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Gaalidas

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Everything posted by Gaalidas

  1. The resource adding I don't know much about, but one option for adding this to the parts of a ship dynamically, and only when the ship is in flight (thus, not the parts in the editor, just the flight scene) would be to create a module that inherits "VesselModule" instead of "PartModule" and then iterate through all of the parts on the vessel through something through the interal part list "Vessel.Parts" to add a resource to all those parts. Another option might be to create two "PartModule" modules, one which would contain the code necessary to add the other one to every part on the ship. You would use MM to add the first module to a part that you tend to use on every ship (I would have it add the module to all parts that have a command/probe ability). You then set up the first module to, upon flight scene initialization, add a component to every part on the ship (the component is the other module which would then add the resource and self-remove itself) which does not already contain the resource required. Parameters such as ship mass, and the mass of currently-loaded resources and such should be easy enough to find. I believe the part's mass is actually something the "Part" class keeps track of. Resource information would then need to be looked up via something like "GetComponents<Resource>()" (no guarantees that this little bit of code is even valid, you'll have to do some research) and taking stock of the total capacity vs. the currently filled amount. This would allow you to find the mass of the part itself minus the added mass of the resources currently present. If I was in my right mind (dealing with a head cold, and it's 4:00 or so in the morning) I would quickly paste in some working code to get you started, but I'm not nearly awake enough to even start coding right now. Just thinking out loud. What's the end result here? Are you working on some new and amazing mod that no one knows they need yet, but will want it when they know about it?
  2. Sp, a little update for you all. I've been busy with school, battling financial aid for the money I need to continue my schooling, and (most recently) I've been battling burnt-out syndrome (partially unable to build interest in continuing this mod right now, and the other part is simply not wanting to work on something that may be borked by U5) and (extremely recently) battling a nasty head cold. So, yeah... life sorta sucks right now, but I ain't giving up on this baby yet! Update: Basically, my time table is this: 1) wait for 1.1 of KSP and then freak out a bit. 2) freak out some more. 3) finish the freak out session and begin fixing things. 4) freak out because my fixes are lame and I have no idea what I'm doing. 5) beg for help and eventually get things settled. 6) begin working on a a new release. 7) maybe... just maybe get a new release of this baby out with any contributions from y'all, and hopefully some updated features and whatnot. On the up side, my college work is revealing a lot of ways that KSP modding can be made extremely efficient and I may be on the verge of being able to create some extendable classes so that KF can, eventually, become a base for other mods to hook into. No promises of course, but I'd sure love it if these various wheel features could be referenced in other mods and used to reduce the need for other modders to reinvent the wheel... both figuratively and literally... I think... I was telling a classmate about how I'd worked on this mod and we'd reinvented the wheel. I don't think he took it very seriously until I showed him the wheels and then he responded with "wait... seriously? You actually reinvented the wheel?" Yes, my friend, we literally reinvented the wheel, and then reinvented it figuratively, and then reinvented it literally again and this mod is the result. If you're not confused, then I'm not explaining this right. - - - Updated - - - Holy crud those are some huge wheels. I want them. So badly.
  3. After speed adjustments, adding keys for height adjustment would be awesome. This reminds me of slewing in MS Flight Simulator. Other ideas I have, which would mimic hyperedit functionality would be an input for coordinate insta-transport, while keeping the rest of the movement-ability intact upon arrival. Rotation of the craft on multiple axis, maybe using modifier keys to swap the rotation modes. Multi-selection of craft, so one could move more that one craft at a time. I was also thinking about some way for the angle of the terrain/surface under the craft to be matched on the craft you are "holding" at the time, so that moving a craft into a surface with a steep incline could be done without disaster, with a modifier key to override the mode and force zero-angle on the craft in question. Extremely unlikely wishes would be the ability to select a vessel, move it into a position where the docking ports would align with another vessel, and activate the docking which could either re-insert the craft into physics and force initialize the docking procedure, or force the docking to occur and bring the new craft seamlessly into the selection. That one sounds extremely complicated though. How does it handle not being used on the surface of a planet? Actually, I would think space-slewing would be simpler since you don't need to try and maintain a radial orientation with the ground.. but if you were to slew into a planet, you'd want some way to transition into surface-relative slewing. Either way, I'm going to go dig through your code. This is some awesome stuff. I could see this becoming, eventually, a real-time flight-scene craft editor. At the very least, it's a great tool for setting up scenarios or building a set for a video. I'd love to see this combined with Kerbal Konsttucts to further smooth out the editing of static object positions.
