Jump to content

DMFirmy

Members
  • Posts

    23
  • Joined

  • Last visited

Everything posted by DMFirmy

  1. I am also curious if anyone else still has trouble running this mod with KSP 64 bit? It seems to run fine for me using the 64 bit client, but if others still have issues I may have some fresh ideas on a permanent fix.
  2. I created a new account on GitHub today... takes a little getting used to... but I forked the original repository and updated it with the latest version of my changes. Be warned!! The code has been pretty drastically restructured, though functionally it is pretty much identical. The GitHub fork can be found here. I am still tinkering around with the code, and will likely update it several more times before the weekend is out.
  3. To simply get the plugin working from the posted source, there were really only 2 changes that I had to make. Firstly, the line I mentioned in my previous post on OrbitGraph.cs @ line 143: atmos_dia = dia + (orbit.referenceBody.maxAtmosphereAltitude * 2); should be changed to: atmos_dia = dia + (orbit.referenceBody.atmosphereDepth * 2); When looking over the code I posted, I actually used the wrong value here and so the atmosphere effect is not being properly rendered. The other change is only for when using the test app, the code @ line 134 of GHud.cs: UnityEngine.Object.DontDestroyOnLoad(GHudmain); should be changed to: #if !TEST UnityEngine.Object.DontDestroyOnLoad(GHudmain); #endif I am currently just messing around with refactoring the code so it is easier to follow, breaking out the small bits of rendering code into smaller functions so it is easy to tell what code is rendering what to the display. Also, since I don't have a black and white display I am not really messing with anything that is specific to those devices. Once I get everything cleaned up to a point where I am satisfied with it I will post my changes somewhere and make them available.
  4. Unfortunately I am rather unfamiliar with using GIT (I use TFS in my regular development routine), so I am not quite sure how to go about "properly" contributing my code to the main repository, though I will spend a little bit of time later looking into this I have to be honest though... when working with the source I found it to be (no offense to the original developer) a complete mess, so I spent a bit of time on my end taking some ownership of the code base and doing a ton of refactoring and general code cleanup. I moved many classes into their own files, renamed a bunch of variables, changed the access levels of several of the raw fields that were being used, and in general modified the code to suit my own tastes and conventions. These changes, while having little functional impact on the plugin, are a radical departure from the original code base that I downloaded. While many of the changes that I made were for my own piece of mine (for example, I renamed all private fields so that the name is proceeded by an underscore), I made still more changes just so that I could get a better handle on the code base to understand what was going on and make it easier to use and expand upon. Now that I have a very basic understanding of how the plugin is composed and how it does its job, I would like to several additional displays that contain various bits of information, and I have done a bit of refactoring that will (hopefully) make the addition of any new displays a bit easier to implement. Having said all of that, I would be far more comfortable merging my changes to the code base with the main source if I were to discuss this with the original developer first. If, after a time, the original developer doesn't respond that there will be further development on this plugin, I would likely create an independent fork of the repository to continue forward development on my own. This plugin has a LOT of potential for those players who use a keyboard with an appropriate display, and even without the addition of new features I find it to be extremely useful. There are, however, many situations that I believe this plugin could be put to use that would add to the overall utility of the plugin and to the experience that the user has while using it. Some plugins, such as MechJeb, offer many varied display windows that contain different stats, and in many cases similar displays could instead be sent to the keyboard display (saving a bit of real estate on the screen). I actually just picked up my G19 this month, so I am still a bit unfamiliar with all aspects of developing plugins for it, and working with the GHud plugin has been a good introduction into how to do so. I am also rather unfamiliar with the Kerbal API, so again I find that working with this preexisting source code to be a rather good introduction to the topic. Hopefully as I continue to tinker with it for my own enjoyment I will be able to add a few additional useful features as well. In the end, I will wind up sharing back any new feature that I do wind up implementing, though as I mentioned earlier I would like to collaborate with the original developer as opposed to simply picking up on their work, though if this plugin is not going to be carried further by the original developer than I would be willing to continue developing it for awhile independently. Still, I don't like to step on the toes of my fellow code-monkeys. I will spend a little time today looking into using GitHub and Git for making my code changes available, though it may take me a few days to actually get around to posting anything up there. I am simply comfortable using TFS as my personal source code repository (and I use the self-hosted TFS version so that the repository is on my personal machine instead of in the cloud), so making changes to my standard workflow may take a few days to fully integrate into my development activities. I will post here later if and when I do manage to get the code changes I have been making posted online for others to look over.
