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Kerbas_ad_astra

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Posts posted by Kerbas_ad_astra

  1. A few months ago, I asked @timmers_uk and @Rodhern (who unfortunately had not logged in for over a year, nor since) for permission to resurrect this mod when CLS was updated for KSP 1.8+.  Timmers granted me permission, and now that @micha has updated CLS, it's time to bring back KeepFit:

    It's not just a straight recompiling, though -- I've changed the core logic so that, instead of updating e.g. the long-term G-loading once every three minutes (and always starting from zero, even at launch), the mod now tracks each exposure interval as a rolling average which is initialized to local gravity when a vessel is loaded.

  2. KeepFit

    A Kerbal In-mission Fitness Degradation and Gee Loading Addon

    C4DW0LU.png

    Features

    All Kerbals have a fitness level. Each capsule has a defined 'activity level' describing the comfort, room, and built-in fitness capabilities for crew in flight. All Kerbal fitness levels go up or down based on their opportunities for exercise (which functions in the background, not just on the active vessel). A living space can be cramped (losing 5% fitness per day), comfy (-1%/day), neutral (0%/day), or exercising (+1%/day). Unfortunately the stock game does not have any parts that are suitable for exercising (check out some mods with centrifuges for that), but Kerbals will also exercise while they are at the Space Center or are landed on a planet with at least 0.05 G's of gravity. You can track your astronauts' fitness in a "Truly Ugly" (timmers' words...) roster.

    Fitness affects a Kerbal's tolerance for gee-loading, as does the duration of exposure. A 100% fit Kerbal can tolerate up to 40 G's for one second, but only 20 G's for up to five seconds, 15 G's for one minute, and 10 G's for five minutes. Their tolerance degrades to 50% of those values at zero fitness. If you're not up for the risk of killing Kerbals, you can change a setting so the game will just gripe at you if your crew exceeds any of those thresholds.

    By default, KeepFit assumes that a vessel is cramped (unless it's landed on a world with sufficient gravity), but you can write a Module Manager patch to add this module to any crew part to change that:

    // slightly better
    @PART[mk2LanderCabin]
    {
        MODULE
        {
            name = KeepFitPartModule
            strActivityLevel = COMFY
        }
    }
    
    // even more palatable
    @PART[cupola]
    {
        MODULE
        {
            name = KeepFitPartModule
            strActivityLevel = NEUTRAL
        }
    }
    

    You can also specify that a capsule is CRAMPED or EXERCISING.  KeepFit comes with a large library of config files for many popular (or formerly popular) mods, including the Near Future pack, Umbra Space Industries, and more.

    Dependencies

    • KeepFit depends on ModuleManager to add the KeepFitPartModule to parts.

    Recommended addons

    • Connected Living Spaces lets Kerbals take advantage of the best quarters in the space accessible to them. (You can enable this option without CLS, but using CLS makes it feel a little less cheaty by requiring that there must be a "short-sleeves" path to the exercise space.)

    Download and install

    From there, just unzip the KeepFit folder into your GameData directory.

    Please let me know in the forum thread or on the GitHub issue tracker if you find any issues!

    Version history and changelog

    • 0.11.9.8, 02016 Oct 30
      • Final release by timmers_uk, for KSP 1.2.0
    • 0.12.4.5, 02017 Nov 2
      • Final release by Rodhern, for KSP 1.3.1
    • 0.13.0.0, 02020 Mar 16
      • Recompiled for KSP 1.9.1 and CLS 2.0.0.3
      • Changed Kerbal icons so that their background colors reflects the text colors.
      • Internal logic reworked. G-loading is now tracked as rolling averages which update once a second.

    Roadmap

    There are some remnants of hooks into the (now-defunct) G-Effects mod that could stand to be removed. There's also a lot of modern mod infrastructure that could be implemented (ToolbarController, ClickThroughBlocker, build automation, internationalization, and so on), and probably loads of other cruft that could stand to be removed. I'm not inclined to be picky about pull requests.

