Jump to content

SirJodelstein

Members
  • Posts

    554
  • Joined

  • Last visited

Everything posted by SirJodelstein

  1. I've seen that code, and it approximately does whats on the label, but since i load/rework the tree at another time in comparison to TreeLoader, there are some issues when i blindly copy/use that section. More investigation is required. But as a said in my previous post, I'd like to get the current state to a stable base before moving on. @FlowerChild: There you go, i think your tree would be the best test this plugin could expect. Create a configfile and go wild in a test environment
  2. Allright, here is the first code release. Please keep in mind that this is a largely untested version - i am using it currently to create my own tree rework, but there are probably quite some bugs to squash left. Notes: you cannot add new nodes (the corresponding experimental section of the code is deactivated). I know that this would be an almost necessary thing to have to be actually useful, and this is why i'm releasing only the source and not a compiled ready-to-go compiled dll. I want to have a proved and tested and proved version of this before moving on. there is no settings gui. there is lots of debug output. There are hardcoded keyboard shortcuts for "Reload Tree" (F8) and "create Debug Dump" (F7) if you want to actually use it, create a subfolder in Gamedata called "ATC" and put the settings.cfg and the self-compiled dll into that folder. Adjust the entry in settings.cfg to point to your tree-config(s). Refer to the OP for the syntax of the tree-config file there are probably some bugs and issues did i mention that there might be bugs? Released under MIT license. Get the pull requests going https://github.com/GrJo/KSPAlternativeTechConfigurator
  3. I think the font used there is just waay to tiny. Game-Resolution 1280x720, AA 2x, on a 15.4" 1600x900px widescreen notebook. Doesnt get any better if i go to 1600x900px fullscreen. Repro: Just save an arbitrary part/part collection as subassembly and fill the description field. Should be obvious on almost any Screensize/Pixel resolution combination out there.
  4. Loading from multiple configfiles sounds definitely useful, and is a simple extension I've just added in (later entries just overwrite earlier entries, order is configured via settings-file) .... but at the moment, i am seriosly considering cutting the "new node" function entirely. Up to "modify existing nodes" (including dependendy changes), the code is readable and well-structured. But adding new nodes? Oh dear, now it gets ugly. There is no way to to extend the tree without going through extreme hoops (SQUAD, why does RDTechTee have "GetTreeNodes()" function but no "AddTreeNode(RDNode)" function??! And how do i setup a new RDNode/RDTech at all? Why does RDNode have a non-null prefab but GameObject.Instatiate(rdNode.prefab) cause an exception?). Really, the API there is extremely convoluted (RDNode.WarmUp(RDTech), RDNode.Setup(), RDController.RegisterNode(RDNode)), and i am getting frustrated. And since I am doing this in my free time for fun, there is only a certain amount of frustration I want to take (and hours I want to sink into this) before I give up and say "actually, I'd rather play the game instead". Unfortunately, this limit is almost reached SQUAD, please give us a function that creates a new dummy RDNode so that we can fill in the necessary fields (title, science cost, parts, parents/childs etc). Or just create 200 more invisible dummy-RDNodes in the AssetBase.RnDTechTree...
  5. Hi, please move my thread regarding font size from "Gameplay questions" to the "stock issues" forum. Thanks a lot http://forum.kerbalspaceprogram.com/threads/89327-Increase-font-size?p=1399148
  6. jup, it seems there is no way to do this via options menu, so it is an issue. Mods?
  7. Oh yeah! That took way longer than it should have. Drawing those arrows correctly is tricky. But its done now: Node repositioning and changing node dependencies: done MODIFY_NODE { gameObjectName = node1_basicRocketry //original position: Node node1_basicRocketry at (-1901.2, 896.6, -1.0) posX = -1901.2 posY = 1050 } MODIFY_NODE { gameObjectName = node2_stability //Test - change parent node to node0 (original parent was node1) REQUIRES { tech = node0_start } } Next: New nodes. Shouldn't be that much of a stretch now. Then: code cleanup and first test release.
  8. Editing/Modifying Treeedit is not possible due to copyright reasons. I deliberately chose a different format to prevent any potential issues with r4m0n, i don't want him complaining about me using stuff he created. A rebuilt-from-scratch editor replacement is on my wishlist (see OP), but not very high. I first want to get the parsing part done before thinking about tools to actually create those files. In the meantime, I think it would should not be too hard to build an external converter tool/script to convert Treeloader configs to the ATC format. Even a conversion by hand shouldn't be that much work. But yeah, thats beyond what I really want to do - if someone wants to have a go, just speak up.