  5. I played around with this plugin most of yesterday and part of today as well, and with a bit of work I finally managed to get it working for my Logitech G19. Since I don't have a Logitech G15 or another such black-and-white display keyboard, I don't know if my changes will effect users of those devices, but for other G19 users like myself I have posted an updated version of the plugin files to MegaFileUpload.com, which you can snag from the following link: http://www.megafileupload.com/2gLf/GHud.7z If any other users give this fix a try and have issues, post a reply here and I will see if I can figure out the problem. In the meantime, I would love to hear back from the original mod author about the status of this mod moving forward. After playing in the code for awhile I have a few other ideas for additional functionality that could be added I would be interested in collaborating over. I would even be willing to take over future maintenance of this mod if the original author is no longer interested in developing it further.
  6. I have been tinkering around with the source code for this mod a bit, and it looks like the reason that the G19 is having issues is due to some changes that have been made to the Kerbal API. When I open up the Visual Studio solution, I found that the plugin would not compile due to an error on line 143 of OrbitGraph.cs. The offending line is: atmos_dia = dia + (orbit.referenceBody.maxAtmosphereAltitude * 2) This may not be the only issue, but it is the first and most obvious one I have found so far. I am tinkering around with the source code a bit in the hopes that I can get this plugin working, but so far I have not had much in the way of luck. If I do manage to get it working, I will post an updated version of the GHud.dll file for the community to use until we get some official word on the status of this plugin from the developer.
  7. I too am experiencing this issue on my G19. I would love to see this mod updated for KSP 1.0
  8. I downloaded the .dll file from that link and when I went to grab one of the parts from the side of my ship it exploded most epicly.
  9. I always find that right after a patch when some of the stand-by favorite mods are in need of an update is a really good time to experiment with some new mods and gameplay styles. There are lots of great mods out there, and now especially with the 64 bit release for Windows we all have a chance to try experimenting with a ton of new mods.
  10. First off, DAMN! This mod is looking really sweet and in really short order! My hats off to you! Perhaps I am just missing something, but I can't actually figure out how to see the Kerbonite hotspots on the map. I am using Window 8.1 with the x64 runtime running the DEV 0.0.3 build, with no other mods running at all. I have deployed a satellite that contained the Kerbonite Detection Array as well as a couple of standard antenna, put it into low orbit, and activated the detector using the right-click context button. Sadly, I can't seem to see any difference. Even after a few orbits, I haven't been able to detect any Kerbonite at all. Am I missing something? I love the MKS/OKS mod, which I think has some really fantastic looking models included. Having virtually no skill at all with Blender, I am highly envious of those with the skills to create such awesome 3d graphics. I do quite a lot of coding and tinkering with 2d game development, but I have virtually no skill at all working with anything 3d. I wish I did so that I could contribute to this project, which is already looking great. Keep up the great work, and thanks for the awesome mods.
  11. Underneath the atmosphere overlay everything looks exactly as it should. Turning off the atmosphere overlay entirely solves the issue of Kerbin being opaque, and after tinkering around a bit I found that using a _Visibility value of 0.00000005 - 0.00000001 looks pretty darn good. Perhaps it is just that the default value for the _Visibility variable is set too high? Either way, this mod is fantastic! I consider this to be one of the best KSP mods out there, and the new version looks amazing! Keep up the great work.
  12. Thanks for the quick response. Oddly enough, I noticed while playing a bit later that the Kerbal in question actually WAS awarded their earned badges after completing the next mission they were sent on. They got the badges from the mission they were currently on as well as the ones earned in the previous mission when they were harvested by DebRefund.
  13. I spent a little bit of time reproducing this today, and here are the steps that I took along with a couple of screenshots of the issue: First I downloaded the x64 Release zip from here: https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul Installed mod as normal and ran game. Launched a ship At around 4000km there is a sudden transition: As you continue to ascend, Kerbin becomes an opaque blue: These screenshots were taken from a game with several mods installed, though this is exactly the same effects I saw when EVE was the only mod installed on my system. I am running Windows 8.1 x64, and I am using the KSPx64 Launcher to run the game.
