taniwha

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About taniwha

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  1. taniwha

    [1.6.1] Reentry Particle Effect 1.4 (2019-02-12)

    @pizzaoverhead Thank you.
  2. taniwha

    "Landing" a plane on a mountain with FAR

    Anyway, I've gone and released it:
  3. NOTE: This mod is currently Linux-only, but only because I do not how to do low-level input programming for Windows or Mac. PRs welcome. Download: Advanced Input 0.1.0 Source (LGPL): github Advanced Input (AI) is a mod to provide finer control over bindings for joysticks and potentially other devices (eg, 3d moused (basic support is there, but untestested)). WARNING: Unity joystick input on Linux is highly fickle: On KSP 1.3.1, Unity will crash (sometimes) when pressing certain buttons (ie, numbered 20+) on devices with many buttons (eg, Saitek X52 (this took me months to figure out)). Status unknown for later versions. On KSP 1.5.1, Unity crashed at startup just reading the name of my Thrustmaster t16000m (or maybe my Thrustmaster TWCS Throttle, they are separate devices). sStatus unknown for other versions. It is strongly recommended that Unity be denied access to /dev/input/js*. Advanced Input uses /dev/input/event* so just making the js devices unreadable is sufficient. Non-features: Bindings are loaded when KSP loads, meaning changes require a restart (this is a bug and pretty much at the top of my list). The user interface currently only shows status of inputs and cooked outputs. No support for Windows or Mac. While bindings can be grouped in sets, the lack of a usable user interface has stalled the development. Features: Modular bindings: both axis and button bindings use simple modules to do the work. AI searches all loaded assemblies for classes that implement the appropriate interface (axis or button) meaning other mods can provide bindings for their functionality. Bindings are loaded from config files in the standard KSP config format (same as part.cfg, persistent.sfs etc) living in AI's PluginData directory. Input devices are recognized by their device name (this can cause problems if two of the same device are connected). Input device axes and buttons can be named via config files (this is for the user interface). Axes have recipes stating whether they are balanced or unbalanced (-1..1 or 0..1), inverted, their deadzone and "maxzone" (a deadzone near +/- 1 instead of 0). Axis bindings have their own inverted flag (good for when an axis is multiply bound and sometimes needs to go one way and other times needs to go the other), as well as a power curve setting (ie, produce non-linear control). Button bindings for action groups (custom or standard (Brake etc)) support mutiple modes: hold: action group is active while the button is pressed (eg B for the default brake binding) toggle: action group turns on if off or off in one when the button is pressed (eg, T, U, G R for SAS, Lights, Gear and RCS) edgetoggle: action group inverts its status while the button is held (eg F for inverting SAS) off: pressing the button always deactivates the action group on: pressing the button always activates the action group trigger: pulses the action group on then off in a single frame Respects input locks Device hotplug. No need to restart KSP just because you forgot to plug your joystick in. Currently supported axis bindings: LinearBrake of course, no longer linear with a power curve current control reference is used for determining which wheels are left, right or center, with +/- 5cm leeway for center. supports differential braking left: wheels to the left of center get full braking, center gets average of left and right right: wheels to the right of center get full braking, center gets average of left and right center: all wheels get full braking activates brake line on wheels that have one when braking input is is non-zero supports the brake tweakable MainThrottle Pitch, PitchTrim Roll, RollTrim ThrottleIncrement WheelSteer, WheelSteerTrim WheelThrottle, WheelThrottleTrim X, Y, Z Yaw, YawTrim Currently supported button bindings: Abort Brake CustomAction which group (1-10 (10 is 0 on the kb) specified by 64 << N (1 = 128, 2=256, 3=512...) should work with action group mods Gear Lights MainThrottleLock allows moving an analog throttle without affecting the game's throttle setting. SAS Stage TranslateBack TranslateDown TranslateForward TranslateLeft TranslateRight TranslateUp WheelThrottleLock allows moving an analog throttle without affecting the game's throttle setting.
  4. taniwha

