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kimiko

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Everything posted by kimiko

  1. When can get the base mod working properly I'll be considering it! : D Yes indeed! : D There is also a chance for some nice cascading fire effect! Like fireworks : D
  2. Thanks for the heads up! For some reason the command chair's inner workings is a mystery to me, but I managed to do a workaround. I also tested with Take Command and didn't encounter any glaring problems. : D
  3. N.A.N.A Wildfire - Production Thread The intermediate step between "safe" and "kaboom". WARNING: THIS IS A WORK IN PROGRESS: THINGS MAY ACTUALLY CATCH FIRE! Find any bugs, got ideas, got any suggestions or want to help improve the code? Please let me know! This mod adds pseudo fire hazards to the game. Originally created for another mod, but turned standalone. Overheating, bumping into things, crashing and other reckless activities may cause fire to break out in the subjected part. A fire will cause the part to gradually overheat, giving only a few seconds until it disintegrates. There is also a risk that a fire may spread to adjacent parts, leading to an (unfortunate) chain reaction. No more "Oh, I didn't really need that part anyway..." You really need the Primary Buffer panel to stay attached for the whole re-entry sequence! It may cause a leak, or a short-circuit, or general spontaneous combustion. This add-on attempts to introduce less randomness in how failure (fires) occurs, thus a fire will never occur at total random, but can only be caused by something. This will hopefully encourage players to take proactive steps in order to reduce the chance of critical failure, as well as encouraging safe flying (who am I kidding?). As commander of your sheep, you may want to herd your crew to the pre-installed escape pods when you find the ship on fire and burning from enemy attacks. A LES is also recommended for launch. If you play with a life-support add-on, you may also want to pack potatoes and your stillsuit, in case your craft goes down on Duna... Incidentally, the add-on also comes included with a fire extinguisher system. Package contents and instructions: 1x Automatic fire extinguisher part (Monopropellant tank clone under Utilities). Attach it anywhere on your vessel. When activated, it will automatically try to douse fires at the cost of liquid CO2 and electric charge when a fire occurs. It can be kept activated at all time, but will only be used during a fire. Having it activated will cost a small amount of electric charge. 1x Automatic fire alarm (Pre-installed in every cockpit). 1x Right-click risk and fire potency info menu. Indicates fire risk level and fire potency for the selected part. 1x Various fire hazards. 1x Water sprinkler with built in sparkler (2 in 1! For performance!). It's a stage-able part in the Utility section (linear RCS clone) when activated, it will start up an give you 5 beeps, and a long beep at the end indicating it's ready. When ready, it will give you a few seconds of halved risk factor for every part! Note: It will only work when landed, and you have to launch before it stops to reap the benefits. Attach it to the launch clamps for realism! Check out how water sound suppression systems (sprinkler) and Radial Outward Firing Initiators (sparklers) work in real life here, here, here and here (NEW in 0.1.3). 1x Fire hose. Mount on a fire truck and point it at a part on fire to cool it down (NEW in 0.1.6). More details: Required add-ons: ModuleManager (http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2617-january-10th-with-even-more-sha-and-less-bug/) (Adds mod functionality to all parts in game, can be edited in the config-file if you want to exclude parts.) Community Resource Pack (https://kerbalstuff.com/mod/974/Community%20Resource%20Pack) (Uses Liquid CO2.) Please delete the old install before installing the new one. Download Here Or at Spacedock Change log: Compatibility and bugs: NOTE: This add-on should be compatible with most add-ons, however it may not be integrated to use the functions of other add-ons, such as Kerbal Krash System and Destruction FX etc. (yet). How to apply temp fixes and exclusions yourself: Considered features (may or may not come): Buy me a coffee : D License: All Rights Reserved Source: https://github.com/henriksenjoakim/KSP-Wildfire