  14. First of all, I really love this mod. Better recover handling is something that I feel should have been included in the base game along with the 0.24 update, and this mod does a really good job of handling this in a hands off and easy manner. One thing that I think would really improve this mod is some ability to allow a stage to be ignored by DebRefund so that it can be landed and recovered using the normal recover tool in the Space Center. There are a few reasons that I have encountered already where one of my stages (for which I had a planned use) was recovered by this mod when I didn't want it to be, and I can imagine many others. For instance, earlier I was doing a rescue mission, and the rocket that I designed had 2 command pods, each attached to the main rocket body using decouplers. Since I am using the Deadly ReEntry mod as well, I wanted to make sure that both of my command pods could easily survive the reentry heating effects, so I equipped both of them with heat shields as well. Now as I am falling toward the surface, my intention is to decouple both of my command pods, deploy their chutes, and let them both drift safely to the ground. Once landed, each pod might have new science available, and I may want to take a surface sample or something with each of them. The problem is that if I follow one of the pods down to the surface, DebRefund recovers the other one preventing me from gaining any science from the Kerbal on board. I am also using the Final Frontier mod, and being recovered by the mod in this way is also preventing the Kerbals from earning their new badges (if any have been earned). Just thought these items would be worth mentioning. Regardless however, this is still a fantastic addition to my mod list. Keep up the good work!
  15. This is exactly the issue I was coming to the forums to mention, so I am glad it is not just me. I must say though, from the little bit I checked out, it looks amazing.
  16. I am getting a message when trying to unzip the 4.2.2 zip file that says "Cannot open file xx\Extraplanetary_Launchpads_v4.2.2.zip as archive", using 7zip on Windows 8. I think the archive is corrupted.
  17. I always just go into my persist file and manually change the names of the default Kerbals when I start a new game. Renaming them prevents the game from recognizing they are the "default" crew, so they are treated as any other Kerbal by the game.
  18. Sorry for the delay in my reply... I have done a bit more testing myself and I think it may have been a conflict with another mod or something... I am using the mod now in a game with no other mods and I haven't experienced this behavior again. If I figure out the source of the issue, I will respond back here with the cause so that the conflict can be resolved or avoided for the future. Again, great mod.
  19. Great mod, but while using it I noticed that it isn't saving the titles for each action group when I exit and re-load the game. While I am in flight the action group names are displayed, but when I reload the game the action group names are gone, though the groups seem to be unmodified. I don't know if this is the best place to post this, but I couldn't find any better place to comment. Either way though, this is an excellent mod and I am glad to have added it to my game.
  20. Hey all, Recently I ran across the Surface Mounted Counterweights mod which was written by Uocjat. Sadly, as handy as this little mod is, it only seems to work in Sandbox games, so these weights aren't available in my Career games. Try as I may, I have been unable to contact the original author, and the parts included in the mod are relatively simple and straight forward, so I went ahead and modified them so that they were integrated into the Tech Tree (along the Construction path), and I uploaded them to my website. This brings me to an interesting question, however... How valid is it for me to pick up work done by another author to update or modify with the intention of sharing it back to the community? I was not able to find any license information for this mod pack, and the models and textures are extremely simple (something most novices could knock out in minutes). There is also no code involved in these parts, just simple text .cfg files. For the most part I don't plan on making it my habit to take over the work done by others, but this was something that my son actually asked if I could do and I figured if I was going to do it anyhow it was worth sharing for others. It was also a good opportunity for me to get my hands dirty in some KSP mod basics, since I am an enthusiastic programmer and game tinkerer. Anyhow, hope these parts are useful to some of you, I know they can come in handy.
  21. Hello all, I just discovered KSP recently, and the Kerbal universe has pretty much taken my own little universe over since then. I love just about every aspect of this game, and I have spent a bit of time reading some of the tips and such on these forums, so I decided that I would actively join the KSP community here on the forums. I am a C# programmer and a hobbyist game developer, so I absolutely love the mod-friendly way that this game is being developed. I am also an extremely enthusiastic lover of all things science, physics, and astronomy, and I thoroughly enjoy the level of detail and realism that has gone into the KSP engine. Anyhow, I am very glad to be joining such an active community and playing such a fun game. I have already played around a little bit with some very basic mod development for KSP, though I haven't been able to pull myself away from actually playing the game for long enough to get too far, so I am sure that at some point in the future I will be seeking some advice (and hopefully I may even be able to offer a little in return) as I begin to learn the KSP API's. Mostly, I just wanted to take the time to say thank you to Squad for such an awesome game, and to say hello to the community at large. Glad to be a part of the group
×
×
  • Create New...