

Justin Kerbice
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Everything posted by Justin Kerbice
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Regarding Ashlain feature (unlocking launch site before being able to use them, and even be aware of their existence) I think it could be good this way: - go to the location (spotted by ScanSat satellite or found by chance), - drop a kerbal, explore - "unlock"/"activate" the site (new EVA command) => take a look at KAS source for how to to this (- eventually find something, like a switch, to be able to do this, which may add a kind of exploration gameplay) How it could be done: - each building have a unlocked (bool) data OR a persistent list of launch site is kept with the status of each launchsite - when a launchsite is unlocked/activated, the list is updated - the launch button is refreshed with the new site
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KerbalX.com - Craft & Mission Sharing
Justin Kerbice replied to katateochi's topic in KSP1 The Spacecraft Exchange
I'm guilty for non using smart naming convention . I've to think of using these smart convention from B9 and cie, that's where KSP mod admin thing is in fact ! My opinion on this: you have 2 choices, none ideal: 1 - rely on (unreliable) users, 2 - do a super complicated and slow magi-guess algorithm 1 => add a voting system/use more than 1 source to be sure (if on 4 inputs on 4 you have 4 different things => boom, but if more than x %, 75 for ex, are equals, it may be good) 2 => magi-guess may not be so hard just need multiple steps: a part-mapper style script to gather archive contents from mods and make a set of archivename = parts list (could be also user inputs or... boring work to download everything and parse !) a DB to look at each part found on uploaded craft and match the mod archive name (praying author have add version in it !) -
KerbalX.com - Craft & Mission Sharing
Justin Kerbice replied to katateochi's topic in KSP1 The Spacecraft Exchange
My bad, I thought KSP Mod Admin display parts by their category (Utility, Propulsion, ...), it may be an option, don't know. but the tool display a list like: craft name |-Clamp-O-Tron Docking Port (2) Squad |-Inline Reaction Wheel (1) Squad [COLOR="#FF0000"]|-IE.RepulsorAlpha(3)[/COLOR] |-Y-1 (1) Kerbice Group |-... (missing part comes from lo-fi wheels & repulsors mod) Usually, this great tool allow you to see missing part in quite obvious way (ex of some missing parts due to mod removal: Karbonite.Tank.25.01, or TTcarwheel.Tweakable, it's easy to figure out which mod contains the parts ) Anyway, mod name display could be better, more precise, due to the "folder as base" style many modders use, including myself. -
Like the former version your idea, but we may consider a "ship" (in KSP meaning = also a single walking kerbal) can "view" or "discover" a point where a building will/would be. The construction itself and all its includes is "magically zipped", ie you discover a spot, like the top moutains of Kerbin, and you got the Chalice tower I've put there (see the Kerbtown buildings for more info). How it was built is another story . There could also be seen as "anomaly" (for some like ancients ruins) and available when uncovered. (Damned !! I just thought of Stargate movie, they discover the ark then they use it ).
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Another short definition: KSP is a kind of interactive LEGO* game in which you can make your own parts . *or Playmobil or Meccano or any kind of similar building game.
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KerbalX.com - Craft & Mission Sharing
Justin Kerbice replied to katateochi's topic in KSP1 The Spacecraft Exchange
@katateochi: regarding mod's name matter, I have an idea: instead of using dir name only (I perfectly know it may be temporary I guess), why not first use part dir + category + partname like KSP mod admin. And, allow users (uploader of a craft or not) to create the link "part -> archive/mod" with a download link (+mirror(s)). Also, considering stock parts as not a mod (special process for Squad and NasaMission dirs/names) So we may have something like: A marvelous craft use: modA.catB.part1 modB.catC.part6 both parts are links: already known: mod page on KerbalX (mod X version a.b.c contains ... list of all the parts) unknow: an edit page "help us, give some info about this mod please" with a form containing base name (ex: Firespitter), archive name (Firespitter-pre6.3....), version, download link(s) (one texfield + a '+' to add more links). This page may handle more than one mod version (to ba able to sort out parts added / removed). Be careful here, you would consider old mods as for example in 3 years we got crafts using very old mods and never been updated, people can be aware this astonishing craft is using something obsolete and may be upgraded or don't know, removed, kept for preservation (like a museum ), ... When it is filled, mod get a reputation (or trust factor) of "to be confirmed", more users need to confirmed the mod is the right one, and the download links are safe (to avoid dubious/scam/infected/fake links/contents) -
Did you choose a very bad example or I didn't catch the trick, cause if there are 2 different chars for the same logical operator for 2 different confignodes which are only those 2 (for now at least), it's useless cause MODULE are always in form MODULE{} whereas resources are either one or the other form which didn't use the name MODULE (obviously) at all. Even the only parameter-less module I know use the usual syntax: MODULE { name = ModuleSAS } as nothing else can use MODULE name, MM (should) know it's a module and not a MIA kerbals (in Tron style ) or a gremlin. So, don't using NEEDS is quite a bad practice, which may explain some issues people have with HotRockets FX or other if for any reason, the plug-in is not loaded. HRFX and NEAR for example don't use it in their configs, NEAR use only FOR.
