JoerT
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JebmaScript - KOS Alternative using Javascript
JoerT replied to JoerT's topic in KSP1 Mod Development
Hey Steven, erendrake, Thanks for your prompt and insanely detailed reply. Judging by all that, I'm starting to thing that this thing may be more involved than I'd like it to be. Hooking JS into KOS sounds amazing tho. For now, I'm still experimenting with this thing and getting my feel for c# again. Got a few things that I'd like to try out and play with. I'll get back to you on where we may go from here. Currently a bit busy with things, but when I find a bit more time I'll post a more indepth reply to your post Steven. Thanks for taking this so good by the way. I was a bit worried that my starting this project would not be appreciated by you guys. -
I've recently 'discovered' KOS, and I absolutely love what it lets me do. While mechjeb feels like cheating, getting the same effect through a program I've made myself feels very good. The issue I have with KOS tho, is that it's tricky and hacky to make reusable code. You can make various scripts and pass in some parameters, but the way this works feels a bit dirty to me. I see the charm of having a system feel Apollo era, but I'd rather have something more.. clean I guess. Also, the syntax of KOS, with a DOT as line terminator and odd control structures (UNTIL, WHEN THEN and IF without THEN) makes it very hard for me to write code that works right off the bat. Disclaimer! Mad props to the developer(s) of KOS. I love what they made and really hope they keep it up. I do NOT mean to bash KOS. I just have a personal preference which is not fully matched by KOS. I'm a web-developer and work with javascript extensively. I love javascript and the way it works with closures. I thought it would better suit my needs. After searching around the web a bit, I found a couple of fledgeling projects trying to do the same thing, but I couldn't find any finished addon. This all made me poke around in add-on development for the first time. I fired up Visual Studio and after a bit of hacking and brushing up my C# I've got a working Javascript interpreter running inside KSP, printing all kinds of trash to the console. It's a long way from anything half useful, but so far I think this really has a chance of actually working. The plan is to make the thing very much event driven. Loops would work by hooking into an update event, which gets called at regular intervals. I was wondering if anyone else thinks this is a good idea, or if I would be making this just for me (which would be fine by the way). What I want to avoid, is reinventing the wheel, so if anyone knows about a similar or identical addon, please yell ;p
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Weirdly, I don't have any of the rescaling issues I see around here. In my case I randomly crash to desktop. Sadly, I think I'll have to take your advice. I'll be pulling in all my TweakScaled ships and removing it until there's some kind of update. Really bummed out about this tho, since TweakScale gave me a lot of creative freedom, even tho it did make some missions too easy. That's ok for me, since I don't really play for the challenge. R.I.P TweakScale
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Congratz on your job. I guess you took your scale tweaking to a professional level eh I hope you find the time to relax soonish and after that, maybe give this mod a bit of an update. I love it and it really changed the way I build ships. Playing without it feels wrong now. If you do find the time, I have a couple of logs of a game crash that may or may not be cause by TweakScale. The friendly supportforum crew pointed their fingers at this mod when I posted my logs there. http://forum.kerbalspaceprogram.com/threads/106923-Random-crash-without-message?p=1662687#post1662687
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Random crash without message
JoerT replied to JoerT's topic in KSP1 Technical Support (PC, modded installs)
It seems I had included the wrong log file. The output.log is now added to the google drive link. Sorry for the inconvenience. -
My KSP has been crashing every hour orso since 0.90. I have updated all my mods, did a clean install and deleted the mods that are not essential to me. I'm using Win7 64bit with KSP 32bit. What I have left is: In Flight Waypoints MechJeb NEAR Procedural Fairings Kerbal Alarm Clock ModuleManager 2.5.4 All the logs I could find + Savegame on Google Drive https://drive.google.com/folderview?id=0By9azxHKlc13aHZ1N29raW5GNVk&usp=sharing These logs are from just after the fresh reinstall. It was the first time I started playing since, and the first time it crashed since. The issue is hard to reproduce. I don't know how to cause it, but it happened this time after crashing the Duna Dropper 3 ship (hard and awesome) and trying to quickload. When it crashes, I don't get the nice alertbox saying I should contact the devs about this issue. It just shows the desktop, as tho as I had hit alt+f4. I hope someone can help fix this or maybe help blame one of the mods for me.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
JoerT replied to Firov's topic in KSP1 Mod Releases
I cried too soon. Toggling between back and forth between meters and kilometers resolved my first issue. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
JoerT replied to Firov's topic in KSP1 Mod Releases
I seem to be having some issues with the altimeter parts since the ARM patch. I use it to extend solar panels at 75KM, but when I try this now, it extends them in a very early stage at launch. Possibly around 75M? Another thing I do is have it extend and retract my landing gear (using an action group) at 50M. Now it seems to not toggle the part reliably (I've had it not extend my gear a couple of times, and when I started doing it manually, it suddenly started working, retracting my gear just before landing ;p) The first issue is very much repeatable. The latter was a bit harder to test, but if so desired I'll give it another shot. -
Thanks for the correction and the kind remarks Horseman. I've corrected the typo and added a few more arrows which I think help explain prograde and retrograde a bit more.
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Great. I've updated the picture now with all your remarks appart from the font ;p I've also added a bit more info about pro-grade and retrograde, so circularizing is possible using the data on this sheet.
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Thanks a lot for all the feedback so far. I think you've all got some good points. I think I'll keep a handwritten font, tho I'll look for a cleaner one. I was trying to depict east. I now see that I wrote both 90 degrees, and "west" in the text. I really suck ;p Would probably be a good idea to change the gravity turn to 7km - 70km for simplicity sake. I did get thos 69's from mechjeb, no innuendo intended ;p Is 70km high enough for your periapsis? I usually aim at 80km at least, tho I'm not really sure where I got that number. I'll update the thing when I get access to my photoshop. Thanks once again
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I forced my co-worker into KSP, but he had a lot of questions. I drew him a little picture of how to go about getting into orbit. When I got at home, I descided to photoshop it so it'd look a bit better. Might be interesing for other beginners too. Here it is https://drive.google.com/file/d/0By9azxHKlc13cHZxbzRkU1o1Vm8/edit?usp=sharing - Updated to V5, typo removed and added more indicators around prograde/retrograde section. I'm not an expert rocket scientist by any means, so any corrections are very welcome.