  4. Gah! I guess I have to try do it the hard way then. Thanks for the heads-up! : D
  5. Greetings! I'm trying to find a way to measure the amount of force applied to the joint connecting to a part with its parent (both surface and stack), to have things happen when they reach a certain "stress level". I haven't been able to find any information on the subject, except that BreakingForce is (maybe) measured in Newtons and BreakinTorque is (maybe) measured in Torque, and represents the maximum level of force that a part can withstand (and presumably its joints). I've been stumbling on a lot of references, but it doesn't explain anything in detail, and with my limited Unity and programming understanding, I can't really make any sense of it. The forum seems empty on the subject too. Basically I want to end up with something like this (if possible). //pre-calculations if necessary if (currentforce-applied-to-this-part's-joint-connected-to-the-parent > (breakingTorque / 2)) { //makesomethinghappen } Any help would be wonderful! : D
  6. That looks a lot better than what I have been cooking up (thanks! I may be able to use some of that! : D), but I wanted to use GameEvents.onPartDie, as my goal was to detect parts that blow up unintentionally, and not parts that is lost in e.g. decoupling etc. I saw some other mods using it, which I have installed in my on-going game, and it seemed to work very well. In addition, it has to know specifically what blew up so it can detect the specific attached parts, but I also I want to use it from within partmodule(s) as I want to use ModuleManager to assign which part which uses the partmodule I'm making, that way it's easier to make it compatible with other mods (and possibly less hard-coding when other things change). The goal is have the module work from within a assigned part to detect dying parts connected to it, and everything has to work with the part that is "still alive", though I fear it may cause some performance issues depending on how many parts have this module assigned to it. In any rate making a cache of surrounding parts worked out great, and it now functions as I'd like. Now I'm only looking around for some practical way timing the caching, I've been looking around and onVesselWasModified seems to be a good contender, but I really don't have any clue at this moment. Currently I'm simply targeting part.parent, and then foreach-looping all the childparts, which has the current part as part.parent, into a Stack<Part> in order to make the cache, but I've heard it is potentially very taxing with foreach-loops, and I have very little clue in how the Stack-functionality actually works... It just works.. somehow...
  7. It seems that the issue was as you suggested, the part was removed before the it was able to compare it! Thanks a lot! : D Now I just have to find a smooth way of refreshing the cache, as you said, without making it too taxing on the system.
  8. Greetings! I am trying to have a part, within a partmodule, detect when another part (directly) connected on either side (parent or children) is destroyed. I can't for my life make it work. I tried using IDs (craftID, flightID etc.) but with no luck, and I couldn't find any information on other unique part identifiers. Initially I thought it would work something like this: private void onPartDie(Part p) { if (p == this.part.parent) { //Do stuff } foreach (Part cp in this.part.children) { if (p == cp) { //Do stuff } } } ... But, alas.. Any help would be appreciated! : D Of course I could probably assign identifiers myself, but I'd think something like that already existed, no? (also any tip on how to efficiently looping through directly connected (on step down the hierarchy) child-parts would also be nice!)
  9. Yes, 1.2.1. I just "came back" to KSP with the 1.1 rumour, to continue the mods that I put on hold. I downloaded a fresh copy of 1.0.5 and started installing mods when I noticed the FPS drop.