  4. Just when I thought you'd disappeared, you break out something like this. Awesome.
  5. Wait a second... you can use other symbols in that thing? We really need a manual for this thing...
  6. I love the whole Spanish inquisition thing... in relation to this mod anyway. I have no love for inquisitionals... even Spanish ones.
  7. My best suggestion for testing purposes would be to add a context menu slider to allow in-flight modification of EC-use and fade times, then play around with things until it makes sense. i'd also recommend trying to not only vary these things by part mass, but possibly by the number of parts being affected on the vessel as well. Breaking saves is highly unlikely unless you remove the part completely and/or reset the internal name of the part itself. changing the part shouldn't cause too much trouble, though it could affect people if they have the same saved with the cloak currently active. As for GUI, I'm unsure if 1.1 will bring anything easier to use overall, but I hear the designer in Unity is nice. I managed a pretty good GUI for Kerbal Foundries, but it's taken months to get to the point where I can easily add new elements and make them function. Even then, I couldn't properly handle persistent data through that GUI until an individual I know only as *Aqua* created a persistence class for us to use, which I query for most of the global settings for the KF modules. Either way, you need to be prepared for the huge pile of bovine excrement you're diving into when creating a GUI. It's one big pile of... poo. I do have to wonder if the simple little parameter that makes all this stuff possible could maybe be the origin of what we have not for fairings and service modules and such: the ability to hover over them and get a transparent shell out of what was once an opaque surface.
  8. I was literally working on what I was going to say about adding AG functionality... then I got to the part where you mention setting an action group. My work is done. This does actually have some amazing possibilities. I'm so looking forward to looking at how you implemented this thing.
  9. So, by "procedurally generated" do you mean that you generated them procedurally and we're seeing the results, or that they are generated when loaded into the end user's game?
  10. ...and they apparently close the hatch so hard it hits them.
  11. In theory, low gravity worlds can be manageable with greater weight... and a wider wheel base. Perhaps wider framework pieces need to be created, similar to how we have the wider cargo platforms currently, to make stability in lower gravity easier to maintain. If you use Kerbal Foundries along with this then your stability in all situations will greatly increase, of course.
  12. My only issue is that it obviously has headlights, but they can't actually be seen when looking at the front bumper.
  13. And that wonkiness is probably going to come in the form of things not being connected correctly (visually and/or otherwise) and/or parts attached to moving parts not moving properly when moved... did that come out right? I confused myself again... On the other hand, I have seen docking ports used on IR parts effectively, but it's not something that is easy to accomplish when you intend to dock/undock more than once.
  14. Indeed, call it the Brutus Maximus. Or kerbalize it: Krutus Maksimus.
  15. No automatic mod checker is perfect. Love the wheels. What mod is that from? Oh wait... it's my mod... Kerbal Foundries... guess that's why I'm so impressed with them. I need to get around to doing an official update soon.
  16. Ah, but can it successfully clear a randomly spawned ferry under it while supporting two cars on the same road traveling at the same time but in the opposite directions? Time to channel your inner polybridger.
  17. So, this thing runs at a... what... maximum FPS of negative 4? Yeah, that's what I thought...
  18. Honestly... my brain is already taxed with school right now, and even when school wasn't a problem I still couldn't work out the complete MKS system. I just wanted to get the structural parts for my base. Stepping stone this mod may well be but, for those like me, it's more of a final destination.
  19. i made mine install a little bit more realistic simply by taking all the float-curves for ISP and such and halving the second values. This effectively makes it half as efficient. The thrust values aren't all that overpowered really. - - - Updated - - - I thought buzz was a man... ?
  20. Indeed, that is possible, but that can also come with some odd malfunctions. Better to go with one of the few mods that have been made for it. However, I am unsure that moving this post to the add-on releases forum was the best choice, since this forum is meant for releases and not necessarily for "help me find this mod" type posts. No harm either way though.
  21. Pious Bovine indeed... now lets see a video of you putting it into orbit... and surviving... without your computer melting/exploding/both.
  22. You'd need something to identify if the animation is running in addition to the usual retracted/extended states. I know it's been done with other plugins that implement their own animations. I should really dig into some of the landing gear modules, stock and modded, and see how they handle that stuff.
  23. I could see someone adding a BDArmory module to these things to make them explosive. I'm thinking it's time to try and recreate the world-ship (or whatever it was called) from the Andromeda series that appeared to be made up of a captured small star and it's various planetary bodies all tied together in some sort of giant set of trusses. Small scale of course...
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