    Eventually, it might be cool to add some kind of space-limitation effect (e.g. only so many Kerbals can take advantage of an exercise space with a given number of seats) or the like, but at that point you're probably better off using a more involved mod, like Kerbal Health.

    Credits

    Many thanks to timmers_uk and Rodhern for accepting my pull requests before, and huge thanks to timmers for letting me adopt it!

    And also many thanks to micha for adopting CLS -- KeepFit just isn't the same without it!

    License

    KeepFit (v0.13+) is copyright 2020 Kerbas_ad_astra and released under the MIT License. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

     
  3. On 3/4/2020 at 2:21 PM, Delay said:

    @Kerbas_ad_astra I'm using the 1.6.1 release of VSR as of now, but as far as I can tell by looking at the config, this bug is still there.
     

    
    File: Aero.cfg (Squad/Data)
    
    @PART[rocketNoseCone_v2]{
    	.
    	.
    	.
    	@MODULE[ModulePartVariants]
    	{
    		@baseVariant = VSRGrayAndBlack
    		
    		@VARIANT[BlackAndWhite]
    		{
    			GAMEOBJECTS
    			{
    				Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2(Clone) = true
    				VenStockRevamp/Squad/Parts/Aero/LargeNosecone(Clone) = false
    			}
    		}
    		@VARIANT[Dark]
    		{
    			GAMEOBJECTS
    			{
    				Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2(Clone) = true
    				VenStockRevamp/Squad/Parts/Aero/LargeNosecone(Clone) = false
    			}
    		}
    		@VARIANT[Orange]
    		{
    			GAMEOBJECTS
    			{
    				Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2(Clone) = true
    				VenStockRevamp/Squad/Parts/Aero/LargeNosecone(Clone) = false
    			}
    		}
    		VARIANT
    		{
    			name = VSRGrayAndBlack
    			displayName = #VSR_theme_name // = Ven's Gray and Black
    			themeName = VSRGrayAndBlack
    			primaryColor = #999999
    			secondaryColor = #000000
    			TEXTURE
    			{
    				mainTextureURL = VenStockRevamp/Squad/Parts/Aero/Nosecones_CLR
    			}
    			GAMEOBJECTS
    			{
    				Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2(Clone) = false
    				VenStockRevamp/Squad/Parts/Aero/LargeNosecone(Clone) = true
    			}
    		}
    	}
    }

    The error is the variant name "Dark". This variant does not exist, it should instead be called "White" as in the original file:

    
    		VARIANT
    		{
    			name = White
    			displayName = #autoLOC_8007119
    			themeName = White
    			primaryColor = #ffffff
    			secondaryColor = #ffffff
    			TEXTURE
    			{
    				mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse_W
    				_BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal
    			}
    		}

    I'd like to include that small fix in my TU patches if you have nothing against that?

    That has already changed in the update for KSP 1.8.  Thanks for checking.

  4. 8 hours ago, linuxgurugamer said:

    I'm wondering if anyone has had a chance to test my beta?  I'm going to be setting up a new thread for this, but until then, am watching this one

    Warping is fine, but something's not right with your BeaconCommNet implementation.  To test it, I cheated a beacon with an RA-100 dish out to Bop and one to Minmus, and activated both relays.  The RA-100 has a 55% signal quality to Kerbin on its own from Bop; if the beacon comm network is functioning, it will connect through the Minmus beacon for 100% signal quality, but that wasn't happening.  When I replaced your BeaconCommNet.dll with the BeaconCommNet.dll and CommNetManagerAPI.dll from DBooots's 1.8 release, the network functionality started working properly.

  5. On 2/5/2020 at 8:11 AM, XLjedi said:

     

    @Kerbas_ad_astra  Speaking of which...  The default background color of dark-dark-blue/black is rather inconvenient for post processing.

    How can I change the background color now?  A color selector would be preferable, or if it has to be static a bit lighter of a blue would help the GIMP tools differentiate between the background and darker ship parts.  

