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jeancallisti

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Everything posted by jeancallisti

  1. I've ended up doing the same, except with a joystick : Even with the VR headset on, you can sense the buttons and remember which button does what. What they should do is add a third button on the little grey alarm meshes everywhere in the cockpit, and make that button warp to the alarm time when Kerba Alarm is installed. About VR: I'll give tips n this thread when I have time : https://forum.kerbalspaceprogram.com/index.php?/topic/177086-making-kerbal-space-program-into-a-vr-game/&tab=comments#comment-3422927
  2. I'm not asking about the "real solar system" mod, because that mod also changes the scales of the planets. I want to keep everything vanilla, except the texture of Kerbin (only the texture), so that Kerbin's continents have the shape of Earth's continents. There used to be an old mod to replace textures but everything had to be done manually,I was a real pain for a noob like me. I suspect that the mod I'm looking for already exists, I just don't know its name.
  3. Correct me if I'm wrong but this mod lets you only configure the controls for flying a rocket or a vehicle, right? It doesn't seem to be mapped to the Kerbal's controls at all (especially in EVA)
  4. Has anyone tried this to control the Kerbal in EVA?
  5. Scenario : Do not plug any joystick or joypad to your computer As a ship is in orbit, go in EVA and press "R" to enable the Kerbal's jetpack Try to spin him, using the keys Q and E of the keyboard : as soon as you stop pressing those keys, the Kerbal stops spinning. That's the usual behaviour. There's some sort of stability assist integrated into the jetpack controls, even when SAS is not enabled. Now, go back to KSP's home screen and enter the settings. Plug a joystick or joypad (I tried both!) and configure the controls to use them in EVA. Go back to your game and go again in EVA Try to spin the Kerbal with any of the Yaw/Pitch axis you've configured Problem : Now the Kerbal never stops spinning. It has nothing to do with the joypad/joystick's calibration, only the joypad/joystick's presence. Proof: Unplug the joypad/joystick, switch the control back to the ship, then back to the Kerbal. You'll see that he keeps spinning even when you control him using the keyboard. The pretend stability assist I was mentionning earlier is permanently gone. Workaround : Go back to the space center, then go back to the Kerbal using the Command Center. Now the Kerbal has stopped spinning and is behaving as expected again
  6. Question: How do you warp time in IVA in ALCOR without the keyboard, and only the pod's props? There are many small alarm props inside the pod, but all these seems to be only for displaying information. I have also installed Kerbal Alarm Clock, but is it possible to use it inside the ALCOR pod just by clicking around? How do you actually warp time without using the keyboard, and only the pod's props? EDIT : before someone says "just push the keyboard key", that's because I'm playing IVA in VR so I can't see the keyboard.
  7. Even though Vivero does now allow you to enable VR when you're in EVA, and the mod "Through the eyes of a KErbal" lets you play EVA in first person, I have experienced a compatibility issue with those two mods which causes the VR camera to not follow the Kerbal around when the Kerbal moves. It means that you can go in EVA, then switch to first-person view with "Through the eyes" (so far so good, at this point you can move the Kerbal around in forst person), then activate VR. Once youäve done that, you can look around in VR and it works. Howver as soon as the Kerbal's position changes (you make him move forward, by walking or using the jetpack) then the camera's position is no more updated. You have an out-of-body experience. It's caused by Vivero, which does not update the camera position somehow.
  8. Ok. Thanks for taking the time to answer. I think the issue is better in his hands indeed since he's the one messing up with camera position and deciding what object it follows. I've pushed the issue on his side. If you find the energy, and since this mod knows the head's position, then maybe consider exposing the Kerbal's neck position and orientation in some readily accessible variable, that another mod could build upon. Thanks again for maintaining this very cool mod.
  9. With the vanilla game, yes, but I also suspect that there's a slowdown when there's a gazillion small files been loaded sequentially, as seen with heavily modded games. Storing those files together in blobs could help speeding up things?
  10. I eventually went for the full shebang, with the multiplayer DMP server (to see the ship in spectator view), discord for the voice, Telemachus for the telemetry... It works surprisingly well. Since each of those uses a different kind of resource (GPU, network adapter, CPU...) they don't really impact the performance more than the impact that you'd normally have with only VR. Pretty cool
  11. So you've swapped the file reader constructor... Have you considered also implementing a way to swap KSP's pseudo-JSON parser? In combination with GameData Switcher, the game could load compressed files.
  12. Wasteful yes but sometimes you have to be wary of systems that are too smart for their own good -- human mistakes and unnecessary complications ensue.
  13. Consider this: If you provided the ability to choose an arbitrary path for the alternative GameData folders, they could be placed in a RAMdisk. This would make your tool the fastest KSP loader in they universe. You could even integrate the ramdisk directly into your tool if you implemented something like the tiny tool CacheFolder. That would be awesome. (Just to be clear: a RAMdisk doesn't make the first game launch faster, only the subsequent ones -- which happens often for people trying out mods) CacheFolder URL : https://www.overclock.net/forum/132-windows/1477527-tool-preload-windows-cache-11.html#/topics/1477527?page=11 You really need to investigate symbolic links. Two birds with one stone : 1) a folder path that actually points to another physical location (that arbitrary GameData location in was suggesting) , and 2) that "shared" Goo folder contained in every other GameData, that gets updated everywhere, whenever it's changed in any of its potential locations. And since I feel crazy, one more idea: if your source code acts as an interface between the game and the data, and if you are now in charge of the location and shape of that data (which is read-only), then why not hold it compressed? Get rid of the billion XML files and replace them with binary, zipped resources inside larger blob files? When you notice that the timestamp of the "real" file in GameData has changed, only update this one in your blob. Boom, your loader is now even faster and the ramdisk uses a tiny fraction of ram. EDIT: Look at this, mate! You won't even have to sweat it: use this as your underlying system for accessing files and manipulating symbolic links. https://dokan-dev.github.io/ The best sample I've found is this one: it mounts zip files as file systems! It directly addresses the compression idea I suggested. https://github.com/antiufo/Shaman.Dokan.Archive:
  14. Conflict warning : I've been using the VR mod and "through the eyes of a kerbal" mod combined, and after you click on "enable VR" the zooming in and out using the mouse wheel doesn't work anymore in IVA. You need to go back to the space center and to your ship again, then the zoom in/zoom out starts working again.
  15. AGAIN: The talk would take place through Discord, to benefit from voice effects like walkie-talkie effect or radio effect. KSP = ONE computer (player #2 looks at player #1 screen) Chat = TWO computers (player #2 talks to player #1 with a voice distortion effect) OK at this point it seems I'm unable to explain what I'm trying to achieve. Nevermind.
  16. Is there a mod similar to this one that gives me more feedback when I'm in first-person EVA ("through the eyes of a kerbal")? Like a mod showing a 3D joystick or arm-mounted buttons on the Kerbal, or whatever, so that when I'm in VR I have more feedback about the piloting of the space suit. Some piloting feedback similar to the one you have in the bottom-left corner of the screen when you're in docking mode guidance.
  17. Excellent suggestion! Thanks! No need to be sorry That would make sense, but since we're physically in the same room, player #2 can just peek at player #1's screen (player #1 won't even notice as he's wearing the VR headset). Also it's meant for beginners so there won't be complex manoeuvers.
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