-
Posts
1,349 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Ippo
-
[WIP] KerbalSocial - just an idea at this stage
Ippo replied to codepoet's topic in KSP1 Mod Development
Hi guys, I'm really interested in this too I don't know what's your background, but personally I think that you could handle this very simply and elegantly with a little bit of fuzzy logic. With a fuzzy logic system you can actually write "code" like: if space is high and friends is high then snapping is low if space is low and friends is low then snapping is high ... and any other rule you care to implement. Then the defuzzifier transforms this in a probability according to some parameters. Just tossing the idea around -
I don't even know what to say Thank you so much for featuring me, really! Also, great job at bringing the little guys back in one piece By the way, let me know in the dev thread if you need any other feature to help you make videos
-
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
I never really designed a library before: I'm not quite sure how to approach versioning, what API to expose, or anything else. So suggestions are not only welcome - I'm begging for them. I openly encourage anyone with more skills than me (so basically anyone) to suggest changes or even contribute to the GIT repo themselves: if anyone even felt like taking charge of the whole project I seriously wouldn't mind. -
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
Afraid not, not yet at least: in DangIt I just read in the ConfigNode for the kerbal I'm considering and checking if it has my perk node. -
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
I'm thinking you should link to the dll, putting a project reference in your IDE like you do for UnityEngine. That's the method I have been using with my project: also, CrewFiles uses reflection to find classes that implement ICrewDataGenerator, so I guess you should include it as a dependency anyway. Basically, you have 2 access points to use the API: 1) Writing data generators: as poorly explained, they are run at the beginning and exit of each scene. Also, note the public RefreshDatabase method: it will also trigger a MidScene run of the generators. You can of course choose in which phases to run using the MustRun method. 2) During a scene, you can access the record of a kerbal with the GetKerbalFile or whatever it's called method: these two will most likely remain unchanged in the future, at most I could add stuff. At the moment it's better if you don't include the dll in your download and point the users here mainly because, as I said, it doesn't check for multiple instances. I tried to do it but I got weird exceptions, I'm working on it. I'm afraid not yet: I'll cook something up, but basically you just need to use reflection to check if the CrewFiles class is defined. I hadn't thought of that yet: I'm sorry to be so vague but really it's just a generalized version of a system I needed inside another mod, also I never made a library before, so I'm not really quite sure how I should approach this: what do you think? I had thought about it, but decided to keep it without gui for the moment. Maybe in a second release? -
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
I think it might be what you need, since you can basically associate whatever information you need to a kerbal Also, checkout my example generators to see how you can have the system generate some data for you. I'm going to use it in my DangIt mod to give perks to kerbals: if a kerbal is found that has no perks yet, I generate some random perks for him, and then I can read them in flight to affect his ability to repair stuff (That's the rationale for the generators system: I actually only needed a simpler system to store my perks, then realized that it might have been useful for other people and that's why I expanded the concept to be more general) -
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
Thanks, there had been an error during the upload and I hadn't noticed. It should be up now. Again, sorry or the poor doc, I'll catch up over time but I'm kind of busy right now. If anyone wants to me to explain anything at all just ask. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
I'm not sure I'm following. Might be the beer. Did I mention I brewed some beer? It's terrible. Anyway, back to the point: are you proposing a feature or did you find an incompatibility with universal storage? That depends if I can get procedural fairings to tell me if it's inside a fairing or not. -
CrewFiles Now updated to KSP 0.90! An API to provide persistent storage for individual kerbonauts. DOWNLOAD From kerbalstuff, the kommunity repository Alternative download Source code Changelog: - Fixed for 0.90 What is it? CrewFiles is a tool intended for modders that allows your mod to store data separately for each kerbal. The system maintains a database of the known crew and allows you to associate ConfigNodes to each member that you can read and write at runtime. Additionally, it provides a mechanism to generate or update data automatically. This project is a spin-off of my main work on DangIt!, that will use this system to handle perks. How to use You will need to include the CrewFilesInterface assembly as a dependency of your mod. In this class you will find a manager class that you can use to retrieve the current instance of the server, which you can use to access the file for each known crew member. If redistributing this, make sure NOT to nest the CrewFiles folder within your mod. Please distribute it alongside your folders, not inside it: there needs to be one only CrewFiles assembly! You can however safely distribute the CrewFilesInterface assembly. Data generators You can also have the data filled in and handled automatically for you by using classes defined with the appropriate interface. You can create a Data Generator by defining a class that implements the ICrewDataGenerator: each time that the database is loaded / saved, the server will find your class and give it a chance to run and produce a ConfigNode to store. See the included example generator that gives each kerbal his own tastes.