    Happy Pi Day!  Your wish is my command:

    2XKiWE4.png

    0.1.1 "A Mod Of A Different Color" (02020 Mar 14)

    • Added controls to change background color (also made default background color lighter)
    • Re-enabled Procedural Fairings mod support
    • Verified functional in KSP 1.9.1
  6. On 3/10/2020 at 11:16 PM, zer0Kerbal said:

    isn't that just patches? I was going to include it all in one new release.

    no - its a full adoption it seems. wonder why @Kerbas_ad_astra didn't post a link in this thread.

    wonder if @Kerbas_ad_astra would mind me adopting the adopted? and merge it all into one big modern mess. :D

    No, it's not just patches.  It was before (models were all-rights-reserved), but after I got Orion's permission, I (with @linuxgurugamer's help) merged the patches in and bundled it all together.  Is it not working for KSP 1.9?  I haven't had the chance to check yet.

  7. 11 hours ago, Grabek said:

    Hi, is this still compatible with RSS?

    Thanks for back to alive anyway :)

     

    You should probably use SMURFF or Realism Overhaul to make the parts perform more like real rocket parts (i.e. better than stock) so that rocket construction is merely "challenging" rather than "an exercise in futility", but the parts will work just fine (are there any parts that just don't work in RSS?).

  8. Kronal Vessel Viewer

    For capturing orthographic and offset views of spacecraft in KSP.

    Features

    Kronal Vessel Viewer adds a "KVV" button to the editor. Click it to open up a window that shows a 'head-to-toe' view of your craft.

    You can rotate and move the view of the spacecraft, set the image quality, take a screenshot, and most importantly, put the spacecraft into an "offset" (or "exploded") view, just like in the cutaway books. Click the "Revert" button or close the KVV window to put the spacecraft back together again (and to re-enable editor functionality).

    Screenshots are saved in the KSP screenshots directory (not with Steam's screenshots). Here's what they look like:

    Offset view of stock "GDLV Launch Vehicle" at minimum quality

    And then you can open it in your favorite image editor to turn it into a nice blueprint. For an example of how to do this, see this tutorial by Aetol.

    Dependencies

    Download and install

    From there, just unzip the "KronalVesselViewer" folder into your GameData directory.

    Please let me know in the forum thread or on the GitHub issue tracker if you find any issues!

