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Everything posted by philotical
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fair enough, no hard feelings :-) I assumed otherwise, because some weeks ago, starvision and I decided it's a good idea to locate LCARS in side SciFi.. back then it was a good idea - but since then, it seems to produce more confusion than clarity for most people who need support.. I appologize if you felt my frustration about this detail.. wasn't ment negative either.. It works? Wonderfull - so far it's allways been a folder issue btw - so my best guess is, you had somethng at a wrong location.. however - I'd appreciate the feedback if you figure out any incompatibilities and be assured you have my cooperation :-) Thanks for the flowers :-) I was afraid it'll be too big on the screen, so I made it as minuscule as possible - you are not the first to point out, that I overdid it.. right now the buttons are fixed size png - so to just zoom the window would not help a lot - I'll probbably also attack this for next bigger update. but more about that below.. Well - it depends.. I had/have regular planns, but now because of NCI some other things came up that need to be done.. So I decided yesterday to rewrite most of LCARS to get rid of my beginner mistakes. It became needed because NCI requires a much more open communication between the classes and LCARS is not ready for that. I could patch it untill nothing is left - but I'd rather have a clean restart in the process, the system will gain performance and stability (I hope lol) - after all I located some redundancys and idiocys on my end if new features beside NCI integration will fit in the first release of the new version right away has to be seen.. Maybe it will come first without any subsystems at all - since that part wasn't ment to get that big at first either.. it has outgrown it's frame and needs a new one - so all subsystems have to be rewitten too. Planned was allways to get open ends closed like scanner array, shuttle bay and the torpedo bugs.. Now it's more like: Torpedo will completely be rewritten, shuttlebay will be much easier after all things I've learned with turbolift and NCI and scanner array will grow in size tremendousely because NCI will use it for almost every mission. All that made it much easier to plan a rewrite than an update.. So it might take a while for V8 to come out - I even might skip 8 now completely and start with a clean 9 right away.. In other words, this is the time to place feature requests, changes and problems on the table.. Since all will get new, I can implement many things on the way.. Edit: Intresting - since .24 I haven't even started a career game - I don't even know in what tech my shuttle comes up - will fix all when a 1.0 release is near, I promise - so I only garantee right now sandbox - it's beta after all.. but I doubt if LCARS could be related to the upgrade message - you would only have some LCARS ships in "Flightstate" - but other than that no changes at all at the persistent file. if you had scansat in the save file and scannsat is not installed now, that might cause such a message - after all you would have a huge scenario with no plugin to read it. but I'm just guessing here..
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please go back one page and follow the debug instructions I gave there to stardrive85.. additionally, post your logs and tell me wich version of LCARS did you download? In general you seem to misunderstand something - If you remove starvisions ships is up to you, if you like how starvision makes his ships, is up to you, LCARS did not add any rockets nor resources to anything. The Enterprise is also by starvision, Fractal_UK's KSPI and exotic matter is even less relevant for your problem with LCARS . if you have questions about voyage, enterprise, KSPI or salad sauce, please go to the respective forum thread. Here, only LCARS issues can be fixed - it's useless to tell me you don't like how other people make theire mods - tell them.. welcome to the forums btw - but try to stay on topic and try to give me some information I can use to debug! To merly explain how unhappy you are with certain mods does not make LCARS work - the right information will.
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hmm - that's odd.. however - that's not related to LCARS.. I can't tell StarVision what to include.. maybe it's just a mistake.. The WIKI tells you how to install LCARS into any ship.. use the saucer section of voyager - that should work.. When LCARS will be released officially, such problems will most likely no longer exist.. but for now, that's the way to go - sorry.. ** Edit: here are the files for now.. http://www./view/u9266oxw457o0f6/voy_lcars.cfg http://www./view/dc44n43fha5c06m/ent_lcars.cfg ** :-) - That's exactly why I made them - they produce happiness - all over the universe Especially if you make asteroid jogging - 10 rounds per day and your kerbals stay fit - hahaha
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I got the mag boots working as expected - with one exclusion - in space, there is no walking animation - I try to figure out how to call them by script.. however - it works, you can walk once around the belerophon/asteroid/station - on the outside!! it also works inside, on the ceiling, the walls, where ever you like to walk.. I'm pretty sure it'll work also for planets - so now you should be able to run on gilly if you like.. On the ground, with hacked gravity, he runs as he would with normal gravity.. Tested on kerbin - in space he is constantly frozen right now but the boots still move him around with "wasd-qe" - just without animation.. looks awekward but well..
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I've checked the logs (thank's), LCARS is installed correctly in your game, but it is not installed in voyager. What he ment with configs: In the download for StarVision's ships, you had two additional cfg files named following: - ent_lcars.cfg - voy_lcars.cfg Thos two files "are", by definition, what is usually refered to as "modulemanager config files" if you don't get that term, you might want to read up at the modulemanager documentation.. In short, these files contain "everything" MM needs to install LCARS into the ships Enterprise and Voyager. To use them, simply copy them "anywhere" inside your gamedata folder. Since you tried around a lot in the last 2 days, you might have modified the original ship cfg files allready. If that is so, you might want to reinstall all to ensure you didn't inadvertanly put in errors.. Just remove the complete SciFi folder, install all again, add those two cfg files mentioned above to the gamedata folder and it should work. regarding the version on MM - not sure where the differene is, but it's probbably not relevant to the basic stuff that happens in those two files.. Just use the last official release they made - that should be ok. HTH
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Ok I see - so let's go straight to the solution then.. please upload the file KSP.log you find it in the same folder as KSP.exe If you want to get adventurouse, add the following file too.. KSP_Data/output_log.txt (the folder might also be name KSP_x64_Data depending on your install..) upload them to some filehost and post the link here - then I'll be able to tell you more.. Those two files are usually refered to as "the Logs" - KSP writes every little error in there.. With those infos, we can certainly find out what's wrong with your voyager. These files are overwritten on every game start - so upload the file right after you loaded voyager please.. Start game, load voyager on the runway, close game and upload the logs.. Thanks..
