TriggerAu

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Everything posted by TriggerAu

  1. Kerbal Alarm Clock - v3.8.5.0 Built this plugin to prevent those moments where Jeb looks at you in the little window and thinks "There goes that manuever node, Looks like you didn't press ',' enough Boss" The Kerbal Alarm Clock is a plugin that allows you to create reminder alarms at future periods to help you manage your flights and not warp past important times. With the Kerbal Alarm Clock you can create alarms for the following situations: Raw Time Alarm Created for either a specific date/time or a specific period in the future Maneuver Node Create an alarm based on the next maneuver node on the current ships flight path. This node will be stored and can be restored when you come back to the ship Apoapsis / Periapsis create an alarm for nearest and furthest part of the orbit from the planet Ascending Node / Descending Node Ascending/Descending Node for the targeted object, or equatorial Ascending/Descending Node Closest Approach Create an alarm based on the closest Approach of this Vessel to the targetted Vessel. Select how many orbits into the future to look for the closest approach Target Distance Create an alarm based on distance to a target vessel or altitude from the orbited (or next patch) planet Launch Rendezvous Alarm that can be set to fire as your landed craft passes under the orbit of your target Sphere of Influence Create an alarm manually based on when the next SOI point is on the flight path, or set the alarm clock to continually monitor the active flight path and add alarms as it detects SOI changes Planetary Transfer Create an alarm based on Interplanetary Transfer Phase Angles ie. When should I launch to planet X Based on Kosmo Not's post and used in Olex's Calculator Earth Time Create an alarm based on the time in the "Earth" alternative Universe (aka the Real World) Contracts Create an alarm based on the Expiry or deadline of contracts in career modes For all alarms you can give them : A short name to show in the list; Some more detailed message information; An action to take when the alarm is reached - message only, cancel time warp or pause the game; Play distinct sounds for each type of alarm; For Event alarms, eg Maneuever's, SOI events, etc. you can also set a margin - ie. How long before the event should the alarm fire;Set the alarms to kill the warp rate in the game so you don't go flying past them, or to pause the game so you can be AFK; Other useful features/notes are: Some Alarms can be repeated; Edit the details of the alarm up until the point when it fires; Jump back to the ship that the alarm is related to when it fires; In map view you can "Warp To" nodes on the flight path; Save and Restore Maneuver Node Lists and Targets associated with Alarms; No need to add a part to any vessel; Time will slow and Halt in Space Center and Tracking Station Screens; Add subset of alarms in Space Center and Tracking Station Screens; Ability to jump to ship from Space Center and Tracking Station Screens; Ability to Archive Saves on Ship Jumping; Notes on Jumping to Ships - In all modes From v2.6.2.0 I have added a feature that will by default make a copy of the current games peristent and quicksave file before switching vessels using the KAC - it does not do this when you switch via the standard KSP controls, only the KAC "Jump to Ship" buttons. This function will keep up to 50 old files and is configured in the settings. The files are stored alongside the current saves and called KACBACKUPyyyyMMddHHmmss-persistent.sfs. Jumping to Ships - from Space center and Tracking Station In Space Center and Tracking Station modes the "Jump to Ship" buttons function by making a new temporary save (Called KACJumpToShip.sfs) at the current time and then setting the active vessel when loading it. This is using inbuilt KSP assembly functions to do this (not written by myself), but if you are at all unsure or concerned about this save/load functionality then you can disable the jump functionality for the SP and TS on the global settings tab. Video Information and Tutorial by Geneborg Thanks Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page http://triggerau.github.io/KerbalAlarmClock/versioncheck.txt to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site
  2. Transfer Window Planner - v1.6.2.0 An ingame implementation of AluxMun's Launch Window Planner WebApp The Transfer Window Planner is a plugin to let you visualise planetary transfer efficiency in-game. Using it you can select your planet of Origin and planet of Destination and it will present you with details about the required Delta-V to travel from Origin to Destination. You access the tool by clicking on the Porkchop icon in either the AppLauncher or Common Toolbar - your choice - then follow the instructions in the main window. Once you have selected a transfer you can use the Copy buttons to copy that text to any other plugin or window. Documentation can be found in the manual below with a range of pics, but heres a pic of the main screen Thanks Much thanks to Alexmun for a C# version of his Lambert Solver that is in the WebApp. Without which I could not have brought this together Also thanks to NathanKell for allowing me to pester him about how RSS works Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual - New and Shiny Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page http://triggerau.github.io/TransferWindowPlanner/versioncheck.txt to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site
  3. Pre-release 1.3.1 is live!

