Jump to content

Search the Community

Showing results for tags 'feature request'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Suggestions & Development Discussion
    • KSP 2 Dev Diaries
    • Show and Tell
  • Kerbal Space Program
    • The Daily Kerbal
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Player Spotlight
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (Console)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 7 results

  1. The associated issue is located at https://github.com/sarbian/ModuleManager/issues/157 Overview Strings must be now explicitly stated either by single or double quotation marks, otherwise, they will be treated as variables, which might cause errors. To create a new key, you must place '+' or '$' before the setter All other existing syntax will be preserved Functions - getVar(variable) get a variable, starting here - getVarRoot(variable) - get a variable by the name, starting from root or key correspondingly. The first parameter is optional and is used to track the number of calls. - Variables belonging to the local node are obtained by simply typing their name. - To get variables from ancestors, use ##$...$ instead. - regexp(pattern,string) - run regexp expression on a string - sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions - getKey(...) : - 2 inputs: name, index - get a single **key** by **index** - 1 input: name - get all **keys** by name - 1 input: key - get key's value - no inputs - get all keys under all names - getKeyValue(...): Like getKey(...), but gets values, not the keys themselves. - setKey(...) : - 3 inputs: key name, index, value - set given key at the given index to the given value - 2 inputs: key, value: sets given a key to a given value - 2 inputs: keys, value: sets all given keys to a single value - 2 inputs: keys, values: sets keys to the corresponding values - 2 inputs: key name, values: sets keys under given name to the corresponding values - 2 inputs: key name, value: sets keys under given name to a single value - If you want to set multiple keys to a list, use setKeyDuplicate function - setKeyDuplicate(...): - 2 inputs: key name, value: sets keys under given name to a single value - 2 inputs: keys, value: sets all given keys to a single value - call(func, inputs): calls a function with given list of inputs - getKey(...) : - 2 inputs: name, index - get a single **key** by **index** - 1 input: name - get all **keys** by name - 1 input: key - get key's value - no inputs - get all keys under all names - getNodeValue(...): Like getNode(...), but gets values, not the nodes themselves. - setNode(...) : - 3 inputs: node name, index, value - set given node at the given index to the given value - 2 inputs: node, value: sets given a node to a given value - 2 inputs: nodes, value: sets all given nodes to a single value - 2 inputs: nodes, values: sets nodes to the corresponding values - 2 inputs: node name, values: sets nodes under given name to the corresponding values - 2 inputs: node name, value: sets nodes under given name to a single value - If you want to set multiple nodes to a list, use setKeyDuplicate function - setNodeDuplicate(...): - 2 inputs: node name, value: sets nodes under given name to a single value - 2 inputs: nodes, value: sets all given nodes to a single value Setter prefixes '$' as a modifier - creates a temporary variable '$$' as a modifier - creates a long-term variable, but it is removed after all scripts finish. Basic data types String, node, key, number, boolean, list, anonymous function Advanced data types Achieved through specialized functions. Operators - \+ adddition - \- substraction - \* multiplication - / division - ^ exponent - | OR - ! NOT - & AND - \ XOR - !| NOR - !& NAND - !\ XNOR - = equal - \> more - < less - <= !> not more - \>= !< not less - <> != not equal Grouping - () parentheses - <% ... %> code sections (they do not start a new node). - [[...]] - list Where? It will need a new file format - which distinguishes it from simpler patches. Suggestions for file extension: - mm - from '**m**odule **m**anager' - akp - from '**a**dvanced **k**erbal **p**atch' - kscript - from '**k**erbal **script**' - kpscript - from '**k**erbal **p**atch **script**' Why? - KSP API is too complex for beginners - Existing capabilities are insufficient for extremely advanced users How? Existing patches should not be called 'scripts' - they will be more advanced form of data. Constructs - Define function: FUNCTIONDEF[...] <%...%>. Place inputs within square brackets, and in double curly brackets place code. The FUNCTIONDEF is a reserved name in this programming language (but not in CFG files). The first input names the function, following ones are input variable names. - Define anonymous function: FUNCTIONANONYM[...] <%...%>. Place inputs within square brackets, and in double curly brackets place code. The FUNCTIONANONYM is a reserved name in this programming language (but not in CFG files). - for($x = 0; #$x# < 10; @x += 1) - a 'for' loop - foreach($x = 0;@NODE[y]) <%...%> or foreach($x = 0;#key) <%...%>and - runs an action for every node or key - if(cond) <%...%> elseif(cond2) <%...%>} else <%...%>} - conditional statement - fornode(node) <%...%> - run given code for a given node - try <%...%> catch($exc) <%...%> - if first block throws an error or exception, call second block '-' with text "qwertyuiop" - 3 = "qwertyu" 3 - "qwertyuiop" = "rtyuiop" 3 - "qwertyuiop" - 3 = "rtyu" Remove the last instance: "anobnoa" -< "no" = "anoba" Remove last instance "anobnoa" >- "no" = "abnoa" Remove first instance "anobnoa" - "no" = "aba" Remove all instances
  2. I am building a space tug that moves its arms out of the way from the object it is towing and re-aims it's main thrusters located on the arms based on direction of travel. I am trying to use weak motors to save cost and weight, but I am finding that the toggle locked actions don't do any good. They dont seem to trigger and toggling requires them to be in the right state to start. I wish there was a way to say at the start of a movement unlock that part, and once moving is complete to lock it again. Also setting the play head to 0 after getting to the end is nice too so I dont have to add those steps into the custom action groups.
