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Zarenor

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  1. Hey all, ferram4 and I have written a few more lines of code on the graphing utility he uses in FAR, and thought the community might get some use out of an easy way to draw graphs. KerbalGraph takes sets of points, and graphs them. I think the code is pretty simple to work with, but documentation will be forthcoming. Do ask, if you run into any issues. To include KerbalGraph, just include KerbalGraph.dll in your plugin folder. Downloads: ZIP on Github or KerbalStuff KerbalGraph is released under the GNU GPLv3 Let us know if you find any cool uses!
  2. GeorgeT93: We're looking at a few options for glowing things of different shapes, but I have some other plans first. Sit tight, we've got quite a bit coming. Renegrade: Awesome! Our original motivation for these was making our space station not-a-star, and still labeling sides of the station clearly, by color. (As well as marking where ports were, etc.)
  3. Yes. On KerbalStuff, if you read the description there, the word 'without' is a link-through to the version without ModStats. Alternately, if you search for GlowStrips on KerbalStuff, both should come up
  4. Hey Guys, I got version 0.4 out, with the GlowStripThin! This is the thinner strip you've all been asking for! The GlowStripThin is also length-adjustable, and can be bound to the throttle, so I knocked out a couple of requests at once. I left the old parts in, so your old craft should still load/fly. You should exclude the old strips from your builds when possible, I'll be looking to eliminate them whenever I get to a serious model and texture rework, in another update or three. Please do let me know if you find any bugs, new or old. Hope you enjoy the update!
  5. For those of you that care, ModStats generates a text file on first-run to disable it. It even includes the line, all you have to do is uncomment it. It's in the same folder as the .dlls The argument against opt-in is heavy, and I agree with Majiir on it. For those of you who have a reason to not want these type of anonymous reports generated, I understand, and don't care what your reason is, have any reason you want - he's made it particularly easy to disable, if you do not want those reports sent. For this tool to be of any use, this is the best solution.
  6. Hey guys. Glad you all are still using this. I'm looking into some of the possibilities quantumscrewdriver and I discussed earlier, with plans to get a new update out in a couple weeks. I'd like to make sure it works with 0.24, so I may wait for that to be released. Procedural is a thing I'm strongly... considering. There's a couple of ways to do it, and I'm a lot more about the 'right' way rather than the 'easy' way. I'd like to be able to handle curvature and a lot of other things, and that's where things get complicated. Straight parts are fairly easy. Look for than in an update or two. Another sticking point for me is getting a proper UI in the VAB and SPH, rather than the right-clicky-ness of it. I want to implement a bunch of features with that, so hold tight for getting a UI out, hopefully by the end of August. Feel free to message me with any issues you have, or jump on the IRC on espernet I'm in both #KSPOfficial and #kspmodders frequently.
  7. Your issue is choosing MainMenu as your startpoint - most mods for overall functionality use Instantly with once as true, or use EveryScene, and once = false, and plan for whichever they use. Bear in mind that instantly starts during the load screen (as will EveryScene, I believe) KSPAddonFixed is no longer necessary - the bug it fixes has been... fixed. Hope that helps
  8. Alright! I just posted version 0.3, with pulsing and variable timing!
  9. Hey guys, I'm working on getting v0.3 out by Thursday - what features make it in will depend on how many bugs I can quash, but variable-speed on/off and pulsing should make it in. I'm looking into how to link with throttle and a few other things. If you all can leave a post with the feature you most want, I'll try to work on a few of those next. New models and textures are also on the list, along with scaling, though that may be another few releases away. I'm busy with military duty the rest of the month, so after v0.3 on Thursday, our next release will be sometime in July. QScrew and I really appreciate the support, and are excited to get some of these features out for you all!