    As its a patch release we aimed to not change any code sigs/behaviour that would require mod changes. So it should be relatively OK, but can't guarantee things.
  4. KSP Alternate Resource Panel v2.9.2.0 The KSP Alternate Resource Panel is a plugin to the Kerbal Space program game and was created to provide me an alternate view of the resources list and also add some staging functionality to the map view. Basically installing this gives you an extra button labelled "Alternate" next to the Resources button in the top right corner. When you hover over it it will keep the panel displayed while the mouse is over any part of the panel, or if you click it it will be toggled on. It displays a list of all the resources that are present on your vessel with a bar graph of the amount on vessel and the amount remaining. It also has the following additional capabilities: Displays stage amount/usage - so you can see how much fuel is left in your current stage, esp in an asparagus configuration - Now configure which side the stage is displayed on (*New in 2.4.1.0) Adjust the order and Grouping of the Resources so they display how you like - some can even be set to only show up when a threshold is passed - Now with Drag And Drop and Separator Inserts (*New in 2.3.0.0) Optionally displays the change rate (or instant consumption) values Optionally displays time till empty/full (*New in 2.2.0.0) Optionally hide a resource on empty (*New in 2.1.0.0) or on Full (*New in 2.2.0.0) Select Resources to see part windows and look at individual components Transfer Resources between parts - like the standard part windows (*New in 2.1.0.0) Add Alarms to get visual and Audio queues for what needs attention - even add your own sounds Maintains settings and visibility between vessel switches/restarts KAC style update checker added Movable and lockable panel Option of the KSP or Unity styles Ability to add icons by simply placing files in the right folder Ability for Modders to provide icons with their mod and have them display in KSPARP Ability to configure the order of preference for icon sets Ability to configure resources to hide on full/empty as well as cater to disabled flows for full vessel resources Ability to configure non-staging resources to show Active/Reserve values using the green/blue bars (*New in 2.2.2.0) Optional Staging facility with Ability to Activate Stages in Map View, and Ability to use Space Bar in Map view to activate stages - like in standard flight mode Autostaging Controller to activate stages on engine flameout (*New in 2.1.0.0) Now contains icons for resources from: Kethane, Deadly Reentry, Extra Planetary Launchpads, KSP Interstellar, Life Support By Bobcat, RealFues, Near Future, TAC Life Support API for information reading and alarm acknowledgement (*New in 2.1.0.0) I plan to add a few more items to this over time, but that's it for starters Heres some vision of the ARP in use - updated for 2.1 And the drag and Drop functionality in 2.3 Instructions Hopefully I have built this simple enough that the pic below explains all you need... OK, we've moved past that point . The below will give you an eyeball at the main screen, but you will find the details on rest of the settings on the Documentation site linked below Player Created Icon Sets Icons by Olympic1 by Olympic1 Icon Set by pheonix_ca and IMGUR Gallery Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page https://sites.google.com/site/kspalternateresourcepanel/latestversion to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site
  5. [1.3.x] Kerbal Alarm Clock v3.8.5.0 (May 30)

    When the vessels are in the background on rails the mod cant see when an SOI change might occur in teh future - only after it. So it was dragging the warp back from whatever it was at to nuffin immediately (which had some physics impact) and then depending on the warp rate you could already be 100000 seconds inside the SOI - or in glancing passes would mean the intercept never occured in that time so it never triggered. I put it in the too hard basket at that point Imma bet the reason is cause thats how I wrote it. ill look at the code and see if/how hard that woudl be to unlock cause the core of the thing is as long as your orbiting the same "root" body then it shoudl be possible
  6. KSP Weekly: Watch out for the Asteroids!

    Not currently, and (this is my personal opinion not an official final decision type thought so take with a grain of salt) I dont imagine they will be due to the challenges that would cause for modding and things like MM, etc.
  7. KSP Weekly: Watch out for the Asteroids!