  3. Just bought Making History; primarily so that I can test it with the mods I maintain, but decided to give it a quick go anyway. Not even 10 minutes in and there's a GLARING issue - when reverting to the VAB to tweak your craft, you have to rebuild it from scratch. Every. Single. Bleeping. Time. EDIT Ok, so it's actually possible to re-load the last craft you built for the current stage of a mission. This wasn't obvious to me since so many other parts of the game are restricted/disabled during Making History. So it's not quite as bad as I originally thought, but still: not a good user experience. In the standard game, going back to the VAB always has the last craft you built open. When reverting to the VAB in Making History, it should be the same - autoload the last craft built for the current stage of the mission. /EDIT That is NOT a good user experience. Feature Request: When reverting to VAB, have the last ship you built visible (as is the case in the core game), and not an empty palette.
  4. I know it's soon after the release, but I wanted to get out some early feedback on the Mission Builder because I love the idea behind it. Checkpoints are a really useful feature to quickly test changes in the mission plan. I'm not yet sure how extensive it is if the whole structure before the checkpoint is changed, but after some short tinkering with it, I found that it atleast works if the nodes after it are changed. The Celestial Body window is a great way to see the parameters of the nodes. However there are some things I encountered that I'd like to see added and I found some bugs. Bugs Inconsistent behavior with the 'Ignore Surface Velocity' flag between the 'Landed Vessel' and 'Splashed Vessel' nodes. Current Behavior: I both cases when toggled on, the 'Max Surface Velocity' Slider and input box disappear. Then when the node is deselected and then reselected, even though the flag remains on, for the 'Land Vessel' node the slider and input button are shown while for the 'Splashed Vessel' node the two are hidden. Expected Behavior: The behavior for the 'Splashed Vessel' node is expected. The input box and slider should be hidden. Urgency: Low The Celestal Body window in the GAP (Graphical Action Panel, right side bar) remained open for longer than expected. Current Behavior: After editing a node that uses the Celestial Body Window and clicking another node the Celestial Body window remains but goes to black. Only after clicking on a third node (or going back to the first one), the window disappears. Expected Behavior: Close the window immediatly after clicking on a second node. Optionally if that second node does use the Celestial Body window, keep it open and switch the view to the correct body. Urgency: Low Can't immediatly launch for the launchpad right at the start of the testing. Current Behavior: After creating a mission with the VAB/SPH enabled and creating a vessel and saving it in a previous test, when in the Astronaut Complex overview and clicking on the Launchpad all parts are locked. This is fixed by first going into the VAB/SPH and launching from there. Expected Behavior: Allow to launch directly by clicking on the launchpad. Urgency: Low 'Dialog Message' and 'Display Message' don't support newline characters. Current Behavior: Newline characters/line breaks do show up in the message input box, but do are ignored/removed in the game. Expected Behavior: Line breaks should not be ignored in the game. Note: I noticed that the newline character and tab (\n and \t respectively) are interpreted in the input box, kudo's for supporting that, but could it be the source of the bug? Urgency: Medium Edit: '<br>' does work, but this introduces the 'Input box caret position'-bug I describe bellow. Input box unfocuses on scroll Current Behavior: After editing an input box, scrolling in it, and clicking on a specific location the whole text get's selected as if the box was not focused/selected. Expected Behavior: Clicking should move the caret to the position in the text of the click. Note: All input boxes select their whole text on focus. In most programs that behavior is reserved for double click, the first click moves/places the caret. Urgency: Low A node was sticking to the cursor, not sure what caused it. Video. Download Link to the mission files at the time. Urgency: Low Reclaiming a vessel with the VAB/SPH locked can get a player stuck during a mission. Current Behavior: After reclaiming a vessel, there's no way of progressing further in the mission. Expected Behavior: Roll back to the last 'Spawn Vessel' node. Urgency: High Vessel requirements not checked properly on vessel load. Current Behavior: When loading a ship in the VAB, not all requirements are checked propperly. Example; 'Vessel requires x stages' stays at 0. Expected Behavior: Check all requirements Note: A workaround is to add and remove a stage. Urgency: Low A small bounce on the launchpad triggers the failstate during the Dawn of Space Age mission (tested at the third, the Jebnik 1, launch) Urgency: Medium Input box caret position doesn't always match with where the text appears. Video. This bug is caused by inputting newline characters ('\n' or '<br>') instead of pressing enter. Each character in these tags offset the caret by one, so 2 for '\n' or 4 for '<br>'. Urgency: Medium Feature requests Some nodes should be able to output their state or completion variables. Urgency: Low Examples: 1) Use the output of the Time of Mission node as a variable in a Dialog node. 2) Use the the body that statisfied the 'Any Celestial Body' option in a previous node as an input in a following node so that mission can dynamically adjust to different planets. 