  9. I just added this: BODY_SCIENCE_PARAMS { celestialBody = Kerbin LandedDataValue = 0.2 SplashedDataValue = 0.2 FlyingLowDataValue = 0.7 FlyingHighDataValue = 0.7 InSpaceLowDataValue= 1 InSpaceHighDataValue= 1 flyingAltitudeThreshold= 20000 spaceAltitudeThreshold= 500000 } next up: learn how the dependency arrows are drawn => invent "NEW_NODE" and create option to change node dependencies.
  10. Allright ladies and gentleman, time to bust out something potentially awesome. After a long time waiting and hoping someone or Squad would finally build a TreeLoader replacement, I decided to tackle the issue myself. ATC - Alternative Tree Configurator This is a plugin to modify the stock tech tree and assign parts to the nodes without writing huge ModuleManager scripts MODIFY_NODE { gameObjectName = node2_stability title = New Fancy Technology description = this is what we should research soon scienceCost = 100 icon = COMPOSITES anyParentUnlocks = false posX = 2000 posY = 1500 REQUIRES { tech = node0_start } PARTS { part = probeCoreSphere part = tailfin //etc etc, just list each part with the name from its cfg-file } } ... And changing the science-value factors and altitude thresholds for each celestial body BODY_SCIENCE_PARAMS { celestialBody = Kerbin LandedDataValue = 0.2 SplashedDataValue = 0.2 FlyingLowDataValue = 0.7 FlyingHighDataValue = 0.7 InSpaceLowDataValue= 1 InSpaceHighDataValue= 1 flyingAltitudeThreshold= 20000 spaceAltitudeThreshold= 500000 } Why? Because its a TreeLoader alternative. One that does not use an online backend for file distribution, so Techtree-Modders can simply distribute a cfg-file with their release. Maybe one day it will become obsolete when/if Squad does something like this in stock, but for now I'd like to be able to mod the techtree without having to write code. Done - Change parameters and part assignments to tech nodes - change position and dependencies of tech nodes - change celestial body science multipliers and thresholds - multiple tree configs can be used simultaneously - just add multiple "TechTree = xyz.cfg" lines to your settings file. Later edits overwrite previous ones. Release Not yet. However, the code has been released (MIT License), please read this release post Ideas pile / TODO / Issues (roughly sorted by priority) - option to add new nodes in a similar syntax - gui to select a techtree (maybe even per savegame) - option/button/shortcut to reload the tree - option to specify custom icons - a tool that outputs such a tree-cfg-file (ingame-tool or external program) would be very nice to have. Its not yet in a presentable state, but its getting there. If you want to help, now is the time to step up. There will be quite a lot of code to write, debug and refactor, and I would really like to turn this into a group-maintained plugin via GitHub. The workload for the current feature list is currently way more than I am willing to do completely on my own. Also, any feedback and discussion is welcome.
  11. Yes! Its all about the speed! The shapes are self-stabilizing at high velocities and begin to destabilize/change pose at low altitudes and speeds. Wow.
  12. Well, still having a hard time wrapping my head around these new concepts (very much enjoying the process though :-)) Here is the next test. This time with a heavy and extra-flat heatshield from Deadly Reentry. Still the same. However, if i remove the heatshield, suddenly RGU-first downwards is the stable pose. Wider than tall also doesnt help completely (again falling vertically here). Or is this because the velocity is not high enough? do these shapes become stable in the upper atmosphere with orbital speeds? How do other users build their science return capsules with this mod? Is this behaviour different in FAR? If so, maybe i should consider using that?
  13. This is a picture of a test - and i don't understand the behaviour here: The RGU (mass modded to 500, COG is quite exactly within the RGU, no SAS activated) is falling vertically. This is the stable pose it goes into after beeing sun up before release. Well, i thought it should fall flat-end first, the shape looks quite similar to an apollo/MSL capsule right? I guess it must have something to do with body lift? While i enjoy trying to figure stuff like this out, some pointers with regard to aerodynamic stable reentry design (preferrably without wings) would be appreciated.
  14. Incredibly useful mod, thanks a lot! I've got two feature requests for the library window: - option to permanently hide individual experiments. I would like to hide some experiment/situation combinations from the list. Items like SurfaceSample@KerbinSrfSplashedMountains (yeah, need to invent terraforming first), "LandedWater" or "evaReport@KerbinInSpaceLowLaunchpad" (good luck hitting that) may be valid situationmask/biomemask combinations, but i dont want to see them on the list that helps me plan my next mission. If you store these settings in a seperate file, this file could even be distributed/shared with others. - option to filter out experiments with 0 science remaining (or maybe a configurable threshold to also hide stuff with < 0.5 science remaining etc) ooh, make that three requests: - add a final line in the table that shows the sum of the "earned" and "remaining" experiments
