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nevermoto

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Everything posted by nevermoto

  1. Let's get together on this; I'm not entirely comfortable with the idea of lead either, but between the two of us we should be able to make things happen. Since you've got the .23 fix, we can use your github as the master, or mine, it doesn't matter, i'm setup and ready to go on this end to start digging into the code. I'm already fairly familar with KMP's codebase and KLF's, as are you obviously lol.
  2. Is anyone currently maintaing this project? I was going to help out with it / take it over a few months back. I forget exactly who I was talking to, another programmer who wanted to join in. I bowed out when KMP was released. Being as KMP uses KLF as a codebase, the idea was let the bugs get hashed out with KMP, then take KMP's code, strip features down until you essentially get KLF, and there ya go, new KLF using KMP as a codebase. Long story short, I can appreciate KLF in a new light. **** happened, and now i'm operating off of an i5 laptop instead of a beast mode desktop, and I will be for some time. KMP will lag lower end computers to hell and back, KLF doesn't. Half of the time your not interacting with anyone else or their crap directly anyway in KMP. I admit, my enthusasium for KMP overshadowed how awesome KLF is, and that KLF just works, cleanly for the most part. I have the time, and I need to stay up to date with C# anyway. I would prefer someone else take lead, and i'll help out as much as possible, but if not, I can take over the project for the time being. Aside from getting it working in .23, there are a lot of little features here and there I would like to add that wouldn't be all that difficult. Even if you don't want to take over lead, I could really use another programmer on this. The immediate problems(non code) we ran into a few months ago was forum permissions. As far as I know SodiumEyes has directly stated that he's done with the project, so I / someone else needs to get that in writing (or forum message) along with his permission to take over the project (atleast temporarily) and make edits to the main page and/or create a new thread; and that permission letter needs to get sent to a forum admin. Anyway, these things can be hashed out later. tldr; i'm capable and willing to take over the project, but could really use another programmer to take lead or if not just help out here and there, bounce ideas etc. Even if your not a programmer, I would prefer to not be a one man army on this project lol. I'll check back here often and see what's going on with it. You can pm me also, to get a better line of communication.
  3. While I would very much like to argue in my defense, you are indeed correct, after reviewing the KAS and Kethane licenses specifically, they explicitly prevent my repacking in this form. They will removed from the repack, with instructions for their installation in their place. I will continue to review the remaining licenses, post updates here as soon as that is complete and contact you directly, when this is complete.
  4. I don't see any other way to keep everyone on the same page without a noob friendly drag and drop into the folder. It takes me an hour at least to re-download and get all the mods sorted right, but if it breaks license, obviously another way will have be found. I'll review the licenses of the individual mods and get this sorted out as they may vary. In the mean time, if you represent any of the included mods and wish that it be removed from the repack, let me know and it will be removed immediately. Update(mods published under GNU GPL v3): Per GNU GPL v3 the work may be redistributed in source or non-source form, aggregate (combined with others) or non-aggregate form per section 4, 5, 6, and 7. This repack will be brought to compliance with all requirements. All mods published in this repack are property of their respective owners/licenses. All individual licenses will be included in the repack. Any included mod with a modified source version will be published under the GNU GPL v3, with the source available for download either on the site, on github, or on request.
  5. This server is designed to support a wide variety of mods, with plugin compatibility tweaks (with kmp) included as necessary. This thread will be updated with all relevant updates and information. To keep everyone on the same page and to speed up installation I'm bundling the mods together into repacks, with the associated KMP part list file included with all of the parts added. I'm also looking at various ways to help integrate different mods into KMP, weather that be a small patch, or in the larger scheme a separate client. The goal of the separate client being to synchronize Kethane / Mapsat / whatever data KMP does not directly handle at the moment. So far the secondary client is in concept stage, and the only *modified* plugin included at the moment is kOS. Any modified versions of mods (patched / forked source) will have the source posted along with the repack, non altered mods can be downloaded from their respective forum posts and on spaceport. The mod versions will be posted inside the repack as well. Kerbal Modded Multiplayer Repacks/General Info: Server (Release): Server Info (Release): Current Version: repack003 Mods as of now: KMP(v0.1.3.1) Deadly Reentry Continued v3 FAR ISA Mapsat 4 Dev Build 2 Mechjeb2 Kethane 0.8 Lazor System v31 KAS v0.4.4 OrbitalConstruction Redux Extraplanetary Launchpads v3.3 kOS Scriptable Autopilot v0.9.2 (modified) Known Issues: Kethane data does not persist through connections, due to this data being stored in the persistence file, but is otherwise functional. A solution to this is being worked on. When you disconnect from the server, you will more then likely wipe your Kethane data, keep that in mind. It is also extremely unlikely that your Kethane scans will match anyone elses, again, this is being worked on. I'm also going to be running a testing server under the same url, different port, for the latest dev-build of KMP, assuming I can keep up or automate the build. The latest release will always be on 2076. Information on that will be found on the site and in the server MOTD. Questions, complaints, and feature/mod requests are welcomed, the mod list is a work in progress. Mods that do not contain parts, (SelectRoot, EnhancedNavball, Fusebox) are generally client independent and are not included in the repack at the moment, but may be in the future. If a mod has published an update that I didn't catch, please let me know and I'll update the repack.
