Jump to content

TheRoland

Members
  • Posts

    32
  • Joined

  • Last visited

Everything posted by TheRoland

  1. Sadly, I don't have the time to work on the mod at this time. It still has several problems, but it'll be a version or two before I can work on it.
  2. I'm really working on not horribly killing the kerbals, first, which is slow going.
  3. Progress Update: I've put in a few hours today, and made some progress! The problem seems to be in large teleports. "But wait!" you say, "I'm only trying to teleport to the Mun/into orbit/down the street/. But if you're trying to teleport at low altitude, all of our sequences will give you a "kick" into deep space so you don't impact anything you shouldn't. So even if you're trying to get 60km, the teleporter will kick you a few hundred K into space, first. This doesn't work in 0.17. "So just do a few small jumps!" is what you're thinking. Only that doesn't work, either. Going on and off rails quickly seems to cause just as much trouble as making the whole jump all at once. So here's what I'm going to do: 1. Reduce or eliminate the "kick" into deep space. You may have to worry more about things in your way, or air pressure or.... but at least you won't explode. 2. Figure out the rest of the jumps and if they make you explode or not. Right now, I have a prototype that will get very complicated ships into space... but into orbit and into the proper place are still pending. I have about another hour to work on this today, am not going to finish. But I have way more information than I did before. EDIT: BUT WAIT, WHAT'S THIS? https://github.com/downloads/TheRoland/HyperjumpSystem/HyperJumpSystem0.3.zip Totally untested.... but I can get into orbit with it. Can you jump from planet to planet now? I have no idea. But a fiery death is no longer sure... Edit2:Jumping to Duna = Boom!
  4. I've actually been looking at this this morning, because it uses the same teleporting method, but is somewhat cleaner code. Unfortunately, it also results in explosions for me.
  5. So, here's a Progress update: I spent several hours yesterday experimenting and looking for a fix to the tragic explosion 'issue'. It seems like ships are coming apart due to huge acceleration, that going onto and off of rails is no longer preventing. While I have not yet verified this, I suspect the physics change this version which killed off the space-kraken may have also killed this version of teleporting. There are a few things I'm going to try; from doing a larger, more inaccurate, but possibly less violent jump to eliminating jumps in favor of moving more slowly (warp drive instead of teleport). Possibly there's simply new functions that need to be used to prevent physics. Either way, it's going to be a little while before I know what will work here; then longer to rewrite. I really wants this to work on .17 but do far, I don't even know where I'm going, much less how to get there. I'll keep my eyes open, and will try to keep posting progress.... Even if it's "still no idea!"
  6. As some people have noticed, jumping in 0.17 causes a big boom. I think it has to do with kracken's bane. Investigating, but initial expiriments did not lead to a fix.
  7. Update delayed due to finding real bugs! This is a good thing :-)
  8. I've had an endpoint go "walking" from Minimus orbit back to Kerbin, but have been unable to reproduce. I've been away from the forum for a while, but should have a new, small, update tonight with mostly GUI improvments.
  9. I'll make the GUI collapsible in the next version; maybe tonight.
  10. Tired of silly reaction rockets? Want to explore new worlds with a minimum of fuel? Ion engines and solar sails too slow for your taste? Thanks to the latest advances in Kerbal science fiction, now there's an alternative. Almost! Based largely on code developed by Zorkinian for his excellent Orbital Construction plugin, this mod removes resource management and adds a sci-fi twist. I'm still working on improvements. See the "Work In Progress" thread for more information. As of Version 0.2, it is now fit for human consumption! This plugin gives you two new parts: 1. Hyperjump Drive: This drive, which operates on the scientific principle of “magicâ€Â, has two wondrous functions. First, this drive can jump locally up to 75km to any other vessel which mounts a Hyperspace Endpoint (distance subject to change). Second, if you're already near an Endpoint, it allows you to “tunnel†to any other endpoint, no matter how far away! 2. Hyperspace Endpoints: When placed on a vessel, this gives allows future travelers to “target†your vessel. As described above, it also allows any nearby Drives to “tunnel†to any other endpoint. Vessels can have both a Hyperjump Drive and an Endpoint, but a vessel can't use its own Endpoint to do long-range “tunnel†jumps, because I say so. Clearly, magic doesn't work that way. A typical use-case would be to put an Endpoint in Kerbal orbit, an Endpoint in Munar orbit, and jump ships from one to the other, allowing transfer with minimum use of reaction drives. There's not much to see, but here's a picture: [ATTACH=CONFIG]31164[/ATTACH] Be warned, since this is held together with Kerbal-glue and duct-tape, you're likely to explode occasionally. WARNING: Very, very broken in 0.17. Investigating. 0.17 Version: Untested! Download at: https://github.com/downloads/TheRoland/HyperjumpSystem/HyperJumpSystem0.3.zip
