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Everything posted by Katten

  1. Katten

    [1.4.2] Chrononaut v0.4.1 - part mod tool

    v0.4.0: * can now reload updated textures from file v0.4.1: * fixed an issue in 0.3.0-0.4.0 where the mod wouldn't work if there was no settings file * added the settings file in the release.
  2. Summary Chrononaut is a tool for part modders to reduce the time spent on reloading the database when trying out changes to their parts. In flight mode, press F8 to reload the models of the parts in your current vessel. Features (implemented and planned) [x] Enabled in flight mode [x] Enabled in the VAB editor [x] Reload meshes from file [x] Update transforms [x] Update UVs [x] Supports configs using the mesh attribute [x] Supports configs using the MODEL module [x] Configurable action key [x] Update model structure [x] Update textures [ ] Attach nodes [ ] Reload IVA:s Known issues * will not load textures that were added (in contrast to updated) after the game was started * breaks the functionality of engines and other complex objects in flight Latest release Available on CKAN or: https://github.com/KSPKatten/Chrononaut/releases Change log License https://creativecommons.org/licenses/by-nc-sa/4.0/
  3. Katten

    [1.4.2] Chrononaut v0.4.1 - part mod tool

    v0.3.0: * can now reload the complete structure of a model * handles several corner cases from inconsistent files in stock * can configure the action key
  4. Katten

    [1.4.2] Kopernicus (Release 1) - March 30

    AMG, thanks so much for the update!
  5. Katten

    User-made solar systems

    Kopernicus isn't yet updated to the current version of KSP tho =S
  6. Katten

    Coding Help

    Yes! I'm sure you'll find plenty tutorials on the subject. https://www.sparkfun.com/tutorials/348
  7. Katten

    Coding Help

    Yes it can. This is a basic structure of such a software: main() { SAS_Init(); Trajectory_Init(); while(1) { SAS_Run(); Trajectory_Run(); } } Notice that none of the _Run-functions are allowed to "stop" the program. They can only do some calculations, and the return. The program will then continue to loop over the run functions, so that all parts of the software gets a chance to do its thing. So in other words, don't use a lengthy while loop or delay in the run functions.
  8. Katten

    Coding Help

    Try Arduino, it is simple and enjoyable to work with. I could start making useful code the same day I put my hands on it.I work as a programmer tho, so I had a jump start, but I think you'll find it manageable anyway. I think it would be fine to start working directly to your goal. 1. First step, get some LED light to blink on it. This requires you to learn how to connect it to your computer, to load a new firmware into it and the basic commands you can use. 2. Connect a sensor to it, for example a resistor or a voltage input. Now you'll learn how to interface analog inputs to it, and how to show this somewhere (debug log or something). 3. Start using the sensor data to control something. There is a ready made module in Arduino to control servos so there is only a few lines of code to take the analog value and send it directly to the servos. 4. Implement a PID regulator. Use the regulator to connect input (lets say gyro), expected value (your current planned heading) and output (servo control for wings). Now you have a SAS system!
  9. Hi! I seem to have frequent problems with objectives registering. For example, required parts sometimes doesn't register until I have launched a vessel, then gone to space center and back to the vessel. Orbits seems to be the most difficult. The following objectives didn't register at the first attempt, after reloading the went green, but now they are back grey again. Any ideas why this is happening? Mod list:
  10. Hi there! Can I modify a save file to hide planets that are mistakenly visible? I have tried to change these lines from: BODY { body = Minmus isResearched = False researchState = 0 ignore = False ContractsWeight = 23 } into the following: BODY { body = Minmus isResearched = True researchState = 100 ignore = True ContractsWeight = 23 } But it seems to return to the top config directly in the game and when saving. Any ideas? Edit: oopsie, I mean I changed isResearched from True to False, of course..
  11. Do you know what would be the easiest way to get larger planets and distances, without affecting the inclinations and positions of planets? I have at the moment Kop/Signa + Almost Real Solar System with size set to 10... which is kinda hard for me, so I'd prefer not to fight inclinations at the same time =)
  12. Katten