  6. I'm running a server designed to support mods. To keep everyone on the same page and to speed up installation I'm bundling the mods together into repacks, with the associated KMP part list file included with all of the parts added. I'm also looking at various ways to help integrate different mods into KMP, weather that be a small patch, or in the larger scheme a separate client. The goal of the separate client being to synchronize Kethane / Mapsat / whatever data KMP does not directly handle at the moment. So far the secondary client is in concept stage, but I have patched kOS to clear a game breaking bug, and that's working well. Any modified versions of mods (patched for some reason or another) will have the source posted along with the repack, non altered mods can be downloaded from their respective forum posts and on spaceport. The mod versions will be posted inside the repack as well. Kerbal Modified Multiplayer Server: kmmp.servegame.com:2076 Server Info: kmmp.servegame.com:8081 Repacks/General Info: kmmp.servegame.com Current Version: repack002 Mods as of now: KMP(v0.1.2) Deadly Reentry Continued v3 FAR ISA Mapsat 4 Dev Build 2 Mechjeb2 Kethane 0.8 Lazor System v31 KAS v0.4.4 OrbitalConstruction Redux Extraplanetary Launchpads v3.3 kOS Scriptable Autopilot v0.9.2 (modified) Known Issues: Kethane data is stored in the persistence file, in the KMP save directory. It is unclear what happens to this data when switching servers, before switching servers, it's recommended that you back up this persistence file, or risk loosing your scan data. This would be one of the first things any future client would handle behind the scenes until KMP / Kethane / anything else decide to play nice together. I'm also going to be running a testing server under the same url, different port, for the latest dev-build of KMP, assuming I can keep up. The latest release will always be on 2076. Information on that will be found on the site and in the MOTD. Any requests to support other mods are welcomed, and the mod list will be changed / added upon very soon. Mods that do not contain parts, (SelectRoot, EnhancedNavball, Fusebox) are generally client independent and are not included in the repack, use at your discretion.
  7. I'm running a server designed to support mods. To keep everyone on the same page and to speed up installation I'm bundling the mods together into repacks, with the associated KMP part list file included with all of the parts added. I'm also looking at various ways to help integrate different mods into KMP, weather that be a small patch, or in the larger scheme a separate client. The goal of the separate client being to synchronize Kethane / Mapsat / whatever data KMP does not directly handle at the moment. So far the secondary client is in concept stage, but I have patched kOS to clear a game breaking bug, and that's working well. Any modified versions of mods (patched for some reason or another) will have the source posted along with the repack, non altered mods can be downloaded from their respective forum posts and on spaceport. The mod versions will be posted inside the repack as well. Kerbal Modified Multiplayer Server: kmmp.servegame.com:2076 Server Info: kmmp.servegame.com:8081 Repacks/General Info: kmmp.servegame.com Current Version: repack002 Mods as of now: KMP(v0.1.2) Deadly Reentry Continued v3 FAR ISA Mapsat 4 Dev Build 2 Mechjeb2 Kethane 0.8 Lazor System v31 KAS v0.4.4 OrbitalConstruction Redux Extraplanetary Launchpads v3.3 kOS Scriptable Autopilot v0.9.2 (modified) Known Issues: Kethane data is stored in the persistence file, in the KMP save directory. It is unclear what happens to this data when switching servers, before switching servers, it's recommended that you back up this persistence file, or risk loosing your scan data. This would be one of the first things any future client would handle behind the scenes until KMP / Kethane / anything else decide to play nice together. I'm also going to be running a testing server under the same url, different port, for the latest dev-build of KMP, assuming I can keep up. The latest release will always be on 2076. Information on that will be found on the site and in the MOTD. Any requests to support other mods are welcomed, and the mod list will be changed / added upon very soon. Mods that do not contain parts, (SelectRoot, EnhancedNavball, Fusebox) are generally client independent and are not included in the repack, use at your discretion.
