TriggerAu

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Everything posted by TriggerAu

  1. Kerbal Alarm Clock - v3.9.0.0 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. TriggerAu

    [1.4.x] Kerbal Alarm Clock v3.9.0.0 (Mar 17)

    Thanks @taniwha
  3. KSP Alternate Resource Panel v2.9.3.0 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
  4. Transfer Window Planner - v1.6.3.0 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
  5. TriggerAu

    1.5.1 Hotfix

    And I responded, the process gives everyone more time to finish, find and fix things. Please hold the head shaking for a couple of releases and see how we go
  6. Glad your liking em, the art guys will be glad to hear it Unfortunately for your question though thats one of those question that I can neither confirm nor deny - I wish I could, sorry
  7. The Zip file on the store is now updated with the OmegaDeprecated folder removed
  8. On the Store Zip file the ΩDeprecated folder should not be there and is causing some issues If you delete just that folder then things should come good as a workaround - we are working on a new zip as I type
  9. Ones where it was a direct replacement have the same part names yes
  10. The previous mk1Pod is still there in GameData, you could unhide it if you want to return to it, we also stored a number of the deprecated parts in GameData/Squad/zDeprecated for those interested
  11. TriggerAu

    KSP Weekly: The Moon Race

    I think I kinda sorta answered that in one of the previous ones. Its aimed at improving a number of things to give people more time (which includes testers). I know I've had fun trying to do stuff in mods (hacky or not), but its always been good to be able to reach out to a dev to look at/ask questions - its one of the great things in our community for a long while
  12. TriggerAu

    KSP Weekly: The Moon Race

    I didnt quote all the direct posts above as that would probs make this a bit too linky... On the release stuff, for myself the best I can hope for is that you all see improvements as we go in this process - its obviously not something we started this week, but the first release you will see from it Even outside of the number of releases question we've been very aware and careful of API and part changes between releases for a while now to try and not introduce issues that cause pain/work. If you look at 1.4.x there were 6 releases and only one needed mod recompiles in most cases - that was primarily due to the engine version change not API changes. I obviously cant speak to private information, but things like discussions around the best way to implement things always includes whats the impact on existing games, mods etc as part of the decision making process - same as severity and impact are part of bug discussions. Having less frequent releases (which is what this plan gives) means more time for modders, testers, artists, devs... everyone to do any work they need between releases Id be dumb to say that this new process will make things perfect, and I do know theres a lot of history in this game, its releases and mod impact. There is always a risk with any update, but I like to think that with the new processes, the frequnceny and the sharing of our plans its giving more to the community.
  13. TriggerAu

    KSP Weekly: The Moon Race

    There are some very complex mods out there yes. The previous release history was 6+ releases a year, this process is designed to reduce that number and give some more info around timing etc to help everyone. I wrote a bit more on that earlier:
  14. TriggerAu

    KSP Weekly: The Moon Race

    Those are good points for sure's, the second one is one of the reasons we've been working to better this for sure For the first one there's always room for improvement, and its a good note - we do have a number of modders in staff/test team, but you can never have too many
  15. TriggerAu

    KSP Weekly: The Moon Race

    Im a Ninja! - woohoo
  16. TriggerAu

    KSP Weekly: The Moon Race

    I feel here I can add some info from a dev directly, and hopefully alleviate some of that uncertainty. Its definitely not a plan to say whatever's in the development version at the end of three months is what gets released - there's been no "deadline" to push it out the door in this process. It is the next iteration in our improvement of processes becoming more mature and complete. We've been improving these over time for the last few years. For example, if you look at 1.4 there were 6 releases in 4 and a half months, those releases take time, planning and resources. And while we did have a lot of releases we were very careful with API changes that affect mods (since 1.3 we've been very careful with what API changes happen in revision releases). Even then we saw that the mod users (and authors) were getting pain from the "when will your mod work in 1.4.x" when almost all mods only needed a code update to go to 1.4.0 when the API changed and the versioning was causing pain with incompatibility messages that in a lot of cases didn't need a recompile. The process we are using doesnt preclude a "hotfix" for game-breaking bugs and making people wait 3 months, it includes a process to assess these sort of things and decide if the severity and impact of them means we should release a hotfix. To clarify, the intent is certainly not to rush anyone in any team (and ive not seen that from this cycle at all), and its not a "deadline" where a big list of stuff is chosen at the start of a 3 month period and everyone is told to have it all done in 3 months (thats unprofessional as hell, and unnecessary pain for everyone). It does give everyone an idea of around what time frame the next release will be, so we can all have an idea of when that's coming It's the latest iteration in our aim to continuously improve our processes and provide better experience.
  17. TriggerAu

    Whats in a Vessel Name?