    "Landing" a plane on a mountain with FAR

    @steve_v In that case, maybe I should. Who knows, somebody who knows a thing or two about mac or windows joysticks might show up. And I'm glad you like it :)
  5. taniwha

    [1.6.1] Reentry Particle Effect 1.4 (2019-02-12)

    @pizzaoverhead no github updates? not even source commits?
  6. taniwha

    "Landing" a plane on a mountain with FAR

    @steve_v do you think I should make a thread for AI despite it not being anywhere near ready?
  7. taniwha

    "Landing" a plane on a mountain with FAR

    I do not like RPM, its aesthetic does not suit my tastes. I have used it, and even done an IVA landing on Minmus using it, but it's just not for me. I find KFI to be nicely unobtrusive, and more importantly, I spend more time looking out the window. Anyway, each to their own. The beauty of KSP mods is they allow each of us to play our own KSP :)
  8. Yes, but CPU speed differences won't invite the kraken, since KSP's time step is fixed at 20ms game-time (which means everybody gets the same physics regardless of CPU). It could conceivably be you running out of memory as I have had some really weird things occur when I ran out of memory using 32-bit KSP (on LInux (I had problems with 64-bit that turned out to be PEBCAK)), but that was KSP 0.21. I suggest that when a time-based kraken next attacks you, you should look in KSP.log: I suspect it will be rife with exceptions+stack traces.
  9. Detached objects simply fall off (when on the surface), so I see no reason for a mass check.
  10. Considering I have played non-stop for 12h sometimes (yes, without reloading KSP), I have to disagree. Mind you, I was executing multi-hour burns ant 4x physwarp, so it wasn't that agressive on KSP. Also, I use Linux, so that might make a difference, but at the same time, my game is heavily modded. YMMV. Anyway, rovers in KSP are HARD. I would say they make space planes look easy (and space planes make rockets look easy). They even make low TWR landings look easy. Why? The terrain. While natural terrain is bumpy (and often deadly), we at least have physical feedback telling us when we're going too fast for the terrain. Also, KSP's terrain is very unnatural because it is made up of flat planes rather than large scale (0.5m+) smooth curves. Really, the only reason playing for long periods of time invites the kraken is fatigue. It is recommended that one stop every two hours or so for a half-hour break when driving on a nice smooth road, yet when it comes to KSP,, there are no smooth roads and who takes a break every two hours? On my Duna Trek, I wound up taking a break every ten minutes or so (but only to plant a flag, or less to load my last quicksave), but even that was not enough. By the end of that 1720+km (done over a week), I was pretty shattered, and the last 300km were a mess. The terrain was nasty, but nothing compared to my fatigue (yeah, I should not have pushed myself so hard).
  11. taniwha

    "Landing" a plane on a mountain with FAR

    @steve_v: https://github.com/taniwha/AdvancedInput The only reasons I haven't made a lot of noise about it on the forums is the linux-only bit and the fact that the UI is not there yet. I am very happy to share it You will need to build it yourself, but all you need is sh/bash (not sure which is used), git, make, gcc, mono and inkscape (for the app launcher button icon). If you have trouble, let me know. make KSPDIR=<path to KSP_linux> install Note that currently, the configs are loaded at KSP load time.and are not YET editable in-game (WIP). The configs are in Data in the source tree, and GameData/AdvancedInput/Plugins/PluginData/AdvancedInput when installed). There are sample setups for saitek x52 (device retired), thrustmaster t16000m, thrustmaster twcs throttle, and xbox 360 wireless (never actually used). Edit: oh, and you might want to consider making all your js* devices unreadable: Unity in KSP 1.1-1.3.1 would crash when pressing a JS button in the 20+ range, and in KSP 1.5.1, Unity crashes just reading the name of my thrustmaster.
  12. taniwha