    [1.4.2] Kopernicus (Release 1) - March 30

    The problem with this logic is that most people don't keep some kind of dependency matrix of their mods. When things go live on CKAN usually I'd just download it and hope for the best. In this case it took two days before I figured out what mod was the cause. Not blaming you, but the system might need some improvement, because this is quite often a problem with KSP. Maybe the CKAN dependency list should include revision numbers so that CKAN can warn about incompatible versions? Well, I assume you are not the developer of it anyway, just throwing it out there.
  13. Hi! I have created a decoupler, but it has an issue. It consists of two parts, the lower part which is the actual decoupler (on the right), and a base structure that remains on the vessel (attached to the core). * Now, if I attach the decoupler directly to the core, it will eject nicely. * If I attach it to the "base", it can decouple, but it doesn't eject. That happens both if I attach it to the bottom of the base plate, and if I attach it to the lower "virtual" attachment point which is the intended target for it. * However, if I turn the base upside down, and attach the decoupler to the other side of the plate, it will again eject correctly. Any ideas why this is happening? What is the requirements for an ejection force to be applied?
  14. Thanks for the suggestion! I tried it, unfortunately with the same result. The idea with this decoupler is being able to have a probe with two "noses" or other parts that only have one stack point. For example, a parachute on one end and a solar particle collector on the other end. Or an antenna, etc. So there is room to put a parachute inside the hollow area, attached to the bottom of the base plate. The base has a mesh collider that is just the plate, and the same thing goes for the decoupler. There are no colliders for the struts and nothing inbetween them.
  15. Ah right, here's the base: And here's the decoupler:
  16. Aha, good points. So, how about in ksp if you ship an air augmented booster as an ascent stage to a planet with oxygen, would that be a business case? Does any ksp planet have oxygen btw? Ive only been to duna really =)
  17. How about air augmented solid fuel boosters? Is that a thing?
  18. Let it be known for all future that Aelfhe1m rocks! Totally worked, after (for reference) clicking "Tools -> Get Tools and Features -> Modify -> Workloads -> .NET desktop development."
  19. Hi! I'm trying to make what is more or less a hello world mod. I got it running okey, but when adding another line of code accessing the FlightGlobals variable I get the following error: FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. Any ideas of what this means? I'm using VS2017, chose net 3.5 when creating the project (but this is not visible in the project file) and added references to Assembly-CSharp, Assembly-CSharp-firstpass, UnityEngine, UnityEngine.UI. using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace NamespaceName { [KSPAddon(KSPAddon.Startup.FlightAndEditor, false /*once*/)] public class ModName : MonoBehaviour { public void Update() { if (Input.GetKeyDown(KeyCode.F5)) { Debug.Log("F5"); // Causes exception when the following two rows are added: Vessel vessel = FlightGlobals.ActiveVessel; Debug.Log("Name: " + vessel.name); } } } }
  20. Aha again! There is no such choice for me, so probably need to install it... thanks, checking! I wouldn't have guessed, considering the first option actually was able to run, catch key events and print debug output
  21. Aha! I chose Universal Windows! Trying "Class Library (.NET Standard)" now... I chose 3.5 again, but after creating the project it says Application -> Target framework = .NET standard 1.4 Sounds weird?
  22. I did choose 3.5 when creating the project. There doesn't seem to exist a way to confirm this choice in 2017 tho.
  23. Katten

    How do I space?

    I like the mod "Unmanned before manned", which requires you to have a more natural progression, starting from probes rather than manned missions. It also supplies you with contracts that will bring you further and further, providing some guidance on what to do.
  24. Does it work to click Alt+F12 to open the debug menu? In that case, go to Input Locks -> Clear, that's a classic moce that will solve some stuff like this.
  25. Right-click the klaw, there should be an option there to Lock or Release the pivot (or some similar wording). Lock it when it is outside ofc! And don't relasease the grip itself tho, especially if you have a mission to catch it - the asteroid will count as previously touched and will not be counted for the mission. The hard part is trying to match up the center of thrust with the center of mass, so your ship doesn't spin when you start the engine...