  10. GlowStrips is set to include KAE starting with v0.3 (swamp_ig, you're a wizard!)
  11. MOD DESCRIPTION: Tired of the same old space-faring antics? Is your space-craft looking more like space-crap? Want something new, sleek, and adventurous? Well, adventurer, prepare to have your mind blown -- or should I say glown! AnonyCorp, Inc. GlowStrips© are that aesthetic touch you’ve been looking for, with all the flair and glare you’ll ever need to light up that glum, dingy exterior of your craft*. GlowStrips adhere to nearly any surface thanks to AnonyCorp’s patented sticky substance strips (not included). GlowStrip your spaceship! GlowStrip your car! GlowStrip your GRANDMA’S car! (She’ll love it!) With AnonyCorp, Inc. GlowStrips©, it’s just hard to go wrong.“AnonyCorp: You probably use our products.†*GlowStrips do not illuminate surrounding parts, providing no light other than what they use for self-illumination. May cause cancer in adults and children aged 0-99. Not recommended for use within inertial or non-inertial reference frames. May cause cancer; can’t say that one enough. Causes cancer. GlowStrips from version 0.4 onwards is distributed in two versions, one with ModStats, and one without. It'd be super great if you downloaded the ModStats version - it helps myself and other modders keep track of what mods tend to be used with what other mods, so we can prioritize what big issues people have, and how to fix them. If you choose to download the one without ModStats, be aware this does not remove ModStats from other mods you may download. ModStatistics collects data about the plugins (the computer code part of mods) that are loaded by your copy of KSP. It then keeps a list of this, as well as how long is spent in each scene (VAB,SPH, flight, etc.) in the game. It saves this to a temporary file, which is sent to a server when KSP next starts. No data is sent the first run. 'Emergency' Download without ModStats: GDrive ACTUAL MOD DESCRIPTION: Includes four varieties of GlowStrips in different sizes (1m, 2m, 4m, and 6m long), and a new, thin, adaptive-length GlowStrip. GlowStrips use Emissives rather than Lighting and so won’t light up the parts around them. That way, they can give your ships a unique look and visually recognizable signature as they drift through space, without illuminating the entire body of the craft. This keeps your lines sleek with none of KSP’s funny business with surface lighting. An Invite To Our Fellow Kerbalites: These parts are still considered to be under testing, so your feedback is super-highly appreciated by us. That said, some of the issues here are 100% known already, and we’re getting on those as quickly as we can (it’s only an odd coincidence that this occurs at the exact same rate as however-fast-we-feel-like). We do have several additional features planned, however, including programmable/sequenceable lights and non-tiling models, so stay tuned for updates. Suggestions, feedback, and criticism are all welcome. Feel free to PM either of us at Zarenor or quantumscrewdriver. Programmable, Sequenceable Lights w/ Patterns Symmetry-Breaking Button Non-Tiling Models Funky Bassline Super-Quiet Humming Sound (SUPER QUIET) at least while they turn on/off. Electricity? New Textures. Not broken (Maybe). Version 0.4.3 Updated KSPAPIExtensions to version 1.7.0 (finally) Included license file somewhere more obvious to comply with KSP forum rules Version 0.4.2 Updated KSP API Extensions to latest version, for 0.24.2 compatibility Version 0.4.1 Updated KSP API Extensions to latest version, for 0.24.1 compatibility Version 0.4 Adjusted masses! GlowStripThin! Adaptive in length! (0.125m to 12.0m) Can be throttle-bound (This is then the only operation mode) Thinner! Version 0.3 Now faster! Or slower! (Can change the time to power up/shut down) Bonus flashing! (Fades in and out on the same timer as on/off) Version 0.2 Now with 200% more action! (Fixed actions, now toggle, start, and stop, are properly labeled and available) (Sometimes) Includes ModStatistics, by the awesome Majiir in [thread=81764] this[/thread] thread Includes KSPAPIExtensions, by the fantastic swamp_ig in [thread=81496]this[/thread] thread GlowStrips is eleased under the GNU GPL v3 available at: The GNU website. Other, included mods have their own licenses.
  12. dlrk: short answer is no, but bear in mind that terminal velocity is just the velocity at which air resistance equals gravitational acceleration, that is, 9.8 m/s2 - which is to say, if your engines produce more acceleration than that (your TWR is greater than 1) it will not be your top speed. If you're looking for something MechJeb like to save on delta V, you could try building with lower TWR or reduce throttle... Or use MechJeb's "Limit acceleration to..." tool after a burst of initial acceleration. Bear in mind that FAR uses much more accurate drag modeling than base KSP, and so you're likely to use less ÃŽâ€V than before, if you're designing with drag in mind
  13. ferram - I also noticed some errors on craft load for the stock SR-71B, pasted it the pastebin linked here. I just double-checked the ModuleManager placement, and have ran static analysis, and flown, and I don't see a problem anywhere other than when it tries to draw CoL. And I've seen a frame or two where it succeeds before throwing the errors.
  14. ferram, I've been trying to track down an issue with FAR and displaying the CoL in KSP versions since 0.21. I've run out of ideas, I can't seem to display a CoL on any craft, stock parts, modded parts, whatever. I have thousands of lines of FAR Errors in my output_log.txt similar to the following generated whenever I attempt to display the CoL in the SPH. (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) FAR Error: Aerodynamic force = NaN at structuralWing (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) FAR Error: Aerodynamic force = NaN at structuralWing I do have the output_log saved where I tested with the stock SR-71B craft. Planes seem to fly okay, and the other calculations appear to work, but it seems that something in the CoL calculations is DivByZeroing or exploding to infinity, to generate NaNs.
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