  11. Hyperjump System: Jumps and Hyperspace Network Do you hear that sound? That's the sound of science fiction! Tired of silly reaction rockets? Want to explore new worlds with a minimum of fuel? Ion engines and solar sails too slow for your taste? Thanks to the latest advances in Kerbal science fiction, now there's an alternative. Almost! This plugin, a shameless hack on Zorkinian's Orbital Construction mod, dispenses with the troublesome bounds of realism and resource management, and through the magic of “hyperspaceâ€Â, gives you the ability to teleport (or “jumpâ€Â) yourself around the solar system. It's almost code-complete, and a working version is attached (GPL, as required by Zorkinian and Evolution's original). (GIT link below) What does this give me? This plugin gives you two new parts: 1. Hyperjump Drive: This drive, which operates on the scientific principle of “magicâ€Â, have two wondrous functions. First, this drive can jump locally up to 70km to any other vessel which mounts a Hyperspace Endpoint (distance subject to change). Second, if you're already near an Endpoint, it allows you to “tunnel†to any other endpoint, no matter how far away! 2. Hyperspace Endpoints: When placed on a vessel, this gives allows future travelers to “target†your vessel. As described above, it also allows any nearby Drives to “tunnel†to any other endpoint. Vessels can have both a Hyperjump Drive and an Endpoint, but a vessel can't use its own Endpoint to do long-range “tunnel†jumps, because I say so. Clearly, magic doesn't work that way. So how do I use this? One might put ships with Endpoints in Kerbal and Munar orbit, then use a Hyperjump Drive-enabled ship to jump between them. This does mean you have to somehow get to Munar or Minimus orbit before you can jump there. Can I help? I really, really need help with art: two models, two textures, two part-configs. There are only two parts, but I have less than zero artistic talent. I'd really love for someone to contribute models, textures, even complete parts. I have basically no conception of what things should look like, so if you're interested, feel free to be creative. Please don't steal from existing Sci-Fi, though. Can I try it now? Yes. It's still a work-in-progress, but it does work, and version 0.1 is attached. Notice the placeholder parts by Evolution, hence why I need help! But I explode when I do X, where X is: 1. Jump from the ground. 2. Jump to an endpoint that already has ships all around it. 3. ?????? 4. Profit. Don't do X, then. I'll probably lock-out jumps that are likely to make you explode, eventually. For now, they're allowed. But I explode for no reason! I'll fix that (and exploding when you X), but exploding for no reason is very Kerbal, isn't it? I have suggestions, complaints, found bugs, etc, etc! Post them! What are you still working on? 1. Better GUI 2. Better particle effects. 3. Drive lock-out when low or likely to explode. 4. ??????? 5. Really would love help with models. Latest version now posted HERE.
  12. Hey Dani-Sang, Are you still offering to help-out art-starved plug-ins in this manner? Background I\'m currently contributing some code to the Orbital Construction Plugin. This plugin allows you to place space-docks in orbit (or landed), supply them with resources, then use them to 'build in space' vessels that otherwise might not be practical. I added to it a 'jump-drive' which allows teleporting to space-docks (which is really what\'s happening when you 'build in space'), removes the requirement to manage resources, and adds cheesy particle effects. Because this breaks the 'SpaceBuilt' theme, I\'m going to branch this part into its own mod. Working title of this new plugin is: The Hypergate Network Concept This new branched plugin, as currently envisioned, will allow players to create a network of hyperspace 'gates' (actual name pending) to teleport around the Kerbal solar-system using a hyperjump 'drive'. Current Status This concept is all-but implementation complete. Since this functionality was inspired and implemented in Zorkonian\'s SpaceBuilt plugin, one can go and fire up a playable jump-drive right now. The changes necessary to branch this into its own plugin are mostly administrative and in GUI creation. The way I see it, fun mods have two major components: functionality and flavor. This mod already has 90% of its 'functionality' (largely due to Zorkonian\'s great work on SpaceBuilt and partly my laziness managing resources when using that plugin). This is a mod that needs 'flavor'; models, textures, cool names for its parts, and maybe some science-fiction rules. I\'m hoping you might be interested in helping with that! Parts: This plugin really only requires two (possibly three) parts, at least for its first incremental release. 1. A Hyperspace Gate: When mounted on a vessel, this allows the ship to act as an 'endpoint' for hyperjumps. To jump, a ship must be within a certain distance of a Gate, and must select another gate to jump towards. Unlike a true 'gate' from previous science fiction shows, it\'s not necessary to pass through anything; only to be in local space. In my head, this mounts radially, and could resemble a futuristic solar-panel, or a large antenna of some kind. However, I\'m very open to alternate thoughts. I can contribute concept art, but it\'s going to be on the order of kindergarten crayon drawings. It should not be necessary to 'deploy' the gate to use it (as I don\'t want to track gate deployment status in the persistence file). 2. A Hyperjump Drive: When mounted on a vessel, this allows the ship to jump from local space of its current gate to any other available hyperspace gate. It is limited only by certain sci-fi rules: for example, a maximum range to select a gate and a minimum altitude to activate. This part may have a 1 meter scale version and a larger scale version (with larger range). In my head, this part mounts like a fuel tank, and has a central spindle with a torus (or more than one) around its midpoint. Cheesy particle effects (which I can add) stream from the center of the part. No nozzle of any sort should be required: this drive need not be at the end of the rocket and generates no thrust. I can provide concept art, but it\'ll be bad. I\'m also very open to different ideas! Conclusion With the next version set to include many new planets to explore, being able to create larger ships, or specialized landers is going to be very helpful. Interested? As I\'m a complete idiot with any sort of art, I could use the help! SpaceBuilt probably could use the help, too, but one thing at a time .
  13. I was going to take a look at updating this (since there\'s better rails mechanisms now) but can\'t seem to open the zip or sources; windows says they\'re invalid. Any help?
×
×
  • Create New...