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TV4Fun

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Everything posted by TV4Fun

  1. Is there a replacement in `GameObject`-based UI for UI skin? I know with IMGUI, you could set `GUI.skin = HighLogic.Skin;` to have your UI have the standard KSP look. Is there an equivalent to that for the new UI system?
  2. Is there a way to conditionally load portions of your code based on what other mods are available? Like for example, I would like to have my mod support KIS if it is installed, but not require it, so I'd like to have the KIS-dependent code only load if KIS is present.
  3. Yes, it's hard to give a good demonstration at YouTube resolutions. Look at the cupola in the lower left when I place the solar panel at 0:10. You should see a Kerbal spawn there and navigate to the tail where the solar panel is, going around the spaceplane body in the process. When I place the Communotron at 0:42, another Kerbal spawns from the right side of the spaceplane cockpit, so they are both moving to their respective targets simultaneously.
  4. It's very rough, but here is a quick video demo of the new pathfinding.
  5. I've added some 3D pathfinding so Kerbals can navigate around obstacles instead of trying to just fly through them. It worked pretty well to navigate around the wing of my big orbital spaceplane and attach a solar panel to the tail. It could benefit from some optimization and parameter tweaking, as it introduces a noticeable slowdown right now, but I think that is fixable.
  6. In the latest update, the EVA construction UI is available when flying any vessel. You can select a part in inventory and place it somewhere on your vessel. If you have any engineers on the ship, one will come out and automatically fly to the targeted placement. Next up is to have them fly to the container with the part, retrieve the part, fly to the target location, and have them weld it on. I thought about using KIS-based attachment instead of stock, but for a first pass, I don't want to require any more outside mods than necessary.
  7. Okay, I am now working on a narrow portion of this with automated EVA construction, which I am calling MechBill. So far I have implemented a procedurally controlled KerbalEVA class and a version of the construction UI that can be called from outside EVA and used to create tasks with ghost parts. More to follow. Comments and contributions on my code are welcome.
  8. All buildings and terrain are on layer 15, so you should be able to find them by setting layerMask = 1 << 15
  9. The link to the wiki is broken and the KSPedia documentation is pretty minimal. Are there any resources to help get started with how this mod works?
  10. If anyone is curious or would like to contribute, I have set up a rudimentary version of this at https://github.com/TV4Fun/Stranded (License: MIT). At present, if you are on the ground in flight mode, you can press K to spawn a Kerbal at the mouse cursor. It and any other Kerbals you spawn will then walk slowly towards wherever the mouse is pointing. It's really quite creepy.
  11. You should be able to do this by testing if collider.GetComponent<SpaceCenterBuilding> != null
  12. If you right click on the probe core in the editor, as well as options for durability and experiments, there should be an option for the storage capacity of the probe. I believe larger capacities are also unlocked through research.
  13. I'd like to develop a mod that turns KSP into a Banished-like strategy game. As a first step, I'd like to implement an RTS style interface where you can control a single Kerbal's movements indirectly by clicking on the ground and having them walk there. Eventually I would like to have many Kerbals on screen at the same time all walking around independently. Any idea how I could get started on that?
  14. I'm thinking of adding an automation layer on top of Kerbalism. Basically something that would allow you to build a decent-sized remote colony or space station by flying in the parts, but not having to fly each mission yourself. Something like you just order part X be shipped to location Y and a rocket of your design is automatically dispatched to do it. Or say you have a crew of Kerbals on EVA working on the surface all walking around on their own building parts and assembling them together based on your orders. Basically just pulling back the camera and level of abstraction so gameplay is more along the lines of Banished/Rimworld/Planetbase. How hard would that be to do within the existing framework, and what would be the best way to hook into the existing code?