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@sarbian: I wonder why negation use two different characters in part check: @PART[*]:HAS[!MODULE[ModuleCommand]] @PART[*]:HAS[~TechRequired[]] why not using the same '!' or '~' ? Is there any difference with them (undocumented maybe) ? And: FOR and NEEDS are equivalent or not ? If I use FOR statement, does it check for existence of plug-in or directory ? Or I need to combine both to make sure the plug-in is there and the patch is related to it ? Thanks.
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Good but clouds and Duna's words shadow are too much, with clouds, it doesn't looks like Duna at all, I want my Duna back !!!!
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[WIP] Basic Resource V1 Karbon Edition
Justin Kerbice replied to lowaltitude's topic in KSP1 Mod Development
Hi, don't want to sounds rough but except "a mod that will change how the gameplay feels in Kerbal space program" (is there something more ?) , your mod doesn't bring nothing new from already existing resource(s) mod like Kethane and Karbonite. So, instead of adding a new mod that's do the exact same thing (scanning, map of resources, mining, converting, storing, using) the exact same way as these mods, why not better contributing to them in a way or another ? -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
from the "release" post: That's not true , crafts are not really welcome there. (but KerbalX do the job ) -
Kerbal 4X: inventory and scavenging
Justin Kerbice replied to SiriusSam's topic in KSP1 Mod Development
You're welcome. But as passinglurker said, doing this way is not very good, as it will for sure go over everything and mess up the parts display (using RealFuels for example). I more imagine a small window (moveable maybe/a toolbar window which can be closed/hidden) with a slider if relevant with all the resources. -
In the other hand, landing gear and legs use special and dedicated module to handle them, which may, or may not, take care of the moving collider, which is not the case of the basic PartModule used by static parts. I tired once with a kind of "corridor extender" without success, collider was generated by unity, convex and tied to the mesh. It may be possible to do something with Infernal Robotics (like the piston for example).
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Hi everyone, you may have already noticed that engines can overheat, but there is no way to know what is happening and how much is temperature increase and we don't have any mean to cool them down. That's why I made this, the ENgines TEmperature SensOr (or EnTeSo), to monitor engine temp in real time and give some means to cool them down in any conditions (in or out atmosphere, at low or high altitude and while running or not). In the pic below you can see the sensor in action: There is also a sequence of pics showing how amazingly effective cooling is in KSP (as in 40 seconds, a Mansail cool down from 2558.2 ° to -34.4 °, Celcius scale is assumed). Considering cooling is space is less effective as we may first thought, despite the very low temperature in the dark, the stock parts looks like to be magically cooled down. But engines can still overheat and explode, especially under heavy duty (pushing an heavy mass) or when they are close together. Overheat bar by the way looks like to be displayed when engine temp > maxtemp - 1100 (almost) °, maxtemp as defined in part. With maxtemp = 3600, overheating condition start at ~ 2500 °. Fuel tanks connected to an engine don't really get high temperature (in some previous experiments, a FLT-800 connected to a LVT-30 engine get only 200-300°C as far as I remember, using stock thermometer connected to it) Also, maxtemp of most parts are 3600, do you know a lot of materials which can keep their current solid phase as such temperature ? Tungsten have the top melting point of all metals (3414 °C according to wikipedia) at normal pressure. For the record, all parts have some undisplayed parameters: heatConductivity = 0.12 heatDissipation = 0.12 (seen in Part class) I think of modifying these values for stock/all parts by default and add passive/active cooling system with better values. And add these parts: - one radial passive heatink & one surface passive heatsink - 2 or 3 active cooling systems: one computer fan surface attached, one which looks like an intake to use in front for maximum efficiency and another one which could be used anywhere in the stack. + use of Kelvin (better as KSP use International System of Units) and Farenheit scales. Status: - temperature reading ok (simple ModulesEngines(FX) classes extended + ModuleManager patch for all engines using these two modules) For heating dissipation, I don't really want to make something as accurate to our real word and as complicated as KSPI or Near Future parts which use thermodynamics rules I guess to do the job. DOWNLOAD version 0.1 License: Whatever license 1.1 EDIT: temperature looks like to be in Celcius degree, as we have a pleasant 19° at ground level, water is liquid (but may be very very salty as nothing sink), ground is not fully covered by ice and snow, we've got contrails and temperature can be very low (-200°), so it definitely can't be the Kelvin scale.