    [1.6.1] Extraplanetary Launchpads v6.5.0

    @Jacke I'm all for mod interoperability, but EL has enough dependencies as it is. Adding QuickBrake would add 3 dependencies when really EL should just do it right in the first place. I imagine (hope) that EL and QuickBrake work together nicely (if QB turns the brake action group on rather than toggling it, they should, as EL does set the group on). That said, I do feel better knowing that there was something out there already.
  13. Gee, I can't type: "the problem likes in" I am 99% confident that is the cause of disappearing flags (there may be some other factors at different locations). Oh, I should add: watch your flag count. I'm not sure what the threshold is, but with about 185 flags (and about 60 vessels), quickloads (especially after visiting the tracking station) take forever. I did some testing (merged the ~185 from my current save and ~60 flags from my KSP 0.21 save when I did a long Kerbin trek into a fresh, unmodded save) I found the following (applies to KSP 1.5.1 and 1.6.1, but not 1.4.5 or earlier) Menu to Space Center: about 8 seconds Space Center to Tracking station: about 8 seconds Tracking Station to Space Center: about 8 seconds Space Center to Tracking station: about 50 seconds I tested on KSP versions 1.2.2, 1.3.1, 1.4.5, 1.5.1 and 1.6.1. Only the last two demonstrated the slug. And if you're wondering why 185 flags: I dropped over 172 flags on my Duna trek, 1 every 10km (minus one or two where I forgot to stop), plus some for points of interest (face, rover, pyramid, floating wrong, invisible collider step)
  14. taniwha

    [1.6.1] Extraplanetary Launchpads v6.5.0

    I have released version 6.5.0 of Extraplanetary Launchpads. Note that 6.5.0 will not work properly with versions of KIS prior to 1.18 (this applies to building KIS containers). Changes from 6.4.0 Fix missing bulkheadProfiles for the construction drone Apply brakes for survey builds Fix (mostly harmless) NRE when pressing the escape key after loading a craft Work with KIS 1.18 Handle KIS container masses correctly Make the resource manager fully process vessels pulled in by undocked KAS resource connectors Use resource managers for pad and craft resources giving balanced transfers on vessel release Replace the craft capacities display with a craft Bill of Materials, including the description field if it is set Fix the EL part filter icons to be the standard black/white Reverse node priority for disposable pads Update manual to reflect the changed node priority For the node priority switch, the bottom node is now checked first. In actual usage, I found myself wanting the bottom node on single part extensions far more often than I wanted the top node. When the top node is desired, I imagine there will usually be a lot more vessel "below" the root part. @5thHorseman I'm sorry it took so long for me to do something about brakes. At the time of your troubles, I had no idea how to force them on. But when I tried to build a mobile crane without launch clamps and it rolling into my base caused weird physics glitches, I knew I had to do something.
  15. taniwha

    "Landing" a plane on a mountain with FAR

    I'd kind of hoped you' d not want to see the full video, that's a lot to upload somewhere. As for the bakes: they directly set the brakeInput field of brakes (and actually set statusLight appropriately). The brake icon in the altimiter display is for the action group. Since that video, I have further improved my custom joystick mod fixing a few bugs (including some dead-zone issues) and adding power curves to analog inputs, and the ability to bind to custom action groups (eg, 1-0 on the keyboard). The power curves I used for steering my rover in my Duna trek (VODs still on twitch), and the action groups for flaps on my glider-style plane... what a difference :) (hidden in the vods somewhere). I'm considering adding the curves to my PYR inputs, too, as currently I barely move the stick when flying normally. KerbalFlightIndicators is quite nice in IVA, too. It made a HUGE difference in that Duna trek: driving from IVA (especially with KFI active) gave me a much better feel of what was going on and so I had fewer crashes. 30m/s from external view: too slow, need to spee*crash*, 30m/s from IVA: aieeee, we're all gonna die, slow down! (I found that 20m/s was usually a good speed, unless the terrain was really bad). Also, just being able to see how much I was side-slipping helped me correct earlier and avoid some accidents.