  10. Not to put another wrench in your system, but I can also report the same fps drop issue, and its a very significant drop. Not sure if it is still relevant with 1.1 1.0 rumoured to be released soon though, at least I thought I'd let you know. Debug console doesn't report any red/orange/yellow as far as I can interpret. Windows 8.1 64bit AMD FX-4100 Quad Core @ OC 4400 MHz Radeon R9 270X OC edition (OCed) (latest driver @ posting) 8GB DDR3 1333
  11. Sorry, the thing is very much outdated and probably doesn't work properly, but yes, it is back at the pyramids (or ruins) and you can use the grabber, but KIS is better. That's amazing! Exactly as I had imagined and hoped it would be! Great stuff as always! : D I've sort of fled the KSP scene until it becomes a bit more mod-friendly (quantity-wise, and stability-wise), hopefully 1.1 (the "real" 1.0 : P) will see to that. The story I have planned will require a great deal of mods, and the ability to load in a great deal of parts, which is close to impossible at the moment. In any rate, I may have to rewrite the D.E.F.L.E.C.T.O.R Shield Generator mod and the Tent mod for the Unity upgrade, which I intend to use in the story, so it should be perfect timing for a revival! : D
  12. Well, imagine you put 10 "average joes" in a room with a box full of KSP, Euro Truck Simulator a random (cheap) racing game from steam, and tell them they can leave with any game they want, but don't tell them the price. How many would you imagine would leave out with KSP? Then put 10 more and tell them they can test it before they choose. Then put 10 more and price each game equally and tell them they can buy one. (But this would only work if you could even get the average joes to the room, which is steam). You will see that Euro Truck and racing sims aren't as niche as you think they are, in comparison. Also try put Euro Truck or any other racing sim with an equivalent game in the same price range in the same room and have any type of person chose one. Then try the same thing for KSP... if you can find one. I suppose your assumption is that by selling it lower price more will buy it and it will not be niche any more? What if the sales wont go up even if you lower it? A "few" yes. Although I'd like it cheap myself (its probably good for society), If the developers got rent to pay, mouths to feed and a life to live the price is totally justifiable. There are not enough space nerds in the world, so even if they sell it cheaper, the increase they get from average joes converting is probably not going to result in as much profit as to selling it to space nerds (who will buy it no matter the price... like apple and so-called hipsters) for premium price.
  13. KSP is defiantly priced accordingly! And it doesn't really require a degree en marketing to see that... ...but why not pull out the basics: The generic marketing strategy map!: KSP is definatly in the lower right corner for the following reasons... It's a niche product: It only appeals to a certain audience, which is not that many of, and have over-average interest in the product. It has very little exposure, and can (practically) only be obtained on-line, through steam. In fact the only way you probably heard about it is over steam or any of the "speciality" youtubers (which only us overly interested people watch anyway). Customers have low price sensitivity: We will pay for it either way, because we are especially interested. People with lesser interest would most likely not pay for it no matter what the price is. We most likely already bought it in Early Access which leaves even less people to buy it now. And as many of the previous posters indicated, we are still willing to pay more... Virtually no competitors in the same genera: What other games let's you build spaceships, use close-to-simulation game mechanics, land on other planets and all the other ridiculous stuff that is being done? And probably not much substitutes as the customers have special interests. So, with a low demand, low price sensitivity, limited availability, only appeal to certain customers, no competition, limited substitutes and limited exposure, you punch up the price. Everyone here already bought it, and would probably do anyway at some point. (this also is probably the reason for such a great community : D) Edit: Not to mention, the average age of possible customers is probably higher, making it the price sensitivity even lower.
  14. I ended up creating some small mods myself, and I hardly know how to program. If someone asks me to call a function, I'll sit there with a blank face. So adding in extra work (which isn't really all that fun either) on top of: getting and processing an idea; learning how to: C# Unity and 3D modelling/texturing; downloading using Visual Studio, Unity, Gimp and Blender; learning other mod dependencies; set up accounts for image sharing, github, file sharing; testing, testing, balancing, retesting; learning and setting up licenses, writing long threads for development and release; taking, editing, uploading and posting pics (or no clicks), writing user manuals and documentation; fixing bugs; updating; etc etc. On top of that have to eat, sleep, go to university, do dishes, laundry, maybe even play the game? would just be spoiling the fun for me. But not to pour too much negatives into this thread, I think we should see the opportunity in all this! Since I personally wouldn't mind if someone were to suddenly stuff AVC into my mods for me, or put it on CKAN (as well as doing other useful stuff, which is otherwise tedious). I would suggest that the OP, seeing the high spirits (or anyone for that matter), should try get together a team for doing practical stuff like that. Sort of like an outsourced support team.