    Version history and changelog

    • 0.0.0a (02014 Apr 06)
      • Final release by Kronal for KSP 0.23.0
    • 0.0.1 "El Padina" (02014 Sep 18)
      • Adopted by bigorangemachine, updated for KSP 0.24.2
      • Added control panel
    • 0.0.2 "Dat-U-Eye" (02014 Sep 25)
      • Change Config Defaults
      • Changed button layouts and preview
      • Git deckblad added support for KAS Parts
    • 0.0.3 "mrBlaQ" (02014 Sep 27)
      • GUI Window Click trap implmented. (Thanks Git M4V for directing me here)
      • Git deckblad (KSP forums mrBlaQ) resolved:
        • Fixed white lines issue by restricting image size to 4096px (max any dimension)
        • Made all renders Jump Up to 4096px. This creates higher quality renders with smaller craft.
      • Nils Daumann (Git Slin) was kind enough to change the license on the fxaa shader.
    • 0.0.4 "Pitch Perfect" (02014 Oct 03)
      • Background colour sliders (white is no longer the only background colour render option) located under 'Blue Print'
      • Blue Print Shader is now disabled by default
        • 'Blue Print shader' was causing the issue with the white rendering lines and off colouring in the bottom left corner
        • Background colour controls are now available under 'Blue Print' which will eventually become 'Background' or 'Canvas'
      • UI Adjustments
        • Shadow Control Dial (experimental)
        • Bigger buttons
        • Moved Orthographic Button
        • Changed 'Exploded' references to 'Offset'
        • Image quality can now be controlled with a dial
      • Git deckblad (KSP forums mrBlaQ) resolved:
        • Shadow Rendering Control
        • Adjusted Camera Positioning
        • Improved Camera Controls
        • Part Option for Clamps
        • Procedural fairings bug fixes
          • Existing bug still exists where you must select minimum 4 fairings to hide 'Front Half'
        • Edge Detect shader adjustment
    • Various fixes and patches for KSP versions through 1.1 (through late 02016)
    • 0.0.6 (02016 Nov 26)
      • Adopted by linuxgurugamer
      • Fixed null ref when going into flight
      • Added support for stock fairings exploding and opacity (some dirty Reflection code)
      • Added .version file
      • Added version info into Assembly info
      • Converted numeric inputs into sliders on config screens
      • Converted shaders into bundle files
      • Added bundle files for all environments (Window, Windows OpenGL, OSX and Linux)
      • Removed engine fairing explode option
    • 0.0.7 (02017 May 30)
      • Updated for KSP 1.3
    • 0.0.9 (02018 Apr 22)
      • Updated for KSP 1.4.1
      • Added support for the ClickthroughBlocker
      • Added support for the ToolbarController
      • Renamed release directory to KronalVesselViewer
    • Various 0.0.9.x patches to update paths, reduce logspam, and add/fix shaders (02019 Jan 09)
    • 0.0.10 (02019 Jul 27)
      • Compiled for KSP 1.7.x.
      • Added InstallChecker
      • Updated AssemblyVersion.tt
    • 0.1.0 "Throwing Shade" (02020 Jan 12)
      • Adopted by Kerbas-ad-astra
      • Fixed offsetting non-staged decouplers, and also offsetting Making History KV pods in a weird direction.
      • Added support for localization
      • Part shader bundles updated for KSP 1.8.1
      • Color adjust and FXAA shaders disabled
      • KAS mod support updated to post-1.0 (non-legacy) parts and modules
      • Procedural Fairings mod support disabled pending update for KSP 1.8.
    • 0.1.1 "A Mod Of A Different Color" (02020 Mar 14)
      • Added controls to change background color (also made default background color lighter)
      • Re-enabled Procedural Fairings mod support
      • Verified functional in KSP 1.9.1

    Roadmap

    If anyone figures out how to make the post-processing shaders work again, I'll take a pull request, but otherwise I think it's just as well to leave those features out and do post-processing with your favorite image editor.

    It would be nice to have some way to snap the point of view to right angles, or be able to set the view angle directly.

    Credits

    This mod was originally written by Kronal, and then variously maintained by BigOrangeMachine, linuxgurugamer, and myself.

    License

    This is free and unencumbered software released into the public domain.

    Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means.

    In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

    For more information, please refer to http://unlicense.org/

  9. I'm ~95% of the way there.  It works, but presently it depends on the Procedural Fairings mod; I had removed it as a dependency, but then I recompiled Procedural Fairings myself in 1.8 and found that it works (at least in the editor), but but I should probably take it out again while there's no official release.  While I'm at it I should touch up some spacing in the .csproj file (no sense putting extra lines in the diff).

    I'm away from my home PC, so this will have to wait until mid-January to address.

  10. 11 hours ago, XLjedi said:

    Haven't had much luck getting the button to appear in the SPH for VV.  I do get the message confirming everything is installed...  and the Toolbar Controller shows Vessel Viewer on "Stock" but there's no VV button on the stock toolbar.

    Any suggestions?

     

    Are you sure you've got the right Vessel Viewer?  This one is for looking at your vessel in-flight, to visually track temperature, resource levels, and so on.  Kronal Vessel Viewer is the one for making blueprints in the editor.

  11. The upgrade to KSP 1.8 changed the underlying Unity version and the C# .NET framework to build against, so every mod with a DLL needs to be recompiled to work.

    As it happens, when I did that to this mod and CommNetManager, everything seems to function normally; I get a signal connection through a pair of active beacons as if there were no distance between them, and I can warp around the universe provided I can handle the arrival velocity.

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