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Everything posted by DoctorDavinci

  1. So OrX Move Launch works just fine ..... Coming in the next update, just a few more things to tweak and we're done this round
  2. Most of this sort of idea has been set up in OrX Kontinuum ... Framework has been laid for creating your own stories within KSP and sharing those stories with other players although the story creation mode is still in development Currently OrX K has a challenge creator that allows you to create a geocache on any planet, have that location saved as well as any local vessels within 1000 meters to a sharable file that any other KSP player that has OrX K installed can open and search for while in the flight scene OrX K also has Short Track Racing and Dakar racing challenge types that can be created as well as a BD Armory challenge type for those who want to create BDAc Challenges There's also Scuba Diving (including Nitrogen Narcosis and the Bends) and a sort of wind simulator in there too (both still need work)
  3. Just a quick update .... Real life got in the way of the next release, however I am going to be diving back into it in the next day or so ... Only needs to be tested and some minor tweaks made and then it will be ready Here's some of what is coming ...... OrX Move Launch Originally created as an addition to Vessel Mover, it was never 'turned on' after I handed the working code over to the maintainer of VM so I have completely rewritten the code from the ground up and included it in OrX Kontinuum ...... Move Launch literally picks your craft up after loading and physically moves your craft to the location that was selected while using the Move Launch option in the OrX K editor menu ... it also automatically places your craft after the terrain has fully loaded - Launch your craft from any created location on Kerbin - Create Move Launch locations anywhere on Kerbin - Launch to included locations such as the Pyramids or Baikerbanur - Launch to various water launch locations included in OrX K - Ability to share coordinate files with other players and have them show up in the GPS Creators list accessed through the OrX K editor menu I also have a bunch of fixes like the stop watch not running in step with warp (fixed) as well as the Dakar Racing stage gates not spawning Anyways, I'll have that all worked out and tested in the next couple days so expect a release before the weekend
  4. Here's a drop box link to the Unity project for the BDAc KSPedia ... This is all I could find I did this version back in the KSP v1.2 days so it definitely would need to be updated ... Note that I cheated and used Fireworks (old Macromedia software) to create .jpg's of each of the KSPedia pages and imported those into KSP so you may need to completely redo the images to update the information and add more pages It's a lot of work and I'm not up to the task ... Took me over 100 hours to do the first version and then another 80 hours or so to update it and reduce the size on disk Anyways, here's the link: https://www.dropbox.com/s/2vc1416rj9aiibc/BDAc KSPedia (KSP v1.2).zip?dl=0
  5. Scuba Kerb has been a thing for awhile now ... no dependencies, not even module manager The video is from over a year ago when Scuba kerb was only usable with the Scuba tanks, now no tanks are needed Even has the bends and nitrogen narcosis
  6. Just a quick update .... So I messed up on the stop watch ... the stop watch was running fast during time warp I also noticed that I messed up the spawning of stage gates for the Dakar Racing challenge type I fixed both issues but also added in a feature for those who would like to launch a craft from the editor and have their craft literally picked up and automagically moved to a location of their choice (currently only hard coded locations are available such as the Pyramids, Baikerbanur, KSC Island Runway, KSC Beach (water launch), KSC Island Harbour, Kerbini Atol etc... ........ I will be adding user defined coordinates as well as the ability to save any user location to a config file in a the coming future) Note to self: don't release an update to a mod when you're half asleep I am just finishing up some testing and will release the fixes as well the OrX Move Launch feature later this evening or tomorrow
  7. I guess I should refrain from releasing an update to a mod when I am half asleep ... fixed now I'll be releasing an OrX K update this evening or tomorrow that will have the fix in it ... Just polishing up some more new features such as the ability to launch a vessel and have it picked up and moved to another location automagically and also the ability to create your own launch locations that are saved into a config file You're probably better off just using @linuxgurugamer's new mod if you're not going to be using any of the other goodies in OrX K since all his mod does is run a timer ... There is a lot of stuff in OrX K with a whole lot more coming which could lead to some confusion over versions since OrX K is still in development Anyways, thanx for getting back to me about my mistake ... I'll be sure to NOT release any updates unless I'm fully awake from now on
  8. Now that would be an @Triopquestion ... if you want to restart from the beginning then I'll update the scores but you must restart from the beginning