  15. Yeah, you're quite right! It's a bit to magical to get early on. I'm thinking it could be spread on the same level, but different branches. Thanks! I initially wanted to have a proper "bubble" effect! But at the moment I have very limited knowledge with Unity and the likes, so I have to stick with the blue glow until I'll get smarter! xD Excellent! No clue. Never tried it. Haha. I never imagined or intended such extreme speeds, but as Tyren said, there may be a chance if you have ridiculous amount of energy, and run on full capacity. Your question is actually a bit of a dilemma for me. While I was creating and testing this thing, I was thinking of this as a sort of "multi-purpose, one-fits-all-shapes-of-ship heat-shield". Which, for a bit of extra weight and hassle, could get any "normal" type of ship through the atmosphere at "normal"-ish or emergency conditions. But the more I mess around with it, I'm starting to think that maybe there is really no need for such after all. Since bringing the shield will add more mass and prompt less manoeuvrability, which is sort of what is (not) needed for normal aero-breaking anyway (and key factors for non-overheat re-entries). So it may be that bringing the shield generator will result in the need for it, and not bringing it results in not needing it. Sort of like having life-support generators (greenhouses) that basically converts LS of electric charge. Wouldn't need life-support function in the first place, it's just one more extra part. So at the moment I'm considering tuning it for a bit more "ridiculous" use. o.O Ahaha excellent! Glad to see you made it work! (any idea why it didn't the first time?). Also, do you think it was too much drain? I am, as you can see, considering "nerfing" it a bit.
  16. I am quite a big fan of those difficulty enhancing/realism add-ons, and I am quite fascinated by Dang It, as it introduces technical failures, which is not uncommon for real life launches. However, I don't tend to use them. The reason being that there is no game-play element that encourage you to prevent the specific failure, only resolve after it has failed. In other words, I'd like there to be an element of preparation, to help reduce the chance of failure before it occurs. Which again is also a large focus in most real life missions, as there is usually no one to climb outside with a wrench. Test Flight is of course purely based on this, as you do test flights to lower the chance of failure, but it's only one element of a larger process, if you compare it to real world. So my thoughts are: If it's even possible, how about an add-on which unifies the "preparation" elements from other add-ons with failure elements from failure add-ons? For example, let's say you use Kerbal Construction Time and reuse parts very often. Then that factor could affect the chances of having a failure with Dang It. Or perhaps you rushed the construction to intercept an astroid? With the Kerbal Weather Systems or Kerbal Wind add-on you could have increased chance of failure if you launched during bad weather. Which gives you incentive to wait with certain launches, giving an extra challenge in planning launch windows. Other thoughts is to perhaps have a "launch readiness" factor combined with a "launch countdown" element to give an incentive to do a proper launch countdown. For example, there is a set of green/red lights representing different sections and departments which needs to be ready for launch, and you can chose to launch even if one section has not reported "go for launch", risking higher chance of failure. This could even include add-ons like Remote Tech, if you chose to launch even if capcom reports red light. Once gain, even the readiness function could also be affected by prior preparation elements, such as construction time and test flights. And perhaps even be affected by the stupidity levels of all your hired engineers, and the current level of your Mission Control building. Although it's probably a bit unrealistic to have such a unification, as it require someone to read through every involved add-on and learn its functionality, I at least hope it would give an incentive to the original authors for each respective add-on to leave some extra comments at certain places in the source which could potentially be used for such a unification. Then, perhaps in the future it will be more likely! : D
  17. Quick question/suggestion. Is it possible for having Kerbal Construction Time modify Dang It or Test Flight failure ratio depending on for example how many times you reuse parts, or maybe if you "rush" construction etc.?
