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russnash37

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Everything posted by russnash37

  1. Version 1.1.3 has now been released for compatibility with KSP v1.3. See the first post for download links from GitHub and SpaceDock. Happy Kabooming!!!! Russ.
  2. Hi peeps, Sorry for the delay in replying, I've been pretty busy lately but will put together an update for Kaboom this weekend. Russ.
  3. Just updated Kaboom for compatibility with the KSP 1.2 release. CKAN and SpaceDock versions will be updated within the hour. Update: SpaceDock is now updated, CKAN should follow shortly.
  4. LoL! The first thing I thought of when I saw this mod was that old sci-fi movie Silent Running! Love these domes, btw!
  5. Just updated the opening post with a link to Kaboom! on SpaceDock, also opted in to adding it to CKAN.
  6. So, I finally had some time to get my development environment setup again for KSP. Wondering if anyone has any feature / improvement suggestions for Kaboom!?
  7. I'll work on getting it hosted on SpaceDock etc, meanwhile, here's a direct download link from my webserver for you: http://www.graymatterapps.com/download/Kaboom-1.1.1.zip
  8. Hmm, ok, I see what you mean now. I must have messed something up on github as it's assuming v1.1.0 and v1.1.1 were both released on the same December 2014 date... It's been a while since I did anything with git so there's going to be much head scratching until I figure this one out. EDIT: I'm still not quite sure what happened there, but I seem to have fixed it! Thanks for pointing it out.
  9. Just updated Kaboom!!! to version 1.1.1, this is a maintenance release to update the version of Module Manager to one that works with KSP 1.1.3. If you find any bugs, please let me know! Russ.
  10. Can't believe you guys are still using this old mod of mine! I haven't been able to play KSP for a long time, mainly due to work, but am finding some time to get back into it now.
  11. Finally got some time to work on this, now that I have a weeks break from my studies. The 0.0.4 alpha release is available on GitHub (see the first post for a download link). In this release I've implemented the ability to distinguish between positive and negative G's and change the effects (and how hard they hit!) accordingly. One downside that I have still to determine how to fix is that the positive / negative G's do not take into account the roll of the vessel, in other words it always assumes you are the correct way up! Feedback welcome as always!
  12. Time to work on this has been a little sparse the last few weeks, but I should have a batch of free time over next week to put some development in on G-Force. My main focus is going to be differentiating between positive and negative G's. After digging around the KSP API: public void Update() { // Retrieve the orbited celestial body. mainBody = FlightGlobals.ActiveVessel.mainBody; // Retrieve the position of the main orbited bodies COM in world coords. mainBodyCOM = mainBody.position; // Retrieve the current G forces. currentG = FlightGlobals.ActiveVessel.geeForce; // If we're experiencing 4G's plus, grow the cumulativeG with relation to the current G and ensure // we don't wrap to a negative value. if (currentG >= 4) { factor = currentG * currentG; if (32767 - cumulativeG <= factor) { cumulativeG = 32767; } else { cumulativeG += factor; } } // If we're experiencing between 0 and 4G's, reduce the cumulativeG with relation to the current G // and ensure we don't drop below 0. else { factor = 10 - currentG; cumulativeG -= factor * factor; if (cumulativeG < 0) { cumulativeG = 0; } } } ...by retrieving the world coordinates of the COM of the currently orbited body I can then compare that Vector3d to the position of the COM of the vessel and the direction of acceleration with regard to an assumption that the kerbal(s) are facing the 'forward' direction of the vessel. This should allow me to determine positive or negative G's, I just need to get my head around vector math as it's something I haven't done in a LONG time! Once I've achieved the +/- G distinction, next task will be to change the G effects from a basic alpha'd overlay to something that 'creeps in' from the edges of the display while slightly degrading the center of the view. Hopefully, this will be a little more realistic. I also want to add a GUI for toggling the effects and to also provide a graphical representation of the G's and the current 'state of tolerance'. Comments more than welcome, as always!
  13. Would you want this to be something settable per part in the VAB/SPH or as a game-wide setting?
  14. There are definitely going to be limitations, simulating the full blackouts will literally have to be a blank screen, perhaps I could even restrict control input in such situations or make it random. This is something I've been thinking about a fair amount, I figure there will need to be some trade-offs and assumptions which won't cover all situations. A fairly safe bet would be to assume the kerbal(s) are facing the direction of 'forward' according to the ship model. Past that, I could provide settings for a partmodule that would allow a modeler to set the facing direction. I was thinking of linking the endurance to the new XP system of the kerbals, more experience = better G training, probably with the top pilots being able to manage 9G for a certain length of time in line to a real highly trained human pilot. Yup, you're right, I was thinking too much on this one. I'm assuming though that an outside loop where the pilot is essentially pushing the stick forward to perform the loop would result in negative G. I've been looking through the KSP API to see where I can obtain vector information that would allow me to know the type of G being experienced, i.e. positive or negative, but haven't had any time the past week or so to try anything out yet. Thanks for all the input, it's definitely useful!
