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JOHNMKNIGHT

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Posts posted by JOHNMKNIGHT

  1. 36 minutes ago, Stone Blue said:

    Hi @JOHNMKNIGHT I'm not bugging you for an update, ust wondering what the status of this currently is, and/or if you are still working on this...
    It sounds very kewl.

    Hey! I have NOT given up or stopped working on this. Had some life events get in the way of the last few releases. My plan is to wait for the next version (this month) and update /test the new version. I've rewritten to use other mods - so I will be dependent on them, but they are VERY active and have a good track record of being updated quickly!

  2. 20 hours ago, kormath said:

    I like this idea! I can contribute bio ideas if you'd like. Not much time to do much else I'm afraid.

    One thing which I thought might be a cool idea would be a newspaper story. Once a crew returns (or fails) you get a page with some of the details such as crewmembers involved, how long the mission was, if any were lost, science completed, maybe pics of said mission, etc. Along with a few random generated quotes and typical blah blah filler. 

    @kormath Cool ideas! I'm wanting to make the in-game UI very minimal. I plan on trying to expose the info via another plug-in (Telemachus) is possible.

  3. 3 minutes ago, A_name said:

    I can't read through 22 pages, have they said whether it will be free for pre-April 2013 players?

    BTW I'm juts asking, not complaining. Personally, KSP has been a superb investment, best hours of enjoyment per dollar ratio of any game I've had. I'd be willing to pay for the extra content with no problem, though getting a freebie would be better obviously :)

    Yes. I believe on page 1 or 2. :D

     

  4. 15 hours ago, DMagic said:

    SCANsat does this, at least to a limited extent (the next version of Contracts Window + will also do this, but it will work with all of its text; most of its text comes from the contracts in-game, but this works for everything else).

    It allows for replacing the text for all of its tooltips (its setting menu uses many long tooltips as a help function to explain the purpose of all the options) with text read from a config file.

    In its simplest form, just replacing static text on screen, this isn't too hard. The config file is just a series of repeated config nodes, each with different translations for all the strings. You just have to choose which config node to use, then use those strings in your UI in the place of hard-coded text.

    https://github.com/S-C-A-N/SCANsat/blob/dev/SCANsat/SCAN_UI/UI_Framework/SCANlanguagePack.cs

    You can run into complications when you want things like string formats, where you have a hard-coded string with some dynamic element included, like the name of a vessel or celestial body, but that file has methods for loading in curly braces from the strings in the config file (adding curly braces directly to a config node would break it, since KSP would read that as having closed the node).

    There are instructions for how to create new translation nodes in the SCANsat wiki; aside from the translating part it isn't that hard.

    @DMagic Thank you for your information. I'm a fan of your work! Handling string replacements as well as sentence grammars is a good part of internationalization enabling localizations. In addition to those items, I'm going to make a concerted effort to address other issues such as non western-alphabets and localized dialog designs that take into account word/character size and left-to-right vs. right-to-left languages. I'd like to follow Squad's lead on how they plan on supporting localized resources. Hopefully they'll use non, compiled resource bundles of some sort. Again, thanks for your post and all your awesome work!

  5. 6 minutes ago, cratercracker said:

    Wow! outstanding idea sir! perhaps you can add random generator for randomly generated kerbals! 

    I can actually help you with Russian localization!

    Yes! The idea is that my mod would generate the biography for ALL randomly generated kerbals! There will be special cases for the current four veterans. I will also create biographies for tourists as well.

  6. Hello all!

    So far I've made a part mod, contributed to a mod, and created an extension to a mod, but I've never really made a true, in game mod that really interacts with the game per se.
    The mod/extension I've spent the most time on is my KSP-PAO - Public Affairs Office, which creates a NASA/TV like experience for your missions in real time. This mod relies exclusively on the the AWESOME Telemachus mod to pull KSP data from the game and provide it externally over http.  While designing new features to KSP-PAO, I realized that some of them I had been planning on being part of the externalized portion of the code in JavaScript - I realized that  I could include some of it IN GAME as another mod so that other people could use it, and I could get some new experience.

    The functionality I've started playing with is a kerbal biography generator. The game keeps interesting stats on Kerbals that my KSP-PAO should talk about, but what about... where they were born? or went to school.. or what degree(s) they obtained?

    The next version of KSP has been Internationalized and localized (a process which I have professional experience with) and I wanted to create a way todynamically and consistently create Kerbal biographies in ANY language. So, I've started designing the code to be able to just that. Eventually this mode will allow you to look at the mini-biographies of any of your Kerbals and utilizing the string tables for localized versions for all the KSP supported languages.

    The Kerbal Chronicle contest really got me thinking about the backgrounds and back stories of not only the four veteran Kerbals, but all of the Wily, Thermin and Belka Kermins out there!

    I'll be documenting the development of the mod here on the forums.  All that being said, when the next version of KSP comes out, I'd like to know how/learn to to....

    1. get the list of all the localized name pre-fixes and suffixes, and their appropriate enumerators.
    2. get the list of all the localized location names in KSP (DSN names and contract locations)

    Also, I'll be asking for help with:.

