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Found 5 results

  1. Quicktex Available on Github License: LGPL Quicktex is a python library and command line tool for encoding and decoding DDS files. It is based on the RGBCX encoder, which is currently one of the highest quality S3TC encoders available. Quicktex has a python front end, but the encoding and decoding is all done in C++ for speed comparable to the original library. While it is not only useful for KSP, KSP is what I initially made it for, so I think it can go here for support and visibility. It should have higher quality than NVTT or DDS4KSP, while still being reasonably fast, as well as having a (in development, unstable) python API for custom scripting and tricky image types like light cookies. Installation If you are on macOS, you need to first install openMP from homebrew to enable multithreading, since it is not included in the default Apple Clang install: brew install libomp To install, just install from PyPI using pip (the package manager built into python) pip install quicktex and setuptools will take care of any python dependencies for you. The package also makes tests, stub generation, and docs available. To install the required dependencies for them, install with options like so (Docs are still a work in progress): pip install quicktex[tests,stubs,docs] Quicktex will be available on Pypi once it is out of alpha. Usage Usage: quicktex [OPTIONS] COMMAND [ARGS]... Encode and Decode various image formats Options: --version Show the version and exit. --help Show this message and exit. Commands: decode Decode DDS files to images. encode Encode images to DDS files of the given format. To decode DDS files to images, use the decode subdommand, along with a glob or a list of files to decode. To encode images to DDS files, use the encode subcommand, plus an additional subcommand for the format. For example, quicktex encode bc1 bun.png will encode bun.png in the current directory to a bc1/DXT1 dds file next to it. For KSP textures I recommend quicktex encode auto -r [filenames] encode and decode both accept several common parameters: -f, --flip / -F, --no-flip: Vertically flip image before/after converting. [default: True] -r, --remove: Remove input images after converting. -s, --suffix TEXT: Suffix to append to output filename(s). Ignored if output is a single file. -o, --output: Output file or directory. If outputting to a file, input filenames must be only a single item. By default, files are converted in place.
  2. yaclog-ksp A command line tool based on yaclog for converting markdown changelogs to KerbalChangelog config files. available on github and pypi Installation run: pip install yaclog-ksp Usage Usage: yaclog-ksp [OPTIONS] Converts markdown changelogs to KSP changelog configs. Options: --path FILE Location of the changelog file. [default: CHANGELOG.md] -o, --output FILE Output file to write to. Uses 'GameData/{name}/Versioning/{name}ChangeLog.cfg' by default. -n, --name TEXT The name of the mod. Derived from the current directory by default. --version Show the version and exit. --help Show this message and exit. for example, running yaclog-KSP --path MyLog.md -n "My KSP Mod" would output to GameData/MyKSPMod/Versioning/MyKSPModChangeLog.cfg Input files are in markdown, and use a certain syntax to be readable by the tool. Metadata is included in a table at the top of the file (which row you make the header doesnt matter). Each version is an subheading with the version, an optional date, and the KSP version as a tag on the end in brackets Example Changelog: # Changelog This is the changelog for my cool mod! | modName | MyCoolMod | | ------- | ------------- | | license | CC-By-SA | | website | Example.com | | author | A cool person | ## 1.0.0 - 2020-04-16 [KSP 1.11] First full release ### Fixed - Nyan Cat now has correct music ### Added - Multiplayer ## 0.9.1 [KSP 1.10.1] Supported versions: 0.2.0 beta to 1.10.x ### Changed A very complicated thing that I can't easily explain in bullet points, but this paragraph works pretty well to get the point across! - Another thing that has multiple specific items - this bullet point * and this other one + oh and another one! ### Removed - Herobrine I'm currently working on a command line tool to generate and append to markdown changelogs
  3. Constellation Builder v0.3 - Web version File version - requires GeoGebra software, download link below DIRECTIONS: Adjust slider for range of omnidirectional antenna to be used on the satellites, in 100's of kilometers. 4Mm range? Set it to 40. As of v0.3 all distance sliders display in kilometers. The grid scale is still 1 unit = 100km. Anjust slider for number of satellites in the constellation. Select connection requirements. (Do they need to connect to KSC and/or each other?) IMPORTANT: IF YOU DO NOT SELECT EITHER CHECKBOX IT WILL PUT THE CONSTELLATION IN AN ORBIT UNDER THE SURFACE OF KERBIN. This is hardcoded and keeps GeoGebra from choking on it until I implement some more features. As of v0.3 this is no longer true. An additional slider has been added to choose the orbital altitude in km, with upper and lower limits of the orange rings. Area of uninterrupted coverage will be displayed as a wireframe torus built from magenta circles and dark purple rings. Recommended constellation orbit displayed as a dark red ring. This will be removed at some point. Minimum and maximum bounds for the given parameters are displayed as orange rings. ADDITIONAL NOTES: Kerbin has a sort of halo - that's where the atmosphere is. Points representing the Mun and Minmus, along with to-scale