  18. Quick suggestion/question, is it possible to have this automatically fire during contract completions and display the specific contract's "completion message"? And perhaps even load a custom image (and layout) defined by the specific contract (maybe detect a special url/layout tag in the completion message). I'm dabbling around with a story focused contract pack (using Contact Configurator) and it would be awesome if I could use Historian to help convey the much "finer" details about the story. Also, since Historian is good for those bragging moments, having contract completion messages displayed there would be quite natural eh? : 3 how the idea came about
  19. For the barracks, you may have to wait a bit until I have remember how to use Blender again (ahaha). I suppose the plug-in will remain somewhat the same though. Ah yes, the next iteration will defiantly have USI LS, as it is my preferred LS mod : D Wonderful news! : D That picture is amazing by the way ahahaha! I will try to include an actual glowing fire for the next iteration. Real explorers always used tents! : D
  20. De-Fluctuating Energy Capacitor for Temperate or Overcooked Re-entries Shield (D.E.F.L.E.C.T.O.R Shield) This add-on desperately needs balancing, please read below for more info! Credits: Thanks to IRnifty for letting me use his "sound manager" code! Thanks to Merill for providing me with some code. Thanks to NathanKell for helping me out with some questions. Thanks to everyone who have been asking and answering common newbie questions on the forum. Thanks to everyone who have lots of useful //notes in their code. Ramble Ever since I installed Deadly Re-entry back in .23.5 (or was it .25) I had an idea of making some kind of cooling system that could be used on all sorts of aircraft parts. The initial idea was some sort of ablative gel coming out of small ports placed underneath the craft (think sun lotion), but that would require some Vector3D understanding, (and maybe worse, ray tracing), which is way above my mental capacity. So the decision was made to instead make small ports for one-use coolant fluid (Cool Goo TM). However, as I started dabbling around with the air-combat missions for the N.A.N.A contracts pack I realized I also needed something to help extend some of the escort and protection missions as the BDArmory AI are extremely accurate with the guns. So I thought I'd hit two birds with the same stone, with dual purpose. Which is probably best as I realized after 1.0 released: It's entirely possible and relatively easy to re-enter Kerbin without so much as a single temperature gauge pop up, so it sort of made the add-on a bit redundant. Nevertheless! Here it is! Cool Goo TM? Aloe Vera? -- early experiments ahaha Parts No new models or textures (keeps the memory down). Stock Parts are recycled using Module Manager. The add-on introduces five new parts, and some new resources (where only one is player relevant). A 1.25m In-line D.E.F.L.E.C.T.O.R Shield Generator. For avoiding Kerbals that kling on to your vessel when you're trying to launch. A 2.50m In-line D.E.F.L.E.C.T.O.R Shield Generator. For use on the Fourth of July (may catch a cold). A 3.75m In-line D.E.F.L.E.C.T.O.R Shield Generator. For use with your fully armed and operational battle station. A Radial Container with Cool Goo TM. For storing extra Cool Goo TM. A Radial Shield Booster. For improving shield integrity, at the cost of shield generator heat. All parts are located in the Command and Control tab. Relations with other add-ons Dependencies: Module Manager Recommended: Heat Management For testing: BDArmory Incomparable: Reserved Before Re-Entry, charge up your shields. This is done by right clicking the generator, setting the Regen. Output to an appropriate level and press the Start Generator button. The Shield Integrity bar should now start to rise. This will consume Electric Charge depending on the output level. You can leave the generator on even if it has reached 100%, as it will not consume charge. Note that higher output levels will cause the shield integrity to rise faster, however it is exponentially more Electric Charge consuming. Next up is to chose the appropriate temperature percentage at which you want your shields to start protecting. This can be done with the Shield Threshold slider. The default is 39% as the game will start showing temperature bars at 40% for most parts (it seems). As you reach atmosphere you should now push the Shields Up button to activate the shield. This can be done before-hand as it will have no detrimental effects as long as the temperature is not passing the Shield Threshold. When a parts temperature reaches the set temperature threshold the part will start glowing blue, indicating that it's being shielded (see top image for reference). When a part is being shielded you will start to lose shield integrity. The shield integrity loss is determined by how much heat the part should have had without shielding and the surface area of the part. You can counteract the loss by increasing the Regen. Output. As it is it is exponentially more costly to run at higher outputs, careful balancing is required so you do not risk running out of electric energy. As you start shielding, the shield generator will destabilize and start to heat up. The