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artwhaley

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Everything posted by artwhaley

  1. Is there any way to get tweakscale to quit complaining twice on every load about the fact that Ckan is also apparently installed? I read in the other thread it's supposed to be once a month but it is twice on EVERY load of the game for me without any changes being made to the install. As a fellow mod maker... I certainly respect your right to list or not list your mod with Ckan... and I understand not wanting to put in work to support whatever issue Ckan may have created for your codebase... but please just DELIST YOUR MOD with Ckan if you don't want to deal with them, rather than annoying all the users with a tantrum twice on every load? If the double tantrum on load isn't intended behavior, let me know what logs and details you need to troubleshoot that, I guess.
  2. Did you have a specific use case in mind for this? What kind of parts were you thinking about making? Have you made parts before? I don't mind helping with the plugin if you've got a cool thing planned and are doing all the partmaking stuff! I'll have to get all set back up to do it, too, but it's not THAT bad. lol.
  3. Is still a decent place to get started. https://github.com/taraniselsu/TacExamples/blob/main/02-SimplePartModule/Source/SimplePartModule.cs Has a really well commented example of a part module, which is what you'll want to make. It's been YEARS since I've done anything in KSP plugins... so yeah... LGG is obviously the leading expert... But basically... you'll create a class that extends partmodule. You'll create KSPFields to create the places where in the part config file you set up the conversion rate and efficiency and anything else you need. You also need an internal variable that tracks when the last update was. Then, in the On Fixed Update event, you subtract the part temp from the ambient temp... if the differential is enough for your part to work, you substract the current time from the last update time... multiply that times the conversion rate and subtract that from the part temp... then multiply that number times the efficiency and add it to the vessel electric charge... The actual programming is going to be super quick, it's going to take longer to get visual studio set up and get through your first couple of examples before you try your real project! But it's a great thing to learn!
  4. That's going to require coding up an actual plugin DLL, but it won't be hard to do from there! But that's where you'd want to start learning... the tutorials on plugin making.
  5. I've started on a 'final' features complete update fork. So far I've added support for:stock roboticsrotating docking ports blinking lightsstock alarm clockthe wheel upgrades resource drainsand autostruts.You can grab a preliminary version at https://github.com/artwhaley/krpc/releases/tag/experimentalUnfortunately I'm building in windows and am just recompiling the DLLs, so I'm not able to rebuild the documentation and a few of the client files, but things should be named pretty self-explanatorily so it should at least all work for folks using python. If anyone with the full build environment working wants to help out with documentation and the client libraries that require building... I'd really appreciate it! I'll try to eventually get around to setting up a linux laptop and making it work myself if nobody else can, but... If anyone finds bugs or has questions, please let me know! I've made pull requests to both the main repo and to Null Profile who's been doing rebuilds... but until someone more qualified takes over, I'll do my best to get things updated and finalized!
  6. I've started on a 'final' features complete update. So far I've got support for: stock robotics rotating docking ports blinking lights stock alarm clock the wheel upgrades resource drains and autostruts. You can grab a preliminary version at https://github.com/artwhaley/krpc/releases/tag/experimental Unfortunately I'm building in windows and am just recompiling the DLLs, so I'm not able to rebuild the documentation and a few of the client files, but things should be named pretty self-explanatorily so it should at least all work for folks using python. If anyone with the full build environment working wants to help out with documentation and the client libraries that require building... I'd really appreciate it! I'll try to eventually get around to setting up a linux laptop and making it work myself if nobody else can, but... If anyone finds bugs or has questions, please let me know! I've made pull requests to both the main repo and to Null Profile who's been doing rebuilds... but until someone more qualified takes over, I'll do my best to get things updated and finalized!
  7. I did try those methods and didn't get things working! [snip]
  8. Sorry to Necro you, but not sorry enough not to do it. Did you ever get C# control of the pistons? I've got control of the hinges and rotational servos (but not the rotor hubs... sigh) directly by setting targetangle values... but setting target extension gets me nowhere! I see the new value pop up the next time I open the PAW, but the piston ONLY moves if I drag the slider in the PAW with the mouse!
  9. I was sort of figuring this would come in the 1.12.2 patch, but it doesn't seem to have, unless I'm missing it? Any update on this? Thank you!
  10. Well you're more qualified than me to do it! I've got things moving. Compiling against 1.12.2 was super easy, now I'm just trolling the devnotes and release notes for features that got added to the game... so far working I've got rotating docking ports, all robotic parts except for pistons working (there seems to be a bug in KSP's piston implementation that makes it not respond to anything but the PAW, but I'm hoping someone posts a work-around), lights blinking, new wheel adaptive steering, and fuel drain parts added. What's left is integration with the now stock alarm clock and maneuver planners, compound part controls, autostruts, and command pods with more than one control point. There are also a handful of issues on the issue tracker I think are worth trying to duplicate and chase down. Has anyone else noticed anything broken or missing that actually affects game play? At this point in the game / mod's life cycles I'm not concerned about emulating EVERY single button a person could ever possibly click, but want to focus on things that a person might actually want to be able to control remotely/programmatically.
  11. And the same is going on with the Rotors - I can SET values for Torque Limit and maximum RPM programmatically, and if I click out of the PAW and reopen it, I can see the sliders are at the new values I set... but nothing ACTUALLY changes until I drag the sliders inside the PAW. Annoying! Any thoughts?
  12. Hey there, I feel like I'm either running into a KSP bug or bumping my head into something really stupid. I'm trying to write code to control the Breaking Ground robotics parts... and the rotation servo and hinge work fine... but I can't get the piston to move! I'm setting the targetExtension and seeing the new value show up in the PAW, but the piston servo doesn't do any actual movement. if I then grab the target Extension slider in the PAW and move it, the servo goes right to work, so it's not as dumb as me only testing it on a craft without batteries or something like that. Has anyone successfully driven the pistons? Thanks!