3) Use the ship that statisfied a previous node as the requirement for the following nodes. If a mission is structured as follows: Reach orbit --> Land on Kerbin. The player can launch a ship into orbit, then instead of returning to Kerbin, can just create a new ship, hover for a second and then land the ship. 4) Use the time the mission took as modifier for the score. Add an option for the node 'Land Vessel' to also include allow splash down. This can ofcourse be done with a separate 'Splashdown' node, but this clutters the objective window for the player. Concurrency for events. What I mean with this is adding a way to support event loops that don't interfere with the main objective tree. Example: I was trying to have an event happen every 5 minutes (such as a dialog), and could achieve this with the following setup: 'Always True' --> 'Display Message' --> 'Time Since Node'(5m, "Display Message") --back to the Display Message node--> And set the 'Catch All' flag at the 'Always True' node, and disable the 'Activate only once' flag for the other two nodes. This worked and the event did fire every 5 minutes, but if I then connect other goals to the 'Start Node', they are somehow getting disabled (the goals that is, not the event loop). Presumably this is caused because the event nodes are the active nodes. A 'collapse all' and 'close all' button in the GAP. Urgency: Low Add a "Revert to vehicle assembly" option during the mission. Urgency: High Add an option to limit the number of allowed launches so that you can force the player to create one ship and complete the whole mission with it. Just found out you can do this with a 'Spawn Vessel' node. When adjusting the 'Mission Start Time' Box at the Start Node, open a Celestial Body viewer so that we can see the position of the sun with respect to the planets or a moon with respect to their planet. Urgency: Low Add an option in the 'Parts Selection' window to allow or disallow whole categories (for example with right mouse button on the Group Icon). Apparently the hotkeys are Shift + Click and ALT + Click During a mission, add a 'Revert to last vehicle creation' or 'Revert to last Checkpoint'. Note: This is different than 'Revert to launch' since this should also work after saving/loading and does not require the player to be in flight. This can also act as a temporarily bandaid solution to many bugs that are currently in the game. Urgency: Medium Add icons to nodes so you can easilly see what type of node it is without having to click on it. Mock-up Urgency: Low Add a way to support vessel restriction groups 'Must have a docking port', 'Must have a science module' and 'Must have an LV-T30 or LV-T45' Urgency: Low Ability to copy and paste nodes. Sometimes you want to create highly similar nodes, so copy pasting would be nice This is already in the game Add an 'Any Orbit' option to the Orbit Node. Sometimes you don't really want to specify an orbit, but use the objective as a in-between step which doesn't really require any specific orbital parameters. Urgency: Low Suggestions Replace the 'Vessel: Unknown' text with 'Vessel: Any' if the Vessel option for a node is set to 'Any' Why is 'Modify Score' a separate node when the 'Change Score' can do the same thing. Furthermore, why is adding score not an option in the 'Modify Score' node? Lastly, it is unclear what has a higher precedence level Completion Bonus or Modify Mission Score. I suggest to combine the two nodes and remove the Completion Bonus option. Add an 'Add score' option to the pull down menu of the current Modify Mission Score. During a mission, the mission pannel is quite cluttered. I think it would be nice to remove/hide objectives that were completed in previous check-points (i.e. after completing a bunch of objectives with a vessel, if the mission requires the player to create a second vessel, hide the objectives of the first one). Input boxes for Dialog nodes are really small, only 3 lines (on 1920x1080 resolution). Perhaps scale a bit with the content. Update 1 - 14/03/18 I will continue updating the lists as I come across other things Added 4 bugs Added 4 feature request Added 2 Suggestions Added an example to the Variables feature request Update 2 - 14/03/18 Removed a feature request about creating vessels during a mission, since this is already in the game, but added a bug that also has to do with the 'Spawn Vessel' node. Update 3 - 15/03/18 Added 3 more bugs. Added 2 Feature Requests Added 2 Suggestion Added urgency measure. Update 4 - 20/03/18 Updated the two newline bugs with info from @Lupi
  5. Hey guys, is there any chance you can do mappings with the keyboard option for Xbox One? I haven't tried it yet, so it may already work but, if it doesn't, any chance you can support this?
  6. When you have dozens of craft files, it becomes tedious to scroll through the big list on the search dialog. My request is that you put a text field at the top which lets you filter the entries. Since you have something similar on the Parts search box in the Editor, I'm hoping this isn't a lot of work to implement. Would be great to have it on the savegame load dialog as well (including the Alt+F9 Quickload one) Edit: Also please set the initial focus in this dialog to the field, so you can just start typing.
  7. I was watching the movie The Martian and I thought that it would be rather easy to implement sandstorms in KSP. 1) There would be a random possibility to trigger a sandstorm event after entering the atmosphere 2) Particle effects can be used to visually represent the sandstorm. Also decreasing global illumination and draw distance gives the low visibility effect. 3) The wind can be just a force vector of random magnitude acting on random points on the ship all having a particular direction.
  • Create New...