  8. I'm going to give it a shot and try to create an extension to access that LATLONG function. Modeling isn't my thing, but I'll try to get something going.
  9. I actually did alot of testing with this. I was trying to add a "long range" radar function to kOS, using the same function that mapsat does to pull elevation data. The alt:radar function pulls data from the in-game radar altimeter function, which does work perfectly up until a certain height, maybe 15-18k for kerbin, after that altitude, the alt:radar function (the function kOS uses to get data from the game) returns the same altitude as the altitude function. I found this out, figuring I would get elevation data by altitude-alt:radar, only to find the values are identical after i got up so high. From what i've been able to tell in the code, isa's mapsat, or atleast the older version of it, pulls elevation data via a seperate function, that takes lat/long as an input and returns the actual elevation, at least it does it like this for it's hi/lo elevation calculation. I don't think it would be very difficult to either modify alt:radar to use this function, and always report radar altitude, or create a separate function. That was actually an idea I had, kOS let's you extend functions with other parts/plugins, why not a *high altitude* radar altimeter part?
  10. I've gotten together with noble, our code is now integrated and we are more then happy to continue dev, atleast for the time being. I have a fork up on github, not integrated with nobles yet, but we will more than likely post all updates to github under some account. We need to do a bit of organization to get everything straight, but, with permission, we should be able to publish some updates fairly quickly. We were both messing around with the code, but waiting for permission, now that we have it, we need permission to either edit the OP on the thread (don't know if that's possible) or release on a separate thread. I guess noble tried posting a new thread, but it was shot down by a mod. So far the features/improvements discussed. -(done) fix /sharecraft -(done) toggles for chat/screenshot view -(almost) GUI client /server (GUI client lacks chat capability *only GUI, KSP chat unaffected*). -(working on) screen shot performance. -(future) video / continuous low fps screenshot mode any additional feature suggestions are welcomed, but please within reason. ("add real multiplayer") ya that might take a minute or two Edit: What we've both posted already are compatible with the existing KLF servers. The changes I've made deal with the clientside/plugin only to fix sharecraft and add toggles, and the client/server GUI's (noble) are independent and compatible. These will both be merged into one version and available very soon. (along with the source). In the meantime, if you really want to latest of the latest, my update (dll) is compatable with nobles (client/server gui) and are interchangeable, but again, these will be merged very soon.
  11. https://github.com/raad287/KerbalLiveFeed/commit/519afc97cc5587231866efed9a13a441d128937e I had to push twice, maybe that caused some problems, but it's showing up on this link. It wasn't actually in the KLFClient, I was stuck on that for a while though. The actual problem with the sharecraft starts around line 667 in KLFManager.cs. When the client was looking for the craft file to send, the file path it was getting was clipped due to the difference in what HighLogic.CurrentGame.Title was responding with, due to the update to .22
  12. I made a few fixes to the current release and forked it on github, under raad287. /sharecraft is confirmed to be working again, the way the game names the actual "save game" in .22 was changed, and that was throwing it off. I also added chat and screenshot view toggle functionality. I don't know if this is the right way to do it, it was suggested I fork it, so here it is. https://github.com/raad287/KerbalLiveFeed
  13. I'm going to try to do the same, start from mission 13 file, accomplish the objective, but not take or upload the file or anything, simple enough mission. Mun bus lander needs to be crash tested a few times. Edit: Call it a side mission.
  14. I don't have a problem with it. Had a good time figuring out the Triton Miner. Given, ship should work and not be overly difficult to fly. Would seem to make sense for longer journey's too, but I've never landed anything outside of Kerbin/Mun/Minmus.
  15. Thanks, it took way to long, i need to design launch platforms before hand and use the subassembly manager more. 1) 4K Kethane capacity empty 2) No crew onboard, just capacity, remote control required. 3) 1 docking port must be of standard size (not jr or sr). The other may be of any variety. Edit: Optional emergency vehicle 1)min capacity 1, must be empty 2)emergency vehicle capacity not included towards station crew count. Station must still have a 2 crew capacity with emergency vehicle separated. 3)must be capable of landing on any point on Minmus, and returning safely to the station.