    1. getting some localized grammar structures for three or four sentences I'll be heavily reusing.
    2. ...and eventually some great suggestions and additions to the list institutions of higher learning I've started. The list currently includes:
    • Kerdue University (more Kerbonauts have graduated from here than any other school!)
    • The Kerbin Institute of Science
    • Joolian Polytechnic.

    I'll be also be learning how to create/use some in game UI elements for the first time. Eventually, my KSP-PAO will use this mod, via Telemachus, to read out the biographies of Kerbals from time to time, during a launch or EVA. 

  7. On 2/6/2017 at 2:50 PM, tcannonfodder said:

    Hey everyone!

    Thanks so much for all your patience and support, it means a lot to me. It's been a pretty rough few months, so I haven't had time to dig into the code base rewrite. @JOHNMKNIGHT, I'm excited to see your new endpoints! Do you have a link to your repo on the repository? I may be able to use it as a jumping-off point for the new version. :)

    I'm hoping to tackle the rewrite soon. Thanks again to everyone for understanding. Telemachus and Houston are projects I have a ton of fun working on, I just haven't had much time for them lately.

    Hey there. Long story, thought I'd lost the code, then had troubles with Github. Here's a like to the code changes in My Dropbox: https://www.dropbox.com/sh/6svbo47fjeat18c/AAAmlMIncylKJdFkBzZAHkt3a?dl=0

    :D

  8. SNACKS in SPACE

    There’s a company behind most of the snacks in space & that’s Kerpool. Before the KSC was barely a dream, Kerpool, one of Kerbin’s oldest appliance & duct tape manufactures, worked in secret on the KOL (Kerbal Orbiting Laboratory). space station,  an early design for a Kerbal crewed orbital laboratory.

    Engineers at Kerpool were mainly responsible for designing what would become known as the first space kitchen & more commonly referred to as the “snackshack”. Along with solving the problems of producing food for space travel. KOL was made public as the Kerbal Air Force’s way to learn more about how Kerbals could work in space, however it turned out later to be a spy space station with a large oversized refrigerator attached to it. Only a mockup flew but many of the KOL astronauts who trained to fly in it were transferred to the Kerbal X and Dynawing programs.

    The “snackshack” was more than a bolted on refrigerator, it had food! Kerpool was also heavily involved in the development of the food that was to go into space as well as the methods of preparing & storing it beforehand. 

    The last three planned Kerbal X missions were cancelled & from some of the parts Klylab was fashioned. Given that the crews would be staying for longer durations onboard than during the Kerbal X  moon missions, Kerpool was challenged with creating a truly fully functional space kitchen. Their design would ultimately include a “table” where the crew could float around & share a meal together, something still done onboard the Kerbal Space Station.
    having been prepared especially for the rigors of spaceflight. Some of these food items were designed to fit into a special tray that warmed up some of  the foods. 

    Many off the shelf snacks maker their way into space these days but in the early days of space travel, Kerpool was instrumental in making sure the Kerbonauts were fed!

  9. On 2/6/2017 at 2:50 PM, tcannonfodder said:

    Hey everyone!

    Thanks so much for all your patience and support, it means a lot to me. It's been a pretty rough few months, so I haven't had time to dig into the code base rewrite. @JOHNMKNIGHT, I'm excited to see your new endpoints! Do you have a link to your repo on the repository? I may be able to use it as a jumping-off point for the new version. :)

    I'm hoping to tackle the rewrite soon. Thanks again to everyone for understanding. Telemachus and Houston are projects I have a ton of fun working on, I just haven't had much time for them lately.

    Hey there @tcannonfodder ! I haven't updated my repository yet because I BROKE a lot code before I should have committed it. I'll try and get some stuff working again this weekend. Glad to have you back!

  10. Ok. Got the 1.5 version compiling now! Here's what I've implemented so far:

    For Vessel:

    v.canComm -- current CommNet ability to communicate

    v.canScience -- current CommNet ability to transmit Science

    v.isConnected  -- Is connected to CommNet

    v.isConnectedHome -- Is connected to KDSN (Kerbin Deep Space Network)

    v.getCrew -- List of current crew members names

     

    More to come!

  11. 14 hours ago, tcannonfodder said:

    Good news everyone! I just got Telemachus compiled to support 1.2+! It should work, but let me know if you run into any issues!

     

    Telemachus 1.5.1 (Calipso, the current stable build)

     

    Telemachus 1.6.0 Alpha 3 (The latest development build, with Camera Feed Support)

    Awesome!!! I need to get my C# dev environment back up at home. I'd like to start adding some CommNet api features!

  12. Go green or go home! Welcome to Jebediah Kerman's Junkyard and Spaceship Parts Co. We'd like to introduce you to our newest rocket mechanic, John Kerman!

    Come on down to the store and say hi!

    CwISNgrW8AIfVcz.jpg

     

  13. 12 hours ago, maceemiller said:

    ok, quick post, i did a clean install of KSP and it worked first time so Im guessing I had a conflicting mod or something.

    Awesome! Hope you enjoy it. My plan is to get an update our next week with the following:

    • More Ads
    • My variety in the reporting from the PAO.
    • Add a crew wakeup feature!
    •  
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