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Everything posted by cybutek

  1. Kerbal Engineer Redux For the most up-to-date version of this mod please check @jrbudda's GitHub fork: Version This plugin will allow you to view important statistics about your ship whilst building it and in flight. Note that by default KER runs using a career unlock system. This means that when in career mode it will require either an Engineer skilled Kerbal, an Engineer Chip/ER7500 part placed on the vessel or a level 3 tracking station to work in flight. Unless one of these three conditions is present, the KER icon will be disabled and greyed out in flight. This mode is completely optional though, and by clicking on "Settings" on the Kerbal Engineer Redux window in the editor, you may change its mode from "Career" to "Partless". Learn about the HUD system with KSP-TV streamer "ShimmyTheJJ" in the YouTube video below: Download from CurseForge GitHub Repository Fully compatible with the KSP-AVC Plugin and all software supporting the '.version' file format. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Online ReadMe & Change Log Bytes that Rock - Software Awards 2015 - Finalist Licensed under the GNU General Public License v3. Additional restriction guidelines I do know that the GPL does not allow further restrictions, but please take the following amendment in good will. Having old versions floating about masquerading as latest, and the lack of a smooth update release flow is bad for everyone. Uploading a non-derivative work to a hosting service for the purpose of large scale re-distribution is restricted without prior consent. Special Thanks Padishar - Updated fuel simulation logic. Duxwing - Copy editing part descriptions and more. mic_e - Impact calculations. Keptin - For creating the tape drive model! (animation module was by me) MrPwner - For supplying an awesome part model for use with this plugin! (EngineerChip) DONATIONS Completely voluntary, absolutely amazing, and really does help me out a lot!
  2. KSP-AVC Plugin KSP Add-on Version Checker This system is a spawn from Tyrope's endevours on this thread. After seeing the moderate take-up of a .version file format and the subsequent enthusiasm fall off. My thoughts were that a true .version system had to be created for it to even have a chance to sticking around. Not just for plugin developers and users which could type up a JSON file by hand in seconds, but also the artists and parts creators as well. It is all well and good to have external applications which manage your mods, but there has to be a more integrated solution for wide spread use. This is where my KSP-AVC plugin comes in, as it does all of the .version file checks from within the game. If any issues are found, they will be displayed to the player in a convenient way. An extention of the .version file has also been made to include an optional download field for use with this plugin. Download from CurseForge GitHub Online ReadMe & Change Log NOTE: Version 1.1.5 works in all 1.0 versions of KSP. Use 1.1.6 for KSP 1.1 and later. FOR DEVELOPERS... Have a question or require some help? Leave a message in this thread or PM me. If you wish your add-on to have KSP-AVC support even if the player does not have the KSP-AVC Plugin installed, you may use MiniAVC. Just bundle the .dll in with your mod and version files. Because of the bundled nature, the player will be given the option to allow update checking on the first run. If the player does disable update checking, it will continue to run in local mode assessing game version compatibility. MiniAVC will always run from the most up-to-date version which has been bundled with any of the installed add-ons. If a player has KSP-AVC Plugin installed, MiniAVC will automatically be disabled to allow the KSP-AVC Plugin to run. For more information read the online readme file. Get MiniAVC Here! Please not that if hosting a version file yourself, it must be encoded in UTF-8 without a Byte-Order Mark. The source code and project is part of the same repository on GitHub as KSP-AVC Plugin. Licensed under GNU General Public License v3 Additionally This software searches through only the KSP GameData directory and subfolders. This software contacts the internet to check if add-ons have newer versions available. Data is only read from the internet and no personal information is sent. This software has the ability to open up a browser window to what is set in the DOWNLOAD field of the remote version file. All remote destinations set in version files are up to the respective add-on developers and I hold no responsibility for how these features are used. KSP-AVC Online Easy Versioning for Everyone! As I see it, the way to get proper versioning to go mainstream has to be that it is easy. This means super easy for everyone no matter what their skills are. It shouldn't matter if you're a programmer, artist, content creator, parts developer. You have the right to version your add-on in a simple and convenient way. With complete compatibility with the KSP-AVC plugin as well as any other 3rd party software which conforms to the .version file standard. DONATIONS Completely voluntary, absolutely amazing, and really does help me out a lot!
  3. Store My Reports Version 1.1 The primary job of this mod is to fix the inability for Kerbals to find glove-boxes within their vessel or pockets on their EVA suits. You can now make crew reports and have them stored without the need to exit the vessel, take all of the reports out, then put them all back in again. It also allows Kerbals on EVA to store science data within pockets on their EVA suits. Although this mod's primary goal is to alleviate the ridiculousness of crew report storage, it will also work with any other science experiments that have their own separate science containers within the same part. Experiment data will be automatically stored within these containers making room for further experiments. Download (CurseForge) Source (GitHub) Installation Place the `StoreMyReports` folder found within the downloaded zip file into `GameData` found within the game's installation directory. Configuration To change these settings you can open the configuration dialog by clicking on the `SMR` button found on the toolbar at the bottom right of the Space Centre. Automatically Discard Duplicates When enabled this feature will automatically discard any duplicate science data if it already exists within the container (i.e capsule for crew reports and kerbal for eva reports). Licensed under the GNU General Public License v3. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. If you wish to show your appreciation in ways other than words, this button will help you do just that. P.S. The year in the title is not a typo, it's using the Holocene Era calendar system.
  4. Assuming that you're talking about the website? Send me a PM on here with your new username and I'll change it for you... I've verified that you currently have PartTweaks hosted there and you're the legitimate owner, so it's all good
  5. Sorry for not being around. I've been very busy lately with IRL stuff. The original reason why a "built for" ksp version is required if min/max is used was due to how the user interface makes use of this value. I have looked over the pull request but would rather the fix be in the "IsCompatibleVersion" property due to dependencies. This on its own will not be the complete fix though as it will only cascade the bug down into the user interface. I'm busy all weekend but should have some time on monday to sort this out.
  6. cybutek