amount of heat is determined by the same values above. If your shield should reach critical levels, there is built in emergency Cool Goo TM reservoir which you can inject into the core to stabilize it and cool it down. However, it is highly recommended that you use heat-sinks and radiators from Randazzo's Heat Management add-on as Cool Goo TM is, due to its special properties, expensive and hard to come by. If you should be in need of some extra shielding, you can radially mount a shield booster to the Shield Generator. The booster will vastly improve your shield integrity, however due to its unstable nature, it will also cause the shield generator to heat up easier. It is recommended that you strategically place the generator within your vessel, as the generator itself is not shielded. The generator also have high heat conductivity so it should not be attached to fragile parts. Ideally it should be isolated by using heat-sinks. Note that heat-sinks and radiators are not shielded. Lastly, having a Scott or a Wookie or a blue droid in the crew will improve your shield regeneration. Deflector Shield Cooling Tower for your capital ships perhaps? HELP testing and tweaking! As this type of add-on naturally comes with a large "cheaty"-factor, I wanted to make it a bit challenging to use. However, this proved to be extremely complicated as I have practically no knowledge in programming and game design (and physics for that matter). Thus, it may have ended up a bit too challenging. Therefore I'd like to enlist some help in trying to make it more balanced. And if someone is really eager, help clean up, and improve the plug-in itself. I have only tested it with the type of ships that I usually build, and it have somewhat worked out. However, this may differ greatly from other peoples play style. My aim was to be able to re-enter with stock, "regular"-sized crafts (whatever that means), with not too much hassle. Then use heat-sinks, boosters and Cool Goo TM for larger ones. I.e. 1.25 are meant for 1.25 ships and MK2, 2.5 are meant for 2.5 and MK3 and 3.5 are meant for... those those star destroyers etc. The 2.5 and 3.75 are the least tested. I have yet to test it with BDArmory, but will probably need some tweaking for it to work. The first priority is to make it work for re-entry. I also have no idea how this will work with Deadly Re-entry, or any other add-ons that has to do with heat. To summarize: It would be very helpful if you could try it out and post your thoughts about it, maybe even a picture of the vessel you tested it on, the total surface area, and amount of parts being protected (glowing blue). If you are .CFG adept: All important variables are available to dabble around with, so I invite you to have a go! If you are C# adept, I welcome you to have a look at the code (warning: very messy) to see how it's all calculated! WARNING This is a very much a work in progress and needs tweaking to both code and game-play, and maybe even visuals, and should be used mainly for testing purposes (e.g. a new save or a separate copy of the game), as it may destroy your save/game. This is created by someone who's formal education is business innovation and marketing, as well as linguistics. Programming and game development-related things are merely something picked up by reading the KSP forums. You have been warned! Known Issues (That I don't really know how to fix yet) Right-clicking the Shield Generator in the VAB/SPH will cause massive frame-drop. Sound effects play while paused. Balancing Possible future things (if I can get level up by that time) More support parts (Shield boosters, Cool Goo TM tanks etc.). Start/Stop sound effects. Actual visual effects (when I figure out how to handle FXgroups) Comparability for BDArmory Proper GUI (if I can figure out how it's done) Custom parts tab DOWNLOAD HERE! Licence, source code etc. Licences for the respective add-ons referred to in this add-on are dictated by their specific creators. Check the links above to go directly to the authors thread. The licence for the original content in this add-on is: Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) The "Sound Manager" code is created by forum user IRnifty and is used with permission from the author. The source code is provided in the download. --------------- If there is anything offensive; any intellectual property transgressions; or anything against certain rules or terms of service in anything above or concerning the add-on, please inform me ASAP.
  21. That is awesome! Many thanks! Maybe there is hope for this contract pack after all! : D
  22. Greetings! I've been looking for a way to access "Ratio" within INPUT_RESOURCE and OUTPUT_RESOURCE to manipulate it (from a different module in the same part). I've tried using KSPField, but for some reason I can't get it to work, although it works fine with things within the same module. I have spent a couple of hours looking through the forums etc. without success. Would anyone be so kind to point me in the right direction? MODULE { name = ModuleResourceConverter ConverterName = Generate StartActionName = Start StopActionName = Stop AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.45 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } }
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