Jump to content

Ippo

Members
  • Posts

    1,349
  • Joined

  • Last visited

Everything posted by Ippo

  1. Quick dev update (it's been a while since the last one). I'm working on some more polish, especially code-wise. In all honesty, it's a much more difficult plugin that I thought, and it's starting to show. I'll have to do some serious work on it to make it reasonable when I'm sure it doesn't need any new addition. Anyway, the big difference you are going to see in the next update is a GUI Messages will be reported using the new messaging app (both failures and inspections), and in the space centre there will be a window to edit the settings. I just finished testing this new settings window and I was able to toggle the manual failures option successfully
  2. I'll open a github issue as with all the other feature requests, you can close it if you don't like it
  3. Stupid idea: how about a random mod page? You could either have a button that takes you to a random mod, or even add one tile on the main page, possibly in a different color. I think this would be useful to give visibility to mods that are either old or with few downloads, since they would always come out last with the rating algorithm you are using.
  4. Yes, I'll do that too one day. I want to cover ideally all the stock modules, I am just not working on it right now because it would be a lot more code to edit every time I change the API (and I am doing that a lot). Brakes are one failure that will be kinda mean
  5. Well, actually it will be disabled by default, but I am moving the debug options to a runtime flag instead of compile time. In fact, if you check the last commit, I am working exactly on this (and will add some more)
  6. Well, no, it's not intentional that they are *this* frequent. It's actually just a problem of balancing: tanks are always in use, unlike other components, so they age a lot faster. The failure rate however is definitely something you can mess with in the configs: just open the Tanks.cfg in my ModuleManager folder and edit the MTBF and LifeTime to your liking (an explanation of what those values do is in the OP). Just please share the values you found once you are satisfied, it will help me balance things out
  7. Uhm. That's strange because we had that bug, and I fixed it. Do you still have the log file? Also, I'll have to try and solve the mechjeb issue.
  8. Hi there, I implemented it and it works like a charm I actually didn't convert Start to a coroutine though... I'll try later just out of curiosity. Thanks!
  9. Yes, I understand. As I said, I approve this (heck, I'm even running the plugin that shan't be named): just be careful with this. I really don't want to see a "StillBetterThanUpdateware" plugin out there. +1 for the project though
  10. I'm ok with it, but as I said to cybutek... tread lightly. You know this isn't the best of times to bundle something with your mod. I really like the idea (in fact I am running the full AVC), just consider if it's worth the risk.
  11. While I absolutely approve this idea... are you sure you want to go this way? Tread lightly dude... this is not the best of time for bundled plugins
  12. It actually depends on the resource flow rule. Monopropellant flow across all stages, liquid fuel only through connected tanks.
  13. Yes. They are temporarily enabled so that people who want to test it, can. It will be disabled in the release (unlike Squad, when I say Alpha I mean it). My Spare Parts are indeed very heavy, and that's by design. If you play career mode, you will have noticed that they are also very expensive too. MechJeb gets the spares because I use module manager to give them to any command module, and mechjeb is one of them so it gets them too. I'll fix this in the next release. If you are impatient, you can edit the cfg to this: @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:FOR[DangIt] that should exclude MechJeb (but it will ignore the MechJeb pod too).
  14. The honest answer is that I have no idea, but most likely not. Actually, you do care about waste resources if you are recycling them for an interplanetary mission, that's why they are not blacklisted. You did, however, spot a bug in the tank code (empty tanks should not leak). Thanks!
  15. That's Deadly Reentry. I haven't tested with NEAR: same as above, please open an issue on the tracker or at the very least send me the log by email.
  16. Hello everyone, I was wondering if anyone here knows something about climate modeling. Basically, what I'm looking for is either: 1) a free (better if free speech) software to solve general circulation models; or 2) a detailed description of how a GCM works, so that I can implement my own. I already found some interesting resources, but they are not in-depth enough. The model doesn't need to be accurate at all, just realistic: in fact, I basically just want it to be able to predict wind and storms. But why? Well, because if we had such a model, we could solve it for Kerbin (and other planets, ofc). Once we have the climate data, we could implement a mod that adds winds and storms. For obvious reasons of CPU load, we could solve the model offline and then fetch the simulation results from pre-made files, so the cpu load would be greatly reduced and we would be able to run this in real time. Of course, we don't really need a true climate model: we could generate a random climate using coherent noise and call it a day... but where's the fun in that?
  17. If you want to play contracts without having to worry about money, you can just edit your save file to have a huge amount of funds and just forget about them. Open your persistent.cfg file, use a text editor to find "funds" and you can change the amount to whatever you see fit.
  18. ... you don't like career mode with contracts, so you want a mod to add contracts to the science mode that doesn't have contracts?
  19. You should merge the GameData folder from my zip into the main one. In the end, in your GameData you should have: - one folder called DangIt that in turns contains ModuleManager, PluginData, and the .dll - another folder called ZZZ_DangIt_FAR that contains the FAR compatibility dll The absolute best would be to open an issue on my github tracker with a link to your log. Otherwise, send me an email to m.ippolito@outlook.com with the log.
  20. Suggestion: in addition to prerequisite contracts, also implement mutually exclusive contracts. This would allow you to write story lines that bifurcate according to your choices.
  21. Toolbar and Module Manager are two very, very different things. Also, Toolbar has been updated very recently (26th of july): you shoul try to update it before we continue.
  22. True, but xml files have the advantage that they can be validated against a scheme to ensure they are correct, while ini files (AFAIK) can't.
  23. No problem, one of these days I'll write at least a basic wiki so that everyone can get to know how to use this more properly.
×
×
  • Create New...