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Everything posted by Ippo
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The 2014 Officially Unofficial Apollo 11 Recreation Thread
Ippo replied to The Jedi Master's topic in KSP1 Discussion
Uh... Also, what is that beautiful tower next to the rocket? -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
I don't really agree with this. It's a mod hosting site, so if a modder intends to use the site he already has something ready that he wants to host, which means he already got started. Plus, all the information is available in the modding section of the forum that is a much better place for that. -
Wondering: Are Planet orbits hard-coded, or alterable by force?
Ippo replied to Talavar's topic in KSP1 Discussion
Well, the first thing I'm going to do when this is released is mod the mainsail to have 1 billion times the thrust and try to deorbit gilly with infinite fuel. -
To everyone suggesting Procedural Fairings: you do realize it is PURELY cosmetic? It only gets some use besides looking cool if you are also running FAR, otherwise they do NOTHING (besides looking cool). And when I say nothing, I mean that they add some mass to your rocket, but don't drecrease drag and most importantly, YOUR PAYLOAD CLIPS THROUGH. So basically, procedural fairings is not in any way a solution to OP's problem: what he does need is MOAR STRUTS. Or Kerbal Joint Reinforcement, if he's ok with modding.
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Kerbal Space-Race as MMO?
Ippo replied to Domus Ulixes's topic in KSP1 Suggestions & Development Discussion
That's a whole new game you are describing. -
Wait, yhey added all Jupiter's moon in RSS? How did I miss that!? Do want.
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Great! Can I suggest you to move the download link in the OP? Also, I absolutely approve your decision to use kerbalstuff
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Yeah, unfortunately until we get a proper documentation we are just working in the blind. It might be possible to disable it, but I have no idea how. In fact, parts have a SetHighLightDefault method that produces the green glow behaviour, so I suspect that actually it can't really be turned off. Well, works anyway
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I know I'd like a more elegant solution*, but this is basically the only guaranteed to work method. Plus, it's not terribly CPU intensive, since it's just setting a couple of values anyway. * Technically, I could disable the highlight at the beginning of the flight and call it a day: but then it might be turned on again by other sources and I would miss it.
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This is literally the whole of the code: [B]namespace[/B] [COLOR=#555555]GlowSuppressor[/COLOR] { [COLOR=teal] [KSPAddon(KSPAddon.Startup.Flight, false)][/COLOR] [B]public[/B] [B]class[/B] [COLOR=#445588][B]GlowSuppressor[/B][/COLOR] : MonoBehaviour { [B]void[/B] [COLOR=#990000][B]Update[/B][/COLOR]() { [B]if[/B] (FlightGlobals.ActiveVessel != [B]null[/B]) SuppressGlow(FlightGlobals.ActiveVessel.rootPart); } [B]private[/B] [B]static[/B] [B]void[/B] [COLOR=#990000][B]SuppressGlow[/B][/COLOR](Part part) { part.SetHighlightType(Part.HighlightType.Disabled); part.SetHighlight([B]false[/B]); [COLOR=#999988][I]// Reset the glow for all the child parts[/I][/COLOR] [B]foreach[/B] (Part child [B]in[/B] part.children) GlowSuppressor.SuppressGlow(child); } } } - - - Updated - - - Uh, 10 more minutes.
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Well, here you go. Just drop this in the GameData as usual. 3 warnings though: it only works in flight right now, do you need it in the editor too? Because that's actually a little complicated to do; it will suppress the glow from the mouse just fine: however, if another mod sets the part's glow it will flash for one frame; I'm not really going to support this, you know. However it's public domain, so just do whatever you want with it.
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Are you having this issue, or a different one? -
Science module help
Ippo replied to michaelhester07's topic in KSP1 C# Plugin Development Help and Support
To spend the resource, use float drain = this.part.RequestResource( resourceName, requestAmount ); This will make sure to follow the resource flow rules, and will return the amount that it was actually able to drain. Not sure about the science experiment though :/ -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Also, I'm thinking about postponing the perk system to alpha 4. With .24 nearing release I will have to recompile / redistribute again, and I'm going slower than I expected. Well now they posted the gameplay video, so 0.24 must be *really* close -> perks are moved to alpha 4 so that I don't have to rush the biggest feature. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Thanks Answered. I understand your point, and it's absolutely valid: however, if you check the temperature you spend most of the time in space around -200°, so it needs to be balanced more carefully or it becomes insane. Right now, in the latest commit I am using this formula: 3 * ( T / maxT ) ^ 5 that seemed good to me for high temperatures. Maybe I can use a similar function for the negative range, like: k * ( |T| / 273.15 ) ^ n with k and n to decide. What do you think about that? (Also, you are basically the unofficial scientific advisor of this project) EDIT: Nathan, you are going to love this one when I get to implement it EDIT 2: I have been thinking about it, and I think that penalizing negative temperatures is not fair because they are outside your control. You can limit positive temperatures by flying better or using heatshields. However, once you are in space there is nothing you can do to control the temperature: so you are not penalizing low temperatures, but you are basically changing the base aging rate. However, I could see this feature working only if I also implemented some sort of heating mechanism, like a generator that consumes electric power to keep your parts warm. -
Hardcore mode without debug toolbar
Ippo replied to zhenya721's topic in KSP1 Suggestions & Development Discussion
Terrible idea. The debug toolbar is meant to debug your game (who would have guessed?), and (guess what?) it's almost a necessity when debugging something like a mod. If people use it to "cheat", well... who cares? It's a single player game with no achievements. It doesn't even qualify as cheating imho, because it's not like it gives you an extra edge. I could understand if we had achievements, but we don't. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
RFC (Request For Comment): Regarding impacts and temperature, I feel that they should both increase the rate at which the part ages. Specifically, the temperature should increase the aging rate, while an impact should bump the age up. Of course, the more violent the events, the stronger the effect. I'm planning to model them like this: - The temperature will increase the rate at which the age is accumulated. So for every second, the part gains (1 + t) seconds, where t = ( T / maxT ) ^ n (maxT is the part's max temperature) The exponent n allows me to control how much higher temperatures should be penalized: I'm thinking n = 3 right now, but n = 4 is a possibility. - A crash will cause an instantaneous "bump" of the age, of the amount: B = (v / maxV) * age (maxV is the part's crash tolerance) however, with a threshold: if v < (maxV / 4) there is no penalty. Thoughts about this? It is mainly due to reduce the randomness by linking the state of the part to your flying skills. -
Thanks! If you have a github account, would you mind adding it to the issue tracker? Otherwise I'll do it myself later.
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CrewFiles: persistence files for individual kerbals
Ippo replied to Ippo's topic in KSP1 Mod Releases
Thanks, I too hope that it can be useful to other modders Also, if anyone plans to use this I suggest they follow the mod on kerbalstuff: you get an email notification when I release an update!