  9. Try turning down shadow cascades to 0 in the KSP settings ... There is a long time bug in Unity that causes this sort of thing which is caused by having the world space being as large as KSP has it set up to be I may not completely be understanding what the issue is but it sure sounds like what I mentioned above ... here's a link to the Unity issue tracker regarding this https://issuetracker.unity3d.com/issues/shadow-precision-issues-far-away-from-origin-needs-reverse-fp-depth The only way I know of to fix this is to change the near clipping pane of the main camera .... this can be done by using Physics Range Extender (but be warned that PRE could cause other issues)
  10. I added a stopwatch to OrX Kontinuum, released it a few minutes ago (with some fixes) ... works great and also takes into account time warping and the pause menu I think it is self explanatory how to use it ... click on reset to reset the timer back to 0
  11. OrX Kontinuum v [1.8.20] Upgrades and Fixes Added a Stop Watch function accessible through the main menu Fixed Distance menu not displaying properly when scanning for HoloKrons Added a modifier to the timer that will compensate for warp Additional minor upgrades
  12. So OrX Kontinuum has a challenge builder and I am open to adding new challenge types Currently there is 4 types of challenges: Geo-Caching - Basically you have a base somewhere or even just a location, you go there and create a Geo-Cache and share the .orx file ... when a player starts scanning for Geo-Caches then a distance menu shows up telling the player how far away they are from the closest Geo-Cache ... when the player gets within 5 km then the HoloKron (Geo-Cache) will spawn as well as it will spawn any vessels that were saved into the holokron Short Track Racing - As the name describes, it's short track racing ... place stage gates a player needs to drive through which records the time between each stage gate and saves it and other data to the scoreboard ... scores can be exported and shared with other people (they can import your score data directly into the scoreboard for that challenge) Dakar Racing - Same as above, although there is only 1 stage gate (DAkar Racing is from point A to point B) And my best so far is the BD Armory challenges which lets you build a BDAc challenge with weaponized craft ... OrX K takes care of the spawning and setting guard mode, the AI pilot etc... for battle when the craft contained in the HoloKron are spawned I'd be interested in discussing the possibility of adding your challenge idea (whatever it is) to OrX K As an aside, the timer is almost done ... I'm just setting up the menu to show the timer like in my post above and adding a start and stop button ... I'll make sure to check that the timer will stay in step with the warp time (the timer already pauses when the game is paused ... menu stays visible while paused also) Should have something for you to test in the coming hour
  13. @Mars-Bound Hokie So something along the lines of this: This is the challenge timer system that is in OrX Kontinuum ... It doesn't currently have the option to start or stop the timer when a player wants to but it is trivial to add that functionality It will even tell you how fast you are traveling in kph or mph (it wouldn't take much to add in your speed measured via knots either) Let me know if you're interested and I'll add the feature ... actually I probably will do it anyways as this is a really good idea Here's a video showing part of OrX Kontinuum in action (Dakar Racing challenge type) ... It's first stage of the Kerbal Dakar 2020 EDIT: come to think of it you could easily just create a Dakar challenge and place the finish gate 30 meters or s behind where you are taking off and then just land near the gate which will record your time There is a scoreboard built into OrX K ... looks like this although the scoreboard shown is for a Short Track racing challenge
  14. So I found Stage 2 to be not as rough as Stage 1 ... probably just the line I chose to take though Seems that there is quite a bit of flat stretch to go all out on ... just got to be careful and pick your lines since doing 300 kph into a slight incline can have the effect of hitting a brick wall Anyways, Here's my my Stage 2 report START FINISH TIME: 8 minutes, 16.55 seconds And as a bonus I recorded it for those who would like to see the route I took
  15. Unless anyone has any objections I'll let it slide that you are still traveling at over 33 m/s and that you're 135 meters or so from the flag
  16. Glad to hear it ... You'll be racing again in no time
  17. For those who are interested, here's a video showing the latest improvements and features for racing challenges
  18. I hear you on that one ... trying to go fast without big explosions was very difficult while running Stage 1 I managed to finally finish it without any damage ... I had to let go of the under 7 minute goal as now I realize that all the added fuel to do the whole course really changed how Bill's Big Bad Beaver performs (she's twice as heavy as when I did pull off under 7 minutes) Anyways, so on to my entry for Stage 1 ...... I found it convenient that I set up an automatic screenshot deal in OrX Kontinuum since it allowed me to confirm that my math is right ... also the speedometer I put in was quite handy as it is easier to see than the speed on the navball and is also conveniently in kph (can be switched to mph at the click of a button ) Starting the challenge ... I started moving at 2 minutes on the mission clock exactly Finish For those who are observant you will notice a 2 second discrepancy with my time as calculated by OrX K vs using the mission clock and doing the math ... This falls right in line with when the finish screenshot is taken which is 2 seconds after the stage times are recorded (to allow for data to be processed and passed to the scoreboard) And for those of you who would like to see exactly how I achieved this time, I made a video (it got a bit hairy in parts)