-
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
Ippo replied to Kerb-fu's topic in KSP1 Mod Releases
"You cannot give Reputation to the same post twice." -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
I actually meant that, just like engines are effected by throttling, tanks might be affected by Gs using the same system. Also, just like engines are the only part affected by throttle, tanks might be the only (or one of the few) parts affected by Gs. On the other hand, having the G meter influence the failure chance would also affect other parts of gameplay other than launch: as mic_e said, there's also reentry and other manouvres. Basically, what I need to do is replacing the current poll with a new one: how can I do that? I can't find the option anywhere -
Shh! Spoilers
-
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
That's not much... care to elaborate? Also, I was thinking that it can already be accomodated into my framework on a per-module basis. For example, right now engines have a failure chance that depends on the throttle (... I did mention that, did I?): the same thing can easily be done for tanks. However, I don't see any other part for which it would make much sense except engines and tanks... and engines already have the throttle effect. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
You know, probably in the end it's just easier to silently buff the reliability of unmanned vessels, as in "doubling the MTBF without telling the user". If one is willing to take the time, it's his call. Parts won't be marked as inspected at launch because yes, that would be OP. Also, one (far away) day there might be integration with Launch Count Down by Athlonic (awesome mod, you should check it out) and it would likely rely on an INCREASE in the chance of failure at launch. I'm just posting this minutes after they cancelled yet another SpaceX flight because there was a problem ON THE PAD. Why don't we choose both? Inspection only until you unlock a "reliability computer" or some other woo like that, that gives you the ability to get the full-ship report. To be honest, I'm not a huge fan of this idea. However, it's very simple for me to add... so if anyone has anything against it, speak now, otherwise it's in. -
Hello everyone, now that this project is starting to gain a considerable user base (THANK YOU!!! ) I need to get a little more organized. In the OP there is now a link ("Report a problem") that will direct you to the issue tracker on Github: please post every bug or problem that you find there. If you already found one, add it to the tracker
-
I haven't tried the two together yet (by the way, it looks GORGEOUS). I'm looking at your parts right now (core only, though): I see that you define RESOURCE nodes in the file, so it should be automatically detected already Just let me know if you need to define any special resource that you don't want to leak. Of course, I definitely wouldn't mind one of those sexy containers for my Spare Parts
-
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Well, using the connection would grant the unmanned boost to manned pods. Also, for the sake of simplicity/accessibility I decided that failures are not going to happen on unloaded vehicles. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Actually, it's just a matter of checking (part.vessel.GetCrewCount() > 0) -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Correct: perks become an individual property of kerbals, exactly like their courage and stupidity. Code-wise it's a little more complicated than that, but yes, they are randomly generated in the academy (technically, the first time that the kerbal is identified by my system). I hadn't thought about separating the proficiency in maintenance and inspection, to be honest: it sounds a little complicated to me, but well, that's why I asked for feedback in the first place... if enough people think this is a better idea, I'll ditch mine. Yes, probes will be tough to balance. On one hand, it kinda seems unfair that the same component is better built for a probe than for a manned mission... on the other hand, probes are already a little under-powered in game, so it's really complicated. I guess that an "unmanned boost" is the easiest way to go. Soonâ„¢ Since we are bringing up RemoteTech: I'd love to use it to check if we have a com link to the KSC and having the worst failures, like engines, require the com link. Unfortunately I see that remote tech is on hiatus, so I'm not in love with the idea of an outdated dependency. -
Not at all actually. What happens is that every resource panel gets its own tank reliability module because it contains a RESOURCE field, but then this module scans for leakables and disables itself after finding none.