spheres for both bodies, correct orbits, and rings representing the SOI of both bodies are present. Minmus' orbit uses y+ as the reference direction and the x-y plane as the reference plane. Zoom out far enough and you'll notice a pair of rings. The blue ring represents Kerbin's SOI. The red ring represents the max range at which KSC can connect to a satellite without relays. For the purposes of this tool, KSC is located exactly on the equator at sea level at (6,0,0) Cartesian coordinates. If you download the file, be very careful not to accidentally change something and break it. All game data from the official wiki. http://wiki.kerbalspaceprogram.com/wiki/Main_Page All RemoteTech data from https://remotetechnologiesgroup.github.io/RemoteTech/. HOW IT WORKS: KNOWN ISSUES: Selecting neither connection requirement results in a nonsensical orbit. Minimum orbit does not respect intersat connection requirement checkbox. My torus sucks. Missing "impossible orbit" checks. (inside the atmosphere, in an area swept by the Mun's or Minmus' SOI, etc.) Latitude of polar shadow is given as degrees north (it's both poles) and simply uses "?" if the coverage zone does not actually intersect Kerbin. Polar shadow calculations don't care if the constellation is actually in range of Kerbin's surface. TO-DO: Fix the known issues. Allow adjustment of the placement of the constellation within the upper and lower bounds. Right now, it places the constellation 100km inside the upper bound. Make the antenna range input in either kilometers or megameters. Draw the polar shadows of Kerbin. Right now, all it has is the latitude N or S above which there is no ground coverage. Add an option to show the calculation objects. Upload the version of this that matches the description of how it works. Add pictures. GEOGEBRA SOFTWARE LINKS: GeoGebra main page - Download GeoGebra - GeoGebra License - About GeoGebra GeoGebra user manual (more like a wiki) LICENSE (because forum rules): I did not make GeoGebra. I also did not invent math. All data related to the game and the mod came from the KSP Wiki and the RemoteTech website. What part of this I do hold the rights to is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Have fun!
  4. I made a RemoteTech constellation building helper, would anyone be interested if I uploaded it? It's both a file and a web app. You'll need the GeoGebra geometry software to use the file. EDIT: Released! Find it here:
  5. I... like many of you, probably, have been dreaming of having all the features mechjeb provides... but without sacrificing all of my screen real estate to it. Eventually I want to build a dedicated cockpit... and that's going to require instruments and buttons, of course. So I've started hacking at a way to get all of that data out of the KSP window, and I'm getting rather close. To start with.. this is just a little project that is standing on the shoulders of GIANTS. Two giants in particular make this work and are required for it to function: Mechjeb does all the mechjebing.... and kRPC does all of the communication between KSP and my client and provides the python library it's built on. I'm just hanging tinsel and bows on the trees that Djungelorm and Sarbian grew from seeds. The interface looks like this at the moment: I've just about finished the kRPC extension to grab the data I need and push in the commands to the active vessel's mechjeb and it's working great,and a quick test of the orbital parameters only worked great and I've tried pulling data ridiculously fast to see if I could impact game performance and so far haven't managed to! So, in the next day or two I'll have the buttons and text boxes all connected and working. The graphical elements (the orbital visualizer, and I really would like to do a better graphical piece for the landing and docking visual guidance instead of the kludgy collection of scrollbars and sliders I've got at the moment) will take somewhat longer as I'm learning as I go and I haven't BEGUN to learn graphics in python... but I'm imagining it shouldn't be TOO awful... Seeing as how we're really talking about drawing a couple of ellipses and lines, and moving a few sprites around the screen? Famous last words right? If anyone wants to help with the graphical parts, I'd welcome it, but I'll get to it myself eventually! Future plans... other than making it all work - I'd like to add another page that has a big grid and a filter selector to give you part level control of your vessel. Hypothetically you could bring up every science experiment on board and give you an interface to run, reset and review them, or pull up all fuel tanks and let you manage resource transfers, or bring up your engines and let you disable, enable, and thrust limit them, or decouplers and docking ports, or parachutes... the ability to configure parts from what becomes your external IVA screen seems interesting to me. Anyway. I haven't realized EVERY button in Mechjeb... just the most frequently used ones. I'd LOVE it if people would pour over the screenshots and say "I didn't see a way to do this... and I wanna." So I don't miss something obvious and useful! For example, as I sat here typing this, I realized the 'node executor' section of every page needs 'next node time' and 'next node deltaV' fields. I'd much rather get the fine toothed comb comments NOW than when it's all put together and working and someone says "Yeah, but why didn't you..." and drops one of those 'should have been obvious but now requires redoing a week's work' bits of wisdom on me! Art
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