  15. I am trying to find the config-file or API to change the transmission efficiency of an experiment (the field that defines how much sciecnce you can get via transmitting a single result relative to the remaining pool). I was expecting this to be a field in the ScienceDefs.cfg or part.cfg of the sensors, but cannot find it. Is it accessible somewhere in the API maybe? So far, i have only found "dataScale", but that just determines how much network packets need to be sent for the experiment.
  16. First time NEAR-user here, feeling like a greenhorn again after countless hours of KSP. Need help landing planes with NEAR, especially on terrain. Whats the trick there? I had no trouble landing planes with the stock aerodynamics, but now the higher speeds seem to make landing almost impossible. Plane touches ground with speeds around 100m/s and flight angle <5°, bounces and crashes shortly afterwards (if the initial contact doesn't already disintegrate it). I can't even land the stock Aeris 3 - what am i doing wrong? How do you people build/fly planes for landings?
  17. Can anyone confirm that KSP doesn't respect the alpha-value modifiers in the biome png? I have tried to create a modified Kerbin biome map that has the region near KSC at full transparency and the region around it at 50% transparency, and the corresponding setting in the .att file has this: KSC 0 0.0 0.5 0.0 KSC Region 0.5 0.0 0.5 0.0 The biomes are recognized correctly, but experiments still return full value instead of none/half. A related problem is that there seem to be special hardcoded biomes for the Runway and Launchpad, has anyone found a way around that? I guess its in "public static string GetExperimentBiome(CelestialBody body, double lat, double lon)", but I don't see a way of overwriting/changing that...
  18. My flight plan was about 5000dV, but yeah, that took quite a while to figure out. I think it's possible to go even lower if you are willing to accept immensely longer flight times (i found a 35 year return route from Rama Periapsis for only 2800dV). The route i took goes like this: - The key is to use Jool to help with the plane-matching problem. Arrive at Jool while its on at the ascending node of Rama (happens at year 33, day 392). - To do this, leave Kerbin around year 32 day 47 (about 2300dV) - at Jool slingshot to match planes and bring your PE down to Ramas PE. (~2000dV) - at PE, burn retrograde to set up intercept one orbit later (~100dV). - at intercept, some weeks before the next AP, match velocities (~600dV) I'm currently finishing the video creation, some parts of the flight plan will be shown there as well.
  19. Is there a reason why the Hitchhiker pod has no storage capacity for Lifesupport resources like the command modules? I think especially that part should be able to hold some resources like the command pods. here is my custom extension of the MM_AddResources.cfg skript which adds 6 days worth of supplies for a fully-populated Hitchhiker Pod. My reasoning behind this is that the pod should be better-suited to hold snacks as the command pods (which have 3 days of supplies packed), @PART[crewCabin]:FOR[TacLifeSupport] { // double storage capacity of a four-crew pod RESOURCE { name = Food amount = 5.68 maxAmount = 5.68 } RESOURCE { name = Water amount = 10.8 maxAmount = 10.8 } RESOURCE { name = Oxygen amount = 1825.6 maxAmount = 1825.6 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 785.36 } RESOURCE { name = Waste amount = 0 maxAmount = 2.04 } RESOURCE { name = WasteWater amount = 0 maxAmount = 5.96 } }
  20. Breathtaking moments. Raven has arrived and i can tell you all: that mysterious space object out there is really worth a visit. Video will be coming up, this deserves a true storyline video! Thank you for this challenge (even if I seem to be the only one participating). Really appreciate the effort you put into it!
  21. Is there an option to halt the timewarp as soon as the "XY supply is getting low" warning appears - and not just at the "depleted" message? I've had several occasions where i rushed into a "no electricity" situation at max timewarp (Ship self-shadowing its solar panels) without a chance to correct it in time after seeing the "getting low" warning.
  22. Initial flight test raises the AP of the orbit almost to the moon. One month before departure, the mission crew (Doodbreed and Bartfred) board the proud ship. Also, it turns out 8000dV of the original ship were way too optimistic. Trip to rendezvous only takes about 5000dV, but the return trip takes a lot more fuel because no gravity slingshots can be used. The small fuel tank addon is replaced with a much larger assembly, bringing the delta-V budget to 15.000. Ready for departure!
×
×
  • Create New...