    As we worked on some of the historically inspired missions for Making History we came back across one of our old favorite challenges - how to name portions of a vessel. So I thought I would share some information about what we looked at and where we ended up with respect to the new Vessel Naming additions in KSP 1.4. The Problem In KSP you build (and sometimes even save) a series of craft, which when launched become vessels in the game. So you build your magical Kerpollo 11 craft, send it to the launchpad, fire off the main engines, explode on the pad, revert to the VAB, adjust a bit more, launch again, lift off, flip due to misplaced aero parts, plummet to the ground, explode in a different place, revert to VAB... alright admittedly this is how my game usually goes and I should maybe skip to the actual naming stuff... So we launch our sufficiently tested Kerpollo 11 and as we stage off used sections they get automagically named Kerpollo 11 Debris, or Kerpollo 11 Probe, and we end up once we reach the Mun and land with our Lander on the Mun called Kerpollo 11 and a half dozen other Kerpollo xxxx variations around the solar system. And then there's the always fun, rover scenario, where when you deploy the rover it’s called Shipname pod of the wrong type. As we were implementing some of the Making History missions we really wanted to adjust this behavior so we could name sections of a vessel and the CSM could be Kerpollo 11, the Lander "The Beagle" (cause the beagle has landed made me chuckle), and so on... After a quick brainstorm we came up with following solution: we’d simply change the structure so that a vessel would be made up of component parts, let’s call em vehicles, and each vehicle would have its own name... After a quick run through in a few people’s heads we then went and gave ourselves a long talking to, because while that would be a great way to do vessel naming, it would also change one of the fundamental constructs in the game, and all the knock on effects that would have for us, for the players with their existing saves, the modders with other components. And even if that worked, to solve part vessel naming and some other challenges... we still have to handle the dock/undock process So using our alternate thinking strategy - aka Nestor telling us to try again - we worked through a few items and came up with the following: Each part can have a name, and type assigned to it Each naming preference can have a priority, so when more than one part in a vessel has a name assigned to it we can work out the vessel name When the vessel changes - docking, undocking, staging, we can then reassess the assigned names to determine what each vessel should be called This idea turns out to be quite a simple solution, while also not affecting any existing systems or structures that would mean impacting players and modders. So what does this look like in the game? On any command module during construction you can open the Part Action Window and choose "Configure Vessel Naming" Here we can set a name, set the type that will be assigned and a priority - the higher the priority the more importance this name has over others of lower priority So if we look at an example of how this might work in a larger vessel, some photo manipulation magic lets me show you this In the example we can see A = Red Buggy and is a Rover (Priority 8) B = Yellow Buggy and is Debris (Priority 10) C = Blue Buggy and is a Rover (Priority 12) So when we save and Launch this vessel (A+B+C) it will be a Rover called Blue Buggy If we then undock A we will have: A = Rover called Red Buggy B+C = Rover called Blue Buggy Undock C from B and then dock it with A and we have A + C = Rover called Blue Buggy B = Debris called Yellow (and cause its debris it will be uncontrollable - yes that caught me out too) Through this hopefully you can get the names you want on the vessels you want right from the Editor. Extra Credit... ...or at least I hope I get credit! By default this option only shows for Command Modules like the original rename vessel option and only in the editor (VAB/SPH), but if you want to extend that behavior then this info could be useful. If you add this to a parts cfg file then it too will have that option appear in editor showVesselNaming = True If you change this setting in settings.cfg to be true then the configure vessel naming option will show for parts configured when in flight mode SHOW_VESSEL_NAMING_IN_FLIGHT = True You can also configure the maximum number of priorities and the default priority from the settings.cfg Hope you've enjoyed this story on some of the development or 1.4.
  18. TriggerAu

    KSP Weekly: Thrusting into the future

    Ill add to nestor's comments too. A lot of us read it every week yes, and many other forum threads too (including our own mod ones at times ). Just because we don't respond directly doesn't mean we don't appreciate, investigate, integrate or discuss the feedback - or have our own opinions too at times (all those pesky people who voted for the blue/red spacesuit ) I know I don't get down about feedback - whether good or bad - because its all feedback and its all input is valuable
  19. Hi Everyone, just a quick update for bug reporting. We've now updated the Bug Tracker to include the console platforms to align support and issues for all platforms. I'll be updating the information page on the tracker next to make sure we give you all the right info for how to best report any issues you might have and not ask for things like logs, etc if the platform doesn't support it: http://bugs.kerbalspaceprogram.com/projects/ksp/wiki The best place to discuss questions/advice and issues is, as always the forum, but when you have a bug to report please do head over to the tracker. And of course if you have any questions yell out
  20. Yes its settings file only and value 0->1 with 1 being the most opaque value - simliar to thethe UI_Opacity value in the file
  21. Currently its a simple scale from the request, if your looking for an atmospheric curve model check out RealPlume
  22. TriggerAu

    [1.4.x] Kerbal Alarm Clock v3.9.0.0 (Mar 17)

    yeah that looks bad Is on my list to look at along with the time format stuffs
  23. TriggerAu

    KSP Weekly: The Asteroid Miners

    Hehe, Two of those I am the Modder - TWP and KAC. Maybe to expand on my comment, I set the version checking in the mods to be only the major and minor version, so the checking software/CKAN know its not revision dependent (ie. the third number of the version) and from the KSP side we have been very careful to avoid any changes in revision releases that change code signatures/behaviors etc. So for 1.4.0 I recompiled and fixed a few tweaks, for 1.4.1/2/3/4 and 5 nothing for me to do and the version checking config in the mods means it doesnt complain about it being incompatible when a new revision comes out I cant guarantee every mod will work like that obviously, but its definitely the intent to not change stuff that could impact mods as we have (and have had) many mod authors as developers who all understand the problem changes to the code/structures used by mods can cause, and appreciate the time commitment it is to maintain and improve them.
  24. TriggerAu

    KSP Weekly: The Asteroid Miners

    Hopefully you don't have to cause we try to not update anything that should affect mods in the revision releases. To my knowledge that's the case with all the 1.4.x releases. I updated mine for 1.4.0 as there's been no changes that need rework on those since, and pretty sure I've seen LGG (who maintains a massive list - I dunno where he finds the time) and some others too with the same.