    [1.3] Store My Reports 1.1 (12017-07-31)

    Not revamped, as I had no idea that mod even existed. I generally just check the pinned list of compatible mods available on this forum and it doesn't list it. This mod's definitely not the same under the bonnet though by looking at the source. Store My Reports is a lot more efficient as it doesn't check every part on a vessel every frame, only once upon closing the Experiments Results Dialog. It also doesn't use LINQ which creates memory garbage that requires cleaning up causing hiccups in frame rates. Hope this answers your question Also in the works: I'm going to be adding an optional feature that saves the position of the Experiments Results Dialog so that it doesn't always pop-up in the middle of the screen every time you collect science. I find this annoying because it often ends up blocking the right click menus and gets in the way. Having it pop-up in the same position where you last left it (e.g. at the side of the screen out of the way) would be nice. EDIT: Forgot to mention that Store My Reports is now also available on CKAN as the pull request I made was finally merged the other day
  7. cybutek

    [1.3] Store My Reports 1.1 (12017-07-31)

    Version 1.1 is now available for download! This mod has reached my current feature goals, but if you have any suggestions please let me know... Enjoy! Implemented configuration system: - Separated the configuration from the main StoreMyReports class. - Created application launcher button that shows in the Space Centre scene. - Created configuration dialog using the stock popup dialog system. - The default value for `Discard Duplicates` is now set to `false`.
  8. cybutek

    [1.3] Store My Reports 1.1 (12017-07-31)