    Re the load times with the current amount of UI content in there its not much at all - there's more time taken by the new parts loading than the assetbundles atm. Obviously we are still adding more to it as well so that will grow, but its currently a small bit if you have the expansion installed at the loading scene and then no detectable diffn after that
  8. [1.3.x] Kerbal Alarm Clock v3.8.5.0 (May 30)

    There did used to be, but it was so wildly inaccurate that I pulled it - things kike some of teh changes never fired. It worked out better in testing with some people that the auto-SOI one woudl create the alarms as you changed vessels and catch you pretty well
  9. Thanks Stibbons, Ill try and look at it this week
  10. Looking at this one and the problem is a copy paste one in the translation table. The same message is being displayed for the second dialog instead of the one that says to load the Hopper. Getting it fixed up now
  11. KSP Weekly: The Arecibo Message

    I'll publish a dev article with more details once all the i's are dotted and the t's crossed. Perhaps save the doom and gloom ideas for later, we are (as always) concious of the modding community, etc and is why we are designing things to be as modding friendly as we can.
  12. [1.3.x] Kerbal Alarm Clock v3.8.5.0 (May 30)

    No apologies necessary. It simply checks once a day for the latest version. If we move on to a new version of KSP and KAC, you can simply disable the daily check on the last tab in the settings and not have to worry about it.
  13. The Weighting of Fonts

    From memory the fonts in the project are all scaled the same value, but will check it for you - have you got a good example I can use to reproduce? For 2) all the glyphs used in the the languages that are translated should be there yes, as we haven't done french yet that's obviously going to have some gaps in a stock game, but if you wanting to you could look at the modding information about how to add your own font . If/When french is added Im sure all the glyphs wil be available
  14. The Weighting of Fonts

    Preamble (or pre-ramble if you know me) After some discussions we thought we’d make use of the Dev Articles section of the forum and post some experiences, stories and information about various development topics. Hopefully this is the first of a number of posts by members of the development team, detailing both old and new topics to do with KSP and our work. These will not be scheduled in like regular forum posts. Rather think of them like a blog, with multiple authors (the devs), who can share info when they are able. There’s a number of topics we have thought to talk on, but for this first one I thought I could type about something that Julioz and I have been spending a fair bit of time on - Localization and Fonts.... Background Localization is the process by which a product can display text and audio in a language local to the consumer. While English is a very common language there are many people who do not speak it fluently and have asked/and appreciate the ability to more easily read, comprehend and in the end play KSP. As we would be needing a much larger range of characters and symbols to be able to handle many different languages we started by having a look at our current fonts and whether they would be up to the task. After some discussion amongst the team it was decided that we would be better served by moving to a different font by the name of NotoSans. This Open source font is similar to the OpenSans font we have been using in KSPedia, but has a much wider character set for Localization so it was decided this would be a good choice. Getting it to “fit” KSP You just swap in the new font and all good right? Unfortunately it’s not that simple and that’s where Julio and I have spent a bit of time. We use a plugin called TextMesh Pro to place text in KSP. It’s very flexible and easy to use, so the actual swapping of fonts wouldn’t be too big a problem. The challenge that raised its head was when we looked at the size of the fonts and how we would “fit” things. Having a printing background in my other job I could tell you all about the Em Square and how that relates to point size, but in the interest of not boring you all to death I’ll give you the simple version: “Not all fonts are created equal.” The visible portion of a 14pt Calibri ‘A’ character is not necessarily the same height and width as a 14pt NotoSans ‘A’ character, and so on. Here’s some lovely ascii art that shows an extreme example: The new NotoSans font is wider and taller than our existing Calibri font, so after choosing that font we then need to scale it to suit the games UI - or alternately adjust the game objects to suit the new size. We decided to scale the font down slightly to get things close to the size you are all used to and then adjust the weighting of the font to make sure it wasn’t too thin or hard to read. Weighting it as well Speaking of weighting (which is in essence the width of each stroke in the character), as some of the languages we are doing contain graphical characters (sorry if that’s the incorrect term) like Kanji we have to work with the font settings a bit to make sure we don’t blow out the characters by overweighting the stroke, and on the flipside we don’t make the weight too narrow that the text disappears. Heres some examples of how not to do these types of fonts… And my personal favorite: when I forgot to change all the font sets, this sorta changes the emphasis on some things. So after a fair bit of back and forth to make sure all of our eyeballs are correctly calibrated we end up with something like this: Job Done? Once we had that all tested, and given the green light, Julio and I could sit back and watch the rest of it all magically happen! Alright maybe not. After that we work to ensure all the text (in all the character sets and languages) fits in the spaces of the KSP UI - this happens alongside the translation, checks of text translations, more tweaks, further checks,... and that is a whole other story. Here endeth the first article.We’ll try and bring these to you periodically on various topics of things we are working on or that we find might be good to shed more light on.
  15. In working on Localization for my mods I was finding it sorta tedious to correlate all the numbers/files etc so I indulged myself in spending some time on something I've always wanted to do: creating a Visual Studio Extension. Currently this has a single focus - which is speeding up the replacement of strings with localizer calls, but with enough time will add in any useful additions. So What does it do? In a nutshell it does this (cause pictures give you a better score right?): It makes it a bit easier to replace strings in your code with Localizer.Format calls. When its actioned it: Replaced the string under the cursor with the Localizer.Format call that has the next tag injected Made sure that the usings statement is in the top of the file Added comment to the end of the line to say what the tag equals do you can still search your code for the text Written the key/values to the cfg files you configure Updated the ID in the settings so we can move straight to the next one Recorded the steps errors to a custom output pane With this I can now run through and refactor strings, and write the cfg files, using the native VS refactoring toolset. I've published it in a git hub repo with an MIT license as per usual modding rules and will add any other features/functions I can come up with that help too. Lots more info on the wiki. Links and Further Info Wiki: https://github.com/TriggerAu/VSToolsForKSP/wiki Source: https://github.com/TriggerAu/VSToolsForKSP This work is licensed under an MIT license as outlined at the OSI site
  16. Ill see if I can hook the undo path, but not sure. You can however simply edit the NextID in the settings window (which updates the file) and the next use of a tag in the file will replace the contents for you eg Settings window says nextID = 1... Refactor string for id 1... you press Ctrl-Z , Simply change the nextID value in the settings window to 1 again and on you go - it will update the #autoloc...1 tag when you do the next refactor
  17. Can you whack me an example line of an interpolated string you had and I can try and hook it up? Imma try and get it so it can replace a parameterized string.Format in the next week too, but that's another story Reusing keys is something that I'm not 100% sure on myself. I have most of the code for it, but I left it out intentionally because of translations. One of the things we saw in the stock translation is even if the same word is in used in English its not always the same word in all the other languages. We had to go back and redo a number of keys to make extra ones due to this context, Ill see about putting it in as an option, but you do need to beware of the context EDIT: Just realized you said about the context stuff too - sorry
  18. Addon Localization Home

