Justin Kerbice
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Everything posted by Justin Kerbice
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@Ippo: sure I'll will thanks. @pjf: regarding this: is there any tiny little chance to get a less strict rule by any chance ? It's far far far too restrictive and "just a rule made to simplify dev's job" (but annoy many other people) At least, this is a simple and easy/not too hard (I hope) change: add: modid (indentified below, name kept) and dirname => directory below so we could have something like: { "spec_version" : 1, "identifier" : "myAwesomeMod", "directory" : "VeryAwesomeMod", "$kref" : "#/ckan/kerbalstuff/1234" } This, and only this, if ckan tools really needs it (I'm not sure about that).
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@AlphaAsh: it looks like your tutorial used an unreleased yet release, on the last one (0.4PRE4e), local instances calculation is wrong, I have a bunch of buildings which are farer than 10 kms (one or two on Duna, two on Minmus), the group feature is not really useful as it is, as it groups ALL local instances, we CAN'T choose instances A,B,C but not D,E, it's "all or nothing", too bad ! @medsouz: 1st post not up to data (KK version)
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wwaoo I'm impress good work on this AlphaAsh ! You also just answer what I'm abot to ask about groups and thanks for the "rot" button, it's better than the bare textfield . Looks like you've also increased window size, that's great. By the way, I'm not really into for discovery stuff right now, and for what I have looked into, GUI and internal needs some knowledge I don't really have yet, if you wish, you could make the UI+config parts (a button in the editor which default is "unknown", clicked => "known", and in launch site's cfg : discovered=true/false). I just play a little bit for now and the Unity GUI thing is not really what I enjoy the most and in cfg, for some reason, it duplicate data (I've ended with two 'dicovered=' lines both with the 2 opposite values !).
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That's a very common creator issue IMHO. Maybe you could: -"hire" someone to play the new user of your stuff, and his/her mission would be to just follow instruction without filling the blanks, -take a break from CKAN stuff, goes back, create a dummy mod or take one without ckan file, follow your own instructions and be angry on yourself for writing such bad doc and fill the blanks yourself. It's a good practice when you wrote some install/usage instructions or a tutorial to follow them blindly, without doing the "non written cause so so obvious (to you) stuff", and if you can't get to the expected result, the doc need some improvements. Summary: "play the dumb computer without brain".
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@pjf: maybe I'm wrong but there is no good enough step-by-step guide which WORKS out of the box and as-is to make a ckan index file and all explanations are quite confusing, looks like to me the usual issue with "I know everything and it's so damned easy I can't explain it well because it's so so so easy". I suggest you to rewrite some part of the adding the bare minimal ckan file for a basic mod. Kind of quick tutorial which doesn't need to read all the documentation to gather just the needed stuff. Right now I'm quite confusing and don't really know the right way to do it . And again, I play with netkan but... it doesn't like to be used any other way you think it should be used. boring...
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Unlockable launch sites on Kerbin.
Justin Kerbice replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
It's already planned with Kerbal Konstructs (see development thread for more info) -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Justin Kerbice replied to Qberticus's topic in KSP1 Mod Releases
Sorry for the lllaaaaatttee answer: 32 bits. -
[WIP] The Cities of Kerbin (Hex Blocks)
Justin Kerbice replied to Eskandare's topic in KSP1 Mod Development
Best maybe to put all this regime in a box, send them to outer space, and create something new, a kerdictamocracytopia. Everyone here works well all together without too much friction. I think people take a foundation which match the target landscape (shape and material), add roads/railway/anything to connect his/her "spot" (a small unit for one building, kind of old Sim City block), put his/her buildings and "furnitures" (ads, signs, lights, ...) then upload the stuff to somewhere. Here, someone take the things, check it's ok, try in his/her KSP test install, if ok => added to the mod for release. But, also, he/she can just offer the pack as a stand alone, independent, addon for the base city, so people can add this new stuff or not (it became unofficial/optional). So, we may have offer for some specific buildings and items that match some specific visions of a city on Kerbin (hospital, city hall, military base, defense system, heavy industry, nuclear/coal/kerbals on bikes power plant, fuel storage, ...) -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Justin Kerbice replied to Ven's topic in KSP1 Mod Development
@ven: what about the mk1 cockpit with integrated air intake ? The two small "vents" on the sides looks like intakes, they could be small but enough to cruise at moderate speed with a basic jet engine. -
[WIP] The Cities of Kerbin (Hex Blocks)
Justin Kerbice replied to Eskandare's topic in KSP1 Mod Development
I got another idea: bild the city with a lot of spots and some signs "build your dreams here, contact ..." By putting a lot's of free spots, no one has to ask you for one specific one, you may just need to set up a shared document in a form or another when people can pick one for use, but no reservation allowed (many people will reserve one spot, start something, left, and... spot not avail, too bad). In fact, people have to come with something done, so no blah blah => "one spot one thing". Regarding your foundation: beware of height and where you want to put it it there are hills or holes. Also, a good way to texture it is a small square, seamless, tile, and using UV tilling in unity (10-15), it gives a result very similar to stock foundations used in KSC (I don't think there is a way to make a better looking tex, I mean tilling will always be visible from some distance, a necessary evil of some kind). For tex, I have start making base texture for such usage, Kerbin grass, concrete, asphalt, mountains, ... I got also a sample of Duna, Minmus and Mun grounds. -
[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
Justin Kerbice replied to marce's topic in KSP1 Mod Development
@marce: two suggestions: 1. adding "right-click on it" below "select part" text, at the beginning I think ":huh: I have the part moron, what bothering me like this ... ggrrrhhhh", 2. display node's direction as vector (like stock lift and thrust for ex), it's a very annoying issue to put node dir the wrong way and hard to figure it out as nothing directly help us, showing where the node is pointing as opposed to where we think it point would be super very helpful -
No for sandbox, we don't need to suffer from the poor career mode to play our own missions. There will be a config item to change this. The second point is quite irrelevant here and is a complete another story, I let this for later as KK has its own issues. Currently we can't just offer launch from anywhere without some knowledge of it (sadly model & tex are all loaded as well as other data) but in term of performance, you'll loose in CPU what you'll spare on memory (the distance have to be calculated in a way or another, for now, as I wrote above, it means going trough the whole list of sites every x amount of time).