    Good point that I hadn't actually thought of and might be a good reason for the default to be changed to not discard (I just personally preferred it to discard which is why it's default). With this being the case it's also a good reason for me to actually think about having the toggle as an in-game option rather than just in the config. I haven't tested it, but there's no reason why it shouldn't be compatible. The automated sampler mods generally bypass the in-game collecting mechanic altogether anyway. Also this mod only runs when the experiments result popup window is closed (the one where you choose to discard/keep/transmit science data), it's not constantly running.
  9. So far my implementation list goes: MiniAVC Ability to ignore specific alerts forever that matches the combined local+remote version files used to display them. This is so that if one of the version files change, the update/conflict message will be re-shown with the new information (this can then be re-ignored until something else changes again). KSP-AVC A "silent mode" toggle button next to the drop-down in the top left which'll suppress the issue monitor window from being displayed. KSP-AVC already overrides MiniAVC, so this will essentially silence all AVC notifications from KSP-AVC and MiniAVC.
  10. I'd like to make it known that I'm watching the discussion unfold. The best ideas of which are feasible within my time restrictions have a good chance being implemented.
  11. Thanks for your guys' help... I have merged the pull request by @politas fixing the missing comma. Both MiniAVC and KSP-AVC are handling the missing comma without issue. All this fix does is allow the CKAN crawler to complete its job. So if you've already got KER, there's no need to re-download for this fix.
  12. Version is now available! - You can download it here! Fixed: Check for NaN and Infinities before clamping angles, resolving a hang state caused by the Intercept Angle readout. Added: Setting for enabling/disabling whether the toolbar icon in-flight activates on mouse hover. Added: Body category with the following readouts: Body Name Has Atmosphere Has Oxygen High Atmophere Height Low Space Height High Space Height
  13. As long as 1.3 hasn't broken the mod in some crazy unexpected way, expect an update sometime this weekend.
  14. I have implemented a setting that allows you to toggle on and off whether mouse hovering is enabled on the in-flight toolbar button. I've also merged Padishar's fixes into the master branch so you can use the .dll available in the "Output" folder on GitHub to get the latest build until I can get a release out.
  15. Version is now available! - GET IT HERE! Fixed: Compile errors caused due to game update. Fixed: Asset bundle errors due to engine update. Fixed: Part info overlay no longer visible when hovering over part selection panel. Fixed: Clamp360 now returns [0, 360]. (Pad) Fixed: Possible NRE when "Back to target selection" sets the target to null. (Pad) Fixed: Clamp value passed to Acos function within the impact processor to avoid potential NaN. (Pad) Fixed: Use inverseStage of tank for stage priority flow instead of decoupled stage count. (Pad) Changed: True Anomaly to be displayed in degrees rather than radians. (was changed in stock 1.1.x) (Pad) Changed: Typos in the post-burn apo/peri readout descriptions. (Pad) Changed: Added missing space before the 'W' in the target longitude readout formatting. (Pad) Changed: Simulation and logging to produces less GC. (Pad) Changed: Tweaked impact processor calculations. (Pad) Added: Target Latitude & Longitude readouts to the rendezvous section. (Pad) Added: Extra readout help strings. (rkagerer) Added: Planes and Relays to the target selector readout. (Pad) Added: Post-burn orbital period and inclination readouts. (Pad) Added: Support for balance and priority flow modes. (Pad) Added: Custom keybinding of the part info show/hide functionality.
  16. Yup, it is supposed to be instant. My only guess would be that the GitHub API was lagging behind, maybe.
  17. Version is now available! - Get it here! Build on KSP Fixed: URLs are escaped before being processed. MiniAVC is now has also been recompiled for KSP 1.2 and includes the URL escaping fix.
  18. Go into the BuildOverlay.xml settings and change: <SettingItem> <Name>vesselWindowX</Name> <Value xsi:type="float">[desired distance from the left]</Value> </SettingItem>
  19. For the "adventurous" types among you; a version compiled for 1.2 is available on the GitHub. You'll need everything from within the 'Output' directory (an overwrite of the old 'KerbalEngineer.dll' won't suffice this time). Hint: it may be easier to download the repository as a zip and just extract out what's in the 'Output' directory rather than downloading each file individually It's not "release ready" but it's there to use, and feel free to leave any feedback you think could help.
  20. PROGRESS UPDATE I'm working on getting out a "usable" release very soon. Note that right at this point in time I will not have touched the fuel flow simulation, except parts that need attention for the sake of compilation. This means that the delta-v calculations - although working - may potentially be inaccurate for complex craft.
  21. If it happens again would you upload and post a link to your KSP log file please? I'd like to go over it to just to make sure nothing unusual is happening within KSP-AVC.
  22. If you're connected to the internet it'll use the remote version information for compatibility checks which will correctly see 1.1.3 as a valid compatible KSP version. When not connected to the internet it'll use the older local .version file for compatibility checks. This feature is there so that mod authors do not have to re-upload a new version of the mod and users don't have to re-download the whole mod again when it is still compatible just to get an updated .version file.
  23. To get KER in-flight whilst playing career using the default settings can be done by: 1. Using one of the KER parts. 2. Having an engineer kerbal on-board (who hopefully knows how to use a slide-rule). 3. Upgrade to a level three tracking station so that KER will always be usable without parts or an engineer on-board. These options can be turned on and off to taste under the settings in the VAB. An example of why you may want to alter these would be so that later on in a career you can turn off the tracking station so that you still require an engineer kerbal or part for difficulty or immersion reasons etc. Hope this helps
  24. Yes... You can have the version file hosted anywhere that's accessible on the internet. Note that if you're using the GITHUB releases integration that's available to use, it will only notify of updates when the remote version and a release using that version tag match. This is to stop users from receiving update notifications whenever you push a new version file before a release is actually ready.