  15. Development GitHub Repo: https://github.com/TV4Fun/Stranded (License: MIT) I am asking the experienced KSP mod devs here for input. How hard does this sound to make? Is it feasible to do in KSP? What would be the best place to start? Would anyone like to join me in developing it? I have an idea for a mod that is kicking around my head and stubbornly refusing to leave. I have a bit of experience with development in Unity, but none with making KSP mods, so I have no idea how feasible this is or where to begin on implementing it. I've looked a bit at the source code for MechJeb and Kerbalism, as they both do things along similar lines and could well be components of this mod. I had first thought to develop this as a standalone game, but it occurred to me that a lot of the basic engine functionality is already implemented in KSP and various mods, so it might just be a matter of tying them together. Stranded dares to ask that important question, "what if Kerbal Space Program was a strategy game?" The basic thought for a start is to add a UI to KSP where you manage things on a higher level, ordering ships/kerbals to go from one place to another and them doing it automatically, adding colony building along the lines of Banished/Surviving Mars while still retaining the underlying mechanics and including some life support/resource management, but also having the ability to zoom in and directly fly a ship or walk a Kerbal through your Kolony if you want. KSP's design and simulation system give us a chance to have a mechanic like Spore where you can design your own ships and buildings, but have those design choices actually mean something, and KSP already having the physics and building system implemented and optimized over many years of development saves a lot of time compared to making something from scratch. I see this as a single player city/base/Kolony-building game using parts we already have for building surface bases in KSP but with a gods-eye/Settlers/Rimworld type interface where a colony consists of many Kerbals who are AI controlled and follow player commands indirectly. I.e. the player designates something to be built and, assuming resources are available for it, Kerbals come out and build it. You would initially have to ship in resources for the colony to build with but would eventually be able to mine resources locally for continued sustenance and expansion. I would use the existing Kerbal world and assets to start with, but eventually could add customizations for different planets and even different star systems. A recent game that does something similar is Moons of Ardan, though I found its implementation a bit simplistic. Really what I want is to take the basic loop of KSP career mode and automate some of the more tedious parts of it, allowing multiple concurrent missions and building complex bases without requiring the player to manage each individual. What do you guys think? Does this sound worth doing? How would I go about doing it? The very first proof of concept I had in mind was to implement an RTS-style point and click interface, where you would control a Kerbal walking along the ground from a birds-eye view and could click on the ground to get him to walk to that point. Next have multiple Kerbals controlled like this at once, click one to select it and tell it where to go, and have them all walking to different places at the same time. How would I do that?
  16. Also, it doesn't seem to be blocking click-throughs, which I kind of thought was the whole point of the mod.
  17. I am also running into this issue. I can reliably reproduce it by going to difficulty settings, checking focus follows mouse click, and clicking accept. If I return to difficulty settings after leaving but before doing anything with the CTB toolbar icon, it will stay at what I set it to. The toolbar icon still shows focus follows mouse. If I click on the icon, making sure it is set to following click, and then return to difficulty settings, the focus follows click option is now unchecked again.
  18. Thank you. I force-installed the current release on CKAN and it seems to be working fine.
  19. Does anyone know if this is compatible with 1.12 or if there's a suitable replacement?
  20. Is this possible to install on 1.12 through CKAN? It's listed as compatible with KSP through 1.12.2, but it requires interstellar fuel switch core, which is not.
  21. Since upgrading to the latest version of filter extensions (actually installed through KSPI-E, but I verified this by deleting that, checking, and then installing the version from here), no locked parts are visible in the VAB. Is there an option to turn locked parts on and off?
  22. Since upgrading to 1.2.2, I have had a problem with parts not showing up in the VAB. I am playing in career mode and have set so that new parts require an initial purchase. Anything that hasn't had that initial purchase just doesn't show up at all now, so I have no way to purchase things. Specifically I have noticed this on some solar panels. I have unlocked the SP-W 3x2 Photovoltaic Panels, and those show up, but the SP-L 1x6 Photovoltaic Panels are no where to be seen.
  23. Since the update, I have had a problem with parts not showing up in the VAB. I am playing in career mode and have set so that new parts require an initial purchase. Anything that hasn't had that initial purchase just doesn't show up at all now, so I have no way to purchase things.
  24. This just happened to me. I was in the middle of launching a probe into orbit around the mun, accidentally switched ships, and then when I switched back I had no contracts at all.
  25. Is anyone else having problems with the Launch Pad 2 in EL 3.4? It seems extremely unstable to me. KSP refuses to recognize when it is landed on the ground, saying it is on a collision course. It wobbles all over the place, and anything I try to build with it tends to explode and send parts flying several hundred meters into the air. I also tried building a lander with a Launch Pad 2 attached in space using the new orbital launchpad. A similar explosive effect happened here, scattering parts of my space station over a very wide range with seemingly no cause.
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