for anyone who want to learn, so after some headache reading the thread, and get more useful data from both Fine print and Mission Controller 2 plug-ins, but it is not very easy to get only the stuff needed for contract only, so here it is, a simple example that's work out of the box and ready to be tuned one step at a time to learn. It is a really basic example, as I have not sorted out yet the body modifiers values for reward/penalty for example (a good thing for randomly generated contract but a nightmare in the other case, maybe we can use a null targetbody object to have a simple *1 modifier). Package contains a ready to use example with a dummy agent (KARPA) and the full project. Reading the source code of the two contract mods is really a must if you want to do something. download on kerbal stuff. Enjoy.
  11. Looks good so far, just wonder why targeting Mono 4.0 (.net 4.0 in fact) ? Is this really required ? As you can be sure 3.5 is installed because KSP needs it. I'll look to add some or all of my mods meta-data.
  12. Fine print by Arsonide has many of the requirements for such contracts, I didn't dig too deep yet but I've seen crew capacity requirements utility methods for example and some contract which needs a minimum crew capacity parts to be offered. So I guess using it as a base would be better than another contracts mod from scratch with potentially duplicate code & features. For repairs, no need for dang It mod unless you wish to do the actual repair in EVA, Mission controller 2, this time, have repair contracts (but only for solar panels so Dang It may be required for them). Your R&D integration looks like more strategy than weird calculations of reps/funds/...
  13. Hi, playing with contracts, I found the MeetRequirements method is called too much for nothing (as it is supposed to filter offered contracts IN mission controller building, not in flight !) It looks like a serious issue as CPU usage is very high for nothing. code is (MRInterval = 5.0f): public override bool MeetRequirements () { if ((Time.time - lastMRUpdate) > MRInterval) { Debug.Log ("ConExa: MeetRequirements called (time=" + Time.time.ToString () + ")"); } return true; } I got: DC: MeetRequirements called ConExa: MeetRequirements called (time=1081.95) DC: MeetRequirements called ConExa: MeetRequirements called (time=1081.966) DC: MeetRequirements called ConExa: MeetRequirements called (time=1081.982) DC: MeetRequirements called ConExa: MeetRequirements called (time=1081.999) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.016) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.033) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.049) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.066) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.083) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.099) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.116) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.132) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.149) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.166) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.182) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.199) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.215) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.232) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.249) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.266) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.282) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.299) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.316) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.333) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.349) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.365) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.382) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.399) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.415) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.432) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.448) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.465) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.482) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.498) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.515) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.532) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.548) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.565) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.582) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.599) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.615) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.632) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.648) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.665) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.682) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.698) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.715) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.732) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.749) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.765) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.781) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.798) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.815) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.832) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.849) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.865) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.882) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.899) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.917) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.932) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.948) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.965) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.982) DC: MeetRequirements called ConExa: MeetRequirements called (time=1082.999) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.016) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.032) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.049) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.066) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.082) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.099) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.115) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.131) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.148) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.166) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.182) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.198) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.215) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.233) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.248) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.265) DC: MeetRequirements called ConExa: MeetRequirements called (time=1083.282) EDIT: this should be also apply to stock game as just because log absence "hide" the issue.
  14. Look at this. Add fuel to a nose cone is a bad idea but you can always tweak the config of the part, with a potential issue of weird behaviour depending of the tank actual capacity (+ it needs a clear fuel flow from nose to engine(s), unless you use Goodspeed pump pulg-in).
  15. Looks good, but 7 digits is a total waste of space, especially when all are just 0. I suggest numbers to be truncated: integer if they are not floating point, all non significant 0 removed. It is also more readable.
  16. Does the info of 1st post still valid in 0.25 ? Cause Generate is called AFTER getHashString ! + there is no help on objectives setup => done with contract paremeter(s) + using numberf seems to be wrong, despite method parameter is "float days" in SetDeadlineDays(), using 'f' suffix makes numbers misparsed/misinterpreted (8f for days = 1d, 5h, 59m, 58s !) EDIT: does anyone know WHY MeetRequirements of a subclass of Contract class is called VERY OFTEN ? (very often = about 30 times/sec) And even in flight mode ?? How does a contract could be not offered in flight ? As is this what MeetRequirements method is supposed to do, work on Mission Controller building to check if a contract is offered or not, according to from 1st postAn empty contract example would have been better IMHO (EDIT: working on it)
  17. Not a single words about documentation. too bad. It's sounds good to "allow modding", but guesswork is (very very) bad for both modders and users, as improper use of some undocumented things could messed-up badly with the entire game and makes users angry and modders unhappy.
  18. Thanks for your reply. The last concern I have is regarding modules and what we can add to a buildings, for now, and in the future. It would be great to make it as easy and powerful as parts themselves, allowing to add resources, generator and some part modules (like modulelight) to buildings. I have also imagine some crazy thing we could achieve by having a module close to engines but with only effects, especially particule emitter, to make volcano or geyser or just chimney. But this is maybe an another story .
  19. Could you add this in your 1st post please ? + there are also: LaunchSiteAuthor LaunchSiteIcon Group (no idea of its use: "KerbTown does not support group caching, for compatibility we will put these into "Ungrouped" group to be cached individually" from the source comment) And: - any plan to remove the "medsouz" directory ? It's not very meaningful and can confuse some tools like the partmapper from katateochi (KerbalX). - why adding description and author to the instance ? Author especially, description may not change a lot between many instances but who knows ?
  20. @snjo: what do you think of splitting FS into FSUtils and FS itself, FSUtils would contains all non directly related FS stuff like Animate module + all Switcher* ones. So most of the dependency should be on FSUtils which may be not often updated as FS itself, unless you do more work on it.
  21. I can't reproduce it too, I use 0.4pre3 on 0.25 (unpatched if relevant), with only 2 of my parts sets, no other mod. Revert a bunch of times with or without actually launch the ship. @AlphaAsh and Gaalidas: I suggest going back to the basics on reporting issues and give a step by step way to get it consistently.
  22. Looks interesting but... what skills kerbals would have ? I think of something before, like stupid kerbals makes ships less controllable (after all, THEY are in control, not us), example: bad thrust setting (ask for 100%, get 75%), imprecise movements, wrong button pushed (landing legs retracted just before landing ), etc Skills let me think back to UFO Enemy Unknown in which teams became valuable with experience.
  23. Yes , just it seems not everyone agree with the star's name, so kerbol, kerstar, starker, starbol, whatever, it's a star at the first place . Sunshine... one of the greatest sci-fi movies ever made ! The effect could be an option of the plug-in too.
  24. Looks great, screenshots may be made more helpful if you include wit/without pictures, to display what you plug-in add or don't add in various cases where it's relevant. Also, a pictures close to the star may be incredible .
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