  16. Mission #13 Complete! Screenshots above Mission Report: Mun bus was designed, launched, constructed in orbit and docked at the Kerbin Science station. Mun bus is highly modular, with a wide variety of docking options. Mun bus comes pre-equipped with a fuel module/lander for extended duration missions. Mun bus contains two habitation modules capable of supporting 4 Kerbals, however the Mun Bus and Lander/Fuel module do not require crew. 2 overeager Kerbals snuck on a Habitat Module during the construction, and will have to be returned or utilized at some point. Warning: Action Group 2 toggles retro thrusters, but also toggles landing thrusters on the lander. It is recommended to not use landing thrusters and retro thrusters at the same time. Stats Part Count: 175 +- two or 3 I've uploaded the save file to Official shared folder, Upload your finished archive to the folder Points claimed: to be tallied Next Challenge: 1. Build a space station capable of holding 1440 Liquid Fuel 1760 Oxidizer (one rockomax X200-32 worth) and 4000 units of kethane. A. (Optional) Kethane Tank Full, empty is fine otherwise. 2. Station must be able to support 2 crew. 3. Station must contain at least 2 open docking ports. A. 1 Standard Port (no sr or jr) required. 4. Insert station into orbit around Minmus. 5. (Optional) Include emergency ascent / descent vehicle with the station, to evacuate kerbals from the minmus surface in case of, emergency. A. Station must still contain 2 open docking ports if included. B. Must be capable of landing on any point on Minmus, and returning to the orbiting station. C. 1 crew minimum capacity. D. Vehicle must contain at least 1 empty crew space. Edit: The file was uploaded as SMSP013_b in the shared folder, there was another SMSP013 in there at the time, i'm not sure what that was.
  17. Sorry this took forever, i way underestimated how long this was going to take. In the future I'll design ahead before claiming the file. Many countless hours have gone by in the creation of the Mun Bus, but the Mun Bus has finally arrived. Sorry again, it wasn't my intention to take this long. I'm prepping the upload file now.
  18. sorry this is taking so long! Victory lap around the mun will be postponed, craft is built, will be launched in 2 stages and docked at the science station, probably an hour tops assuming all goes well Edit: I'm using mechjeb for construction and dV calculation, mechjeb removed prior to launch.
  19. ok, I've got the file. Mission: 1) Design a ferry capable of the following a) Minimum dV of 2580 with 50T load 4 Kerbal crew capacity + remote guidance c) Capable of Mun or Minmus landing with careful flying. I. Not Recommended II. Designed for empty landing (no modules / docking ports empty aside from those holding the ship together) d) Kethane scanner + minimal Kethane kit (miner, processor, 1000 storage) for refuel if on the surface. e) 2x minimum docking clamps of each size 2) Launch / Assemble Ferry into LKO (empty, no Kerbals) 3) Dock with Near-point station (Mun) a) (Optional) Prior to docking, land on Mun, refuel on the surface, transfer 1000 Kethane to near-point station. 4) Dock with Science station (Kerbin)
  20. By the time I realized it, it was far to late. At the moment it's get 4000 kethane to the science station in orbit around kerbin.
  21. I think it was asking a little too much of the trident. I've had this file way to long now, so I relinquish it as it stands at Mission 11, unless you would prefer to keep the trident / near point station crater around.
  22. The kerbals dozed off and had a few bad dreams, but an idea came of it. Why haul to the station, when you can bring the station to the hauler. The trident has more then enough thrust and fuel capacity, just keep it in the sunlight. A new plan has been hatched. Dock, bring the station down, fill it up, throw it back into orbit and land on the surface again. Edit: ignore the subject, forgot to take it out testing the preview post, trying to embed the imgur album. Also sadly the kerbal in question woke up before impact.
  23. Alright here we go, I have the file, but it doesn't leave the drawing board this time without post approval first. Mission: 1) Fill the mun science station up with Kethane (4000). 2) Don't break mining equipment (Trident Miner). Plan: 1) Dock with orbiting mun station, offload, land on mun, mine, repeat 9 times. 2) Return Trident Miner to Fairmont Hill The mission may be delayed midway due to mandated break time, at which point the mission will be re-uploaded with the Trident Miner safe on the hill with as much kethane in the station as could be hauled.
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