  15. Thanks for the link, that definitely clears up that question. Looks like I need to dig into the API docs and find some information on the direction of acceleration relative to the vessel.
  16. Are you sure? Doesn't the bar have readings south of the start position? - - - Updated - - - Version 0.0.3-alpha has just been posted over on GitHub. This version implements cumulative G's, although it still needs a lot of tweaking. G forces are now tolerable for a time, depending on how intense the G's are, until a threshold when the effects start or G's drop sufficiently to allow the effects to reverse. Currently, it is possible to withstand about 4 G's without any effects, which will probably be the settings for a standard Kerbal once I've worked in the XP system. The variables and thresholds are still very much guesswork in the code, but tweaking should be profitable over time and testing.
  17. I like the idea of tying G tolerance into the XP system and kerbal classes, definitely adding that to the future features list! Better representation of G effects is going to be in the next alpha which may be ready for release later on today, this will also include the reduced tolerance to negative G's as you've suggested. As a side note, I've not had a lot of luck triggering negative G's in KSP, my thoughts were that the lower half of an inside loop or rolling to a sideways orientation and pushing the stick forward (drop the nose) should produce them. Anyone have any advice for this? That's a possibility, if I can't find anything in the docs I may have to go that route.
  18. There does seem to be a sudden jerk in G's when a craft is initially launched, I'll look into what events I can tie into so that the G effects don't come into play until you're at the point where you can manipulate the controls. I also think what you're saying about the G forces kicking in right away at 1G ties into NathanKell's comment which I'll answer further down under his quote. I definitely plan to add some configuration options via a GUI panel down the road, a toggle for IVA only is a great idea which I'll add to the list. I see what you're saying, I also think skykooler was referring to something similar. Right now the code is pretty basic and effects are based directly on G's but I like your idea of them building up over sustained forces, the wiki entries talked about standing high spikes in G's for example. I'm not sure what the 'real world' parameters are for this though, i.e. how long it takes at a given amount of G's for you to start seeing vision impairment. From what skykooler was saying about the centrifuge it sounds like it's all relative to position and with some positions, such as sitting up, the impairments start to creep in where as if you're in the 'right' position they don't. The wikipedia entries mention the direction of G-forces in reference to your spine, i.e. if a pilot is accelerating down a runway he can experience G forces but because he is facing the direction of acceleration he will not see any effects. This is going to be tough to simulate in KSP, I shall have to dig around and see what I can find to tell me more in-game about the direction the G's are coming from.
  19. I think you're on the right track with that, I was thinking along similar lines. As far as I understand, g-forces affect your field of view and work their way towards the center of your vision so this would probably be more realistic. It would be nice though if someone with real world experience of high g-forces could confirm this though.
  20. G-Force - Development Thread Version 0.0.4-alpha released 1/29/2015 G-Force is a plugin that aims to represent the effects of G-forces on your kerbals by applying visual effects, such as blackouts and redouts, to the flight camera. With the mod currently in alpha stage this thread aims to reach out to the KSP community for help and direction with it's development. This mod currently targets 9G's as a maximum limit, at which vision is completely obscured. What can I do to help? I'm looking for all and any feedback that anyone is kind (and constructive!) enough to give, but especially with focus on the following: Accuracy of the g-force effects in relation to the g-force meter in KSP. Realism of the g-force effects, I've only been able to go off of wiki and other web information but anyone who has real world experience would be super helpful! Planned features The effects are currently limited to applying either a black or red filter to the screen at varying levels of transparency, as this mod is developed I would like to improve on this with, for example, effects being more focused on restricting the field of view as the g-forces increase instead of just redding or blacking out the whole screen. Currently the effects will apply to all vessels, however, this should be restricted to manned vessels and not show the g-forces when piloting probes. Implement a GUI with options for toggling the G effects on and off and restricting them to IVA only. Delay startup of G effects until after the vessel is fully loaded. Tie G tolerance into the Kerbal professions and XP system. Features implemented but still WIP Make G effects cumulative based upon time spent at a particular G, allowing for tolerance of G forces over certain periods of time. Implement negative G's. Reduce tolerance to negative G's. Completed features None as of yet! I'm up for this! Where can I get the alpha? Download the alpha from GitHub
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