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Kerbal 4X: inventory and scavenging
Justin Kerbice replied to SiriusSam's topic in KSP1 Mod Development
Could you make the propellants displayed/purchased elsewhere ? I mean, one fuel tank on the pic above, and maybe a list: LF 360/540 MP 10/10 Ox 440/660 SF 433/433 It may be out of the scope of your mod right now, but maybe one tank, and "fill with" action, the propellant we want. This will obviously make fuel tank fully versatile (in the cost of forgetting the property of each propellant and their requirement for storage/usage). -
KerbalX.com - Craft & Mission Sharing
Justin Kerbice replied to katateochi's topic in KSP1 The Spacecraft Exchange
Sorry for the late reply. ok. Not very obvious I guess. Doesn't looks like now there still missing parts left . The part scan it still quite intrusive and rough, it takes everything, including my test and/or secret parts ! -
Another feature request: add runway in VAB (and launchpad in SPH I guess). The launch menu is great . EDIT: @colmo: good, I have thought also of new contracts style: delivery from one place to another (supplies, misc goods, emergency help, payload, crew(s) ), with something like: go to this location (coordinates/name) take this deliver it to this location (c/n) [optional: time allowed D days H hours] get paid for successful delivery (+ more/better contracts) or charged for failure (maybe with optional insurance we can subscribe, we earn less but we don't have to refund customer). Also, I hope buildings could be like parts and have some modules and resources (to make static fuel storage on airfield/airport for example). EDIT2: an issue I got: editing an assets maybe from some distance (~300-400 kms I think), like Kerbtown (camera issue ?), I've tried once to edit KSC2 thing from more than 600 kms away, kerbtown doesn't like it very much ! Now I always drop a vessel near the place I want to put something .
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Hi, in 0.23(.5), there was the issue with those damned launch clamps which allegedly "moving", preventing you to save or exit to space center after switching to them. Also, Kerbtown doesn't include the auto cleaning feature on new launch, so you can have multiple launch lamps mixed with your super crazy awesome designed ships. But/fortunately 0.24 is there now and the launch clamps are generously removed and recovered for you (behind your back by the way, they are gentle thieves maybe) so it is not only useless but also bad for business. Anyway, it may be helpful for some people using old version of KSP for whatever reason so here it is. => download <= Sandal !! There is no pictures !!! What a drama, what do you want to see ? one or more explosion far below a ship, amazing ! It just blow all launch clamps of the active vessel when some condition are met (usually around ~600m away). Never let these launch clamps be a major annoyance !
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Kerbal 4X: inventory and scavenging
Justin Kerbice replied to SiriusSam's topic in KSP1 Mod Development
It's depend how it's works and how we deal with resources. It may eventually allow you to set "difficulty" mode: start with no resources, start with a little amount or more, with the addition of resources "market" (we can just buy and sell at a fixed price but it may open some doors for extensions). -
[WIP][IDEA] OWSI Tele-Fuel Tanks!!
Justin Kerbice replied to One-Way Films's topic in KSP1 Mod Development
No need for such complicated thing, I've made a fuel generator (AMuG), and a basic "space gas station" for easy and less boring refuelling duty, click my signature for my stuff. -
The gif store & display website you use sucks, I only got blank page with some controls, but no anim at all :/. unity hierarchy doesn't matter that's much here, I just put the two under the GO which have the parttools component. The explonode is an empty GO used to orient the part in a way or another. But unity sucks because parent gets children orient and location (??? usually children obey to their parents, but here it's the opposite ! unity defy the basic logic in so many ways). That's the trick, you have to set the empty GO as you wish then, and only then, put the child under it, if you do the opposite, you'll mess up the child while playing with the parent ! And pivots in 3D modelling doesn't matter at all, you can orient them as you want, unity doesn't take care of them !