Ender1618
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I am interested in writing a mod for KSP 1.6.1, first time modder. What version of Unity should i install? There are versions mentioned on the wiki, but the post are old, and i wondered if they are still correct. Thanks, -Ryan
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KRPC variable server side timestamps?
Ender1618 replied to Ender1618's topic in KSP1 Mods Discussions
What part of the kRPC api lets you do this? So you would query time at t1c, then immediately query the variables you want, then again at t2c? How would you know that the variables pulled correspond to the the t1s and t2s timestamps, is there a way to batch the calls, to ensure they are from the same server time step? Thanks, Ender -
I am a newbie to KRPC, but I was wondering if there was a mechanism for getting server/game time stamps for the state of a variable, such as the vessel’s velocity vector. Say I registered a stream for velocity, and I query the stream at client time t0 and then slightly later at time t1. Is there a way to know the sever/simulation side elapsed time between the 2 observations? I would think just having client side t0 and t1 and thus client side elapsed time (delta t) wouldn’t be nearly as accurate. Say for use in a client side PID algorithm, for control of some Kerbal system over KRPC. Thanks, Ender
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I am a newbie to KRPC, but I was wondering if there was a mechanism for getting server/game time stamps for the state of a variable, such as the vessel’s velocity vector. Say I registered a stream for velocity, and I query the stream at client time t0 and then slightly later at time t1. Is there a way to know the sever/simulation side elapsed time between the 2 observations? I would think just having client side t0 and t1 and thus client side elapsed time (delta t) wouldn’t be nearly as accurate. Say for use in a client side PID algorithm, for control of some Kerbal system over KRPC. Sorry if this is not the right place to be asking such a thing. Thanks, Ender