    Not directly related to the translations, but for modders on the refactoring code journey I finished this last night. Its a VS extension to help do teh refactors of strings to tags and create your base cfg files
  19. Addon Localization Home

    http://lingoona.com/cgi-bin/grammar#l=en&oh=1 is my go to page the showhelp checkbox shows you all the params
  20. Addon Localization Home

    I been working on something for my mods to help out in VS, but it might be able to translate to cfg files easily, let me have a ponder on it in my modding time (I have Work time, Squad time and Modding time - my wife tells me theres this thing called Family time, but I disagree :P) Back on topic though I did do some code to parse files and tags before I went all VS, whats your OS/environment @gomker
  21. New version 2.9.2.0 is up now recompiled and fixed one minor bug Download from GitHub or Download from Curse or Download from SpaceDock
  22. [1.3.x] Kerbal Alarm Clock v3.8.5.0 (May 30)

    So there's three ways this is done in KAC: via a very simple circular orbit formula which uses a target phase angle between the source and destination planet you can find this in ethe TimeObjects.cs file under CalcPhaseAngleTarget() A set of model data - basically a set of data built by someone for me ages ago using code similar to whats in the TWP - they basically number crunched the lambda plots to find the "best" times and stored those for 100 years or so, I encoded/compressed em down as much as possible and that's the "model" version Use a TWP node and inject an alarm via API - only way that works for modded planet systems I've always wanted to figure a better way to do 2) via a background caching tool/web service or similar so you only have to cache relevant data and if the universe changes - say modded then it can use that sorta data too, but is sorta complex
  23. Tooltips in uGUI

    Ill check it today and get back to you. I think that should be very static yes
  24. [1.3.x] Transfer Window Planner v1.6.2.0 (May 30)

    The core maths is in here: https://github.com/TriggerAu/TransferWindowPlanner/blob/master/TransferWindowPlanner/SharedStuff/LambertSolver.cs Theres a helper in there and the code that loops through all the datetimes to get the DV for each one
  25. KSP Acquired by Take-Two Interactive

    Not the only one either