  19. Setting up your suspension is key to being able to land hard and fast ... try lowering your spring strength and raising the damper strength (enable advanced tweakables to get at these settings) Bill's Big Bad Beaver has the springs set to 0.85 on the front and 1.1 on the rear with damper strengths running from 1.35 on the rear and 1.25 on the front ... after doing this my landings became much softer (I may even increase the dampers so the suspension is a bit more spongy) Friction control is a good thing to look at too ... I made my wheels somewhat slippy so I am able to take a turn on the ground at very high speeds (although this can cause an issue with braking as evidenced earlier in this thread)
  20. Now that OrX K is fixed I was able to get down to tuning Bill's Big Bad Beaver Made a number of modifications and can manage well over 300 kph on a relatively flat surface ... the hard part was setting up the suspension to take the torture of the terrain And then there was setting up the aerodynamics to keep her on the ground since she likes to be in the air Set up the Boost Flaps and made sure my paint job looks good from behind Then double checked my fuel (don't want to run out of gas ... paint job looks good from here too) And then an epic crash and burn ... I guess I need to slow down for some of those rough patches
  21. I'm just going off the rules as created by @Triop for the original Kerbal Dakar 2017 I actually created the Boost Flap Controller mod to control the thrust via boost flaps for the 2017 Dakar (now in OrX K with added functionality to control DLC turbofans etc.... via deploy) There is a caveat to the no flying deal as mentioned which is what is reasonable for someone to react to, however outright flying isn't allowed as decreed by our esteemed challenge creator (not me ... I'm just a surrogate host, I don't make the rules) This no flying rule is one of the reasons I put Total Air Time as one of the recorded details in the OrX K scoreboard (whenever your craft is not touching the ground that stat has the amount of time you were in the air added to it for each leg of a race) In the end the Dakar is mostly about just finishing the race .... use your own judgement on whether you are flying or not but just remember that the Dakar is a race across the ground, not through the air Jumps are good, epic airtime is good ... just no powered flight
  22. Well as long as you don't fly the course you should be good The general rule in regards to jet engine powered cars in the Dakar is that if you become airborne then you must shut down your engine or use Boost Flaps to block the thrust .... Basically no thrust or any force from engines is allowed while in the air
  23. The only real solid rule about the Kerbal Dakar is you must drive across the ground Jumps, airtime etc... is all allowed Basically don't fly the course and you're good
  24. OrX Kontinuum v [1.5.20] Upgrades and Fixes Fixed HoloKron spawning under the ground Fixed large craft being moved through the ground and exploding when starting a challenge Fixed scoreboard and details menu not showing up at the end of a race Changed the 'Stage' label in the detailed scoreboard menu to 'Gate' in order to better illustrate what that column represents Fixed timer disappearing if challenger is thrown from their command chair ... Thanx to @klond for raising this issue Fixed the distance check to the proper coordinate system ... note to self, use the right math Added speedometer that can be switched between kilometers per hour (kph) and miles per hour (mph) ... click on the 'kph' in the lower right hand corner of the menu to switch Next Stage Distance is now displayed in either kilometers or miles depending on the speedometer setting Added a 'DEPLOY CONTROL' button in the PAW of all Boost Flap controller parts (elevons and now DLC parts) ... This button will invert the deploy control to accommodate DLC turbo fans and those who would like to use them with the BFC module (@FleshJeb) BFC module added to DLC parts ... Module Manager is not required When crossing the finish line during a Dakar race the challenger must now come to a complete stop before their time is recorded Minor refactoring and menu adjustments Automatic Screenshots are taken when the timer starts and when the scoreboard menu appears after crossing the finish line as well as after coming to a complete stop in the case of Dakar Racing ... they can be found inside of the Screenshots folder named the HoloKron name plus '- START' and HoloKron name plus '- FINISH' A quicksave is automatically created when starting a challenge to better facilitate reloading and racing again after an accident ... it will be saved as the HoloKron name plus '- START'
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