  13. How many folks are using or would be using this? The previous version still seems to work with 1.12 though I haven't thoroughly tested everything or checked to see if there are features that KRPC can't access yet? I've helped a little with updating this mod for new versions in the past and wouldn't be opposed to getting it compiling against 1.12 and make a pull request... since apparently this is going to be the final game version... but probably won't bother if I'm the only one who writes full software suites for every rocket in python. lol.
  14. I'll also add - most of what I know about unity development... I learned by helping to update mods when KSP versions changed. I don't mean this in a facetious way at all - but if you're smart enough to play KSP, you're smart enough to code in C# and you might find a new hobby by getting into it! Roll back your game install to 1.11. Download the source, open it in visual studio, resolve the references (usually to the DLLs in the game directory), get it compiling (ask questions if you have trouble!) Upgrade your game to 1.12. Click the compile button. You'll get a list of errors. Start double clicking through them and play detective with the auto-complete text to figure out what's changed and fiddle with it until it stops giving that error on compile. Move to the next one. When all the error messages are fixed, load the game with your DLL instead of Sarbian's in the mechjeb directory. Test all the things you think you touched. If it all works, make a pull request. @sarbian will then tell you all the things you screwed up. Fix those things. Make another pull request. If he uses any of your fixes, celebrate. There's nothing cooler than knowing 10 lines of Mechjeb code are your work and every body playing the game has you to thank for it. It's even more appreciated for the less maintained mods. I don't know if @linuxgurugamerstill maintains 4 zillion mods... but a few years back, every update he was buried and was profuse with the thanks if you could error check a couple of little ones for him. It sounds daunting but it's really not that bad. Follow one of the 'make your first plugin' tutorials to make sure you have the build process figured out before you wade into other people's mods... then pitch in. It's really not any harder than orbital rendezvous and it can be a rewarding hobby all it's own. And once you start messing with mods, you've opened up the next 1000 hours of fun you can get out of this game. I've probably spent as much time modding as I have actually playing.
  15. Landertek creator here! I can't find time for KSP at the moment, but I'm thrilled to hear my mod's still got a couple of players interested! I'll update the original post if I can, but I'd love for you guys to do what you want with it, including continuing development and/or distribution. So let's just call it WTFPL license. Have fun!
  16. You could query or stream SpaceCenter.UT or the active vessel's vessel.MET at the same time to get a measurement of game time elapsed?
  17. Yeah, I've really just abandoned this one, and not had time to KSP at all this year. Sorry! Everything except the landing gear should work, though the cfgs likely need weight and aero tweaks!
  18. I'm working on some arm parts at the moment! Sorry that Gyazo creates such low res screenshots... but it's easy and fast... I'm planning to release them for Sirkut's plugin (in fact offering to let him release them with the plugin, if he'd like.) as wholly built single part arms, but also planning to release the individual pieces as IR parts, for people who want to assemble their own arms. There also seem to be some things that monolithic arms are better at, and some things that IR arms are better at... so there will be people that prefer one over the other. That's all by way of saying, I'm a big fan of this mod and I'll make sure that there are a set of parts that are a scale that conveniently fits in the cargo bay of both the Mk3 and the medium shuttles when I have time! I'm also paying attention to the scale of stock parts too, to try to make things that generally work well with other things!
  19. Infernal robotics is quite easy, as far as mod making skills go. If you find your way through all of the other steps, making a part work as an infernal robotics hinge will be simple. A quick look at the .cfg file for the IR parts will show you that you can essentially copy the module from that file and insert the names of your two mesh pieces, as they've been labeled in blender or unity, and set the axis and call it good. If you get everything else working and want help with that part, feel free to shout!
  20. I'm not confusing mass with anything. I'm saying instead of tracking two numbers in software... track one, and scale it based on gravity (calculating weight in situ, effectively.) The person above me had suggested a mass limit and a weight limit be recorded... and I was pointing out that coding a weight limit would only make sense on one body... better to just say "You can move x amount of mass in orbit, and it scales down the greater the gravitation, since you're working against inertia AND gravity, when you're lifting weight. Mass is a function of the Higgs Boson, most likely, though until we understand that better it's easier for practical scientists to talk about it as it relates to inertia. Volume is a function of atomic spacing. Density is a derived property that relates mass to volume. Weight I agree on, though. Also, I'm smiling while being contrary and pedantic, not trying to really be a pain.
  21. I just want to say that I love the irony that you got a snarky reply from a random user, then a straight and helpful reply from @Snark
  22. Darn... figured it out before I got here with my obnoxious answer. Oh, DeltaV is easy! Go ahead and grab 2 or 3 sheets of paper... then write down the wet and dry mass of every tank... and the isp of every engine... and then....
  23. I've thought about that too.... or rather, that the mass limit should scale based on gravity, when you're landed... Wrestling 500kg into place on the Mun is a different animal than doing the same on Kerbin... though... I don't want to have to break out the slide rule and look up gravitational parameters when I'm packing a container and need to know what I can lift on Duna... so I think not complicating it any more than necessary is the right call.
  24. @Munar Industries Thanks for the kind words! Yes, you've done a FANTASTIC job of balancing the urge to be complete with the urge to keep a mod from getting bloated. In my opinion, you've got it just right - there's not a single tank in your pack that doesn't have an obvious use case! They look better than the stock tanks, but without changing the style so much that they don't still 'fit in.' Really great work!
  25. But be careful. Alt-f5 is ANNOYINGLY CLOSE to Alt-f4.
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