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This is about site discovery feature, and everyone is welcome to give opinion, idea or anything (both assets creators and players). I think of two ways to achieve it: "auto" discovery by distance = when the player get close enough (per launch site defined or global for all launch sites), site become automatically "discovered", icon appears on map and it is available in the launch menu, "manual" discovery = here, player have to go on the site, and activate/enable it the same way InfiniteDice does for his video about refuelling (it would be great to have the code/plug-in), this is the way I prefer myself, as a sites may be inactive for a while, dusty, unusable as-is, generators has to be restarted, or power set back to work, or such operations. 1st approach: bad because it needs to get trough the whole list of sites and calculate player <-> site distance often (in FixedUpdate method, every x seconds/minutes), if one is close enough, activate it. It could be seriously resource consuming when many sites exists (Kerbin Side for example). I have thought of a "smart" algorithm which can remove sites that can't be reach according to current trajectory but... not good when flying in circles for example, the "likely to reach list" may be modified often, using more resources than just deal with the whole list. The 2nd approach suits better how KSP works and spare CPU resources for physics. It could be also more "role play", as we can decide we need to go EVA and activate a switch ("power on" ) which in fact would be just go to the blue/red/whatever square/circle/... to do the job. By the way, a bunch of launch sites can also be defined as already available (no discovery needed) as they are supposed to be up and running like Kosmodrome for example and a few sites from Kerbin Sides scattered all around (maybe one big site per continent/zone). Now let's discus this before going further with the code.
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[WIP] The Cities of Kerbin (Hex Blocks)
Justin Kerbice replied to Eskandare's topic in KSP1 Mod Development
It's a good idea, but I'm afraid it will ends up like Kerbin City project itself, if you keep the same kind of management. (If you read me nothke, it's not a criticism) Kerbin City was good but not keeping it alive makes contributors disappointed (I would be if I were one), so I think it would be better to have an open management system, not too strict, and provide base map(s), foundations, base textures, roads, bridges, even railway, light poles, traffic lights or whatever as kind of prefabs (for those who are familiar with Unity) so if you leave for any reasons, project will not just agonize or die, it could stay alive when some others "took over", keeping contributors happy and motivated. It could be a "city construction kit", free (in all means) to use, and one big packs gathered from time to time made of all completed contributions at a time (every x months for example). What do you think Eskandare ? -
mmm... another Kerbtown challenger ? What is the benefits compared to KT or Kerbal Konstructs ? On the other hand, if you have any way to avoid the remote launch site issue, you're welcome .
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@diomeda: ok thanks. But, called me stubborn donkey if you wish , why DP + tank stacked = DP connection works, and DP on tank surface = DP connection doesn't work ? In a strict player point of view: stack or surface attachment is the exact same thing, parts are connected together, what mess is hide behind is not player's business, and that's one of my first post's points. This is where deep thinking and effort have ot be put to make the life of the players easy and prevent us to play the boring game on "how to get around this other issue" while building.
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Regarding your previous question, the question mark is a common issue I guess, I got it too (0.25 in DirectX mode on window failed to load some non PNG/MBM textures for no reason , no issue on opengl mode). AFAIK Kerbin Side include its own version of KK, so maybe remove KK, reinstall the last release from Kerbal Stuff and see what's happen. Providing the logfile may help too, because with what you give, nothing can really be done to help you.
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Maybe looking also at how it was before may help, I guess it was a direct set like you think. Regarding logs: what do you think of using a common prefix for all ("KK:" maybe) as in SpaceCenterManager class, there is "Debug.Log(csc.SpaceCenterName);", no "header" or anything, may be not very useful. For the "explolaunch" unwanted feature, could it be possible to add a kind of "docking port" for the launch site then do as EPL do. Don't know how it will behave with launch clamp but I'm won't bet on it !