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Well, my voyager allways worked.. - so do all the other ships Let's figure out together what's wrong.. does LCARS work with no ship at all for you? I'd say you have something wrong in your gamedata.. So let's go through the default list to rule out the obviouse troubles - shall we? - Does the Custom Shuttle Pod (comes with LCARS) display the LCARS panel? - In what folder did you install LCARS exactly? - Do you have module manager? - Does the log show any LCARS related errors? - Does the log show that LCARS was loaded/located at all? Please search for "LCARS_Plugin.dll" in the log. - And finally - wich version of LCARS did you download? It should be Beta7.1 - the most recent Thank's for reporting back about the above debug list, even if it's basic stuff..
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LCARS Natural Cause Inc. - The Star Trek Universe
philotical replied to philotical's topic in KSP1 Mod Development
This is an example for the syntax I plan to use to define the missions - this will go in a cfg file, the intention is that missions can be easely added without coding - in short: write your own missions. Please have a look at it and tell me if you think it's quite intuitive or if you think wtf goes on here.. If that is too much like ancient greek for you guys, I need to rethink the approach.. NATURALCAUSEINC { NCISTORY { title = Obtain the Tox Uthat description = gather information and object creator = Philotical url = // forum url missiontype = 1 steps = 4 currentstep = 1 REQUIREMENTS { // this story needs two distinct business points and one ionstorm-part // if the requirements are not met by your save, this story will not be available EGGS // unlimited amount of eggs can be required { science = 0 alien = 0 reputation = 0 cash = 0 resources = 0 business = 2 } PARTS // max. 5 specific parts can be required { part1 = IonStorm part2 = part3 = part4 = part5 = } } SEALDEAL { GAIN { science = 0 reputation = 20 cash = 8000 } PART1 { select_type = random // random, first, distinct select_part = IonStorm //select_distinct = // must hold a Guid if distinct was set } } STEP { id = 1 // step number egg = business // needs a part with a valid business point to get started, like ShermansDepot locationtype = egg // egg or part location = 1 // will be offered only at the first business point in the system, BusinessID=1, his name is Conud'Baah sealdeal_textID = 4 next step = 2 GUIBUTTON // will be added to the conversation GUI { buttontext1 = Obtain the Tox Uthat! textID = 1 } CONVERSATION { SPEECH { textID = 1 text = Get me the Tox Uthat - I'll pay you 8000 cash RESPONSE { RESPONSE = yes EVENT = sealdeal } RESPONSE { RESPONSE = no EVENT = textID textID = 3 } RESPONSE { RESPONSE = Why? EVENT = textID textID = 2 } } SPEECH { textID = 2 text = It's an energy source of alien origin - you will also get 20 reputation if you can handle the job! RESPONSE { RESPONSE = yes EVENT = sealdeal } RESPONSE { RESPONSE = no EVENT = textID textID = 3 } } SPEECH { textID = 3 text = In that case, get off my yard pal! RESPONSE { RESPONSE = ok EVENT = closeWindow } } SPEECH { textID = 4 text = Splendid - now you need to find Krol'Laackz - Tell him I sent you, he can tell you where to find the Tox. Good Luck. RESPONSE { RESPONSE = ok EVENT = closeWindow } } } } STEP { id = 2 // step number egg = business // needs a part with a valid business point to get started, like ShermansDepot locationtype = egg // egg or part location = 2 // will be offered only at the second business point in the system, BusinessID=2, his name is Krol'Laackz next step = 3 GUIBUTTON // will be added to the conversation GUI { buttontext1 = Tell me about the Tox Uthat! textID = 1 } CONVERSATION { SPEECH { textID = 1 text = Why should I tell you? RESPONSE { RESPONSE = Conud'Baah sends me. EVENT = textID textID = 2 } } SPEECH { textID = 2 text = I don't know much, just that it was lost inside an ion storm, I don't even know which one. The guy who stole it wasn't lucky and that storm killed him when he got caught in it. They say the Tox must have surwived - but who knows for certain. RESPONSE { RESPONSE = How will I recognize it. EVENT = textID textID = 3 } } SPEECH { textID = 3 text = You do have on of those sturdy LCARS vessels, don't you? Good - you can use your scanner array when you see the storm, it will locate it for you. RESPONSE { RESPONSE = And how do I obtain it? EVENT = textID textID = 4 } } SPEECH { textID = 4 text = Well, just fly close to some IonStorm, LCARS will tell you the distance to it - IF it's there - and will also pick it up as soon as you are close enough, unless you are dead by then of course. RESPONSE { RESPONSE = Is an IonStorm really that dangerous? EVENT = textID textID = 5 } } SPEECH { textID = 5 text = Hahaha - was that a joke? It will tear your ship apart - it has enormous gravitational forces and if a plasma vortex pulls you in, you need all your energy reserves to get away.. Maybe you better stay at home if you are afraid ha ha ha! RESPONSE { RESPONSE = ok EVENT = closeWindow } } } } STEP { id = 3 // step number locationtype = part // egg / part location = IonStorm // will take the IonStorm that was auto-selected on sealdeal next step = 4 JOB { // in the vicinity of an ion storm, use your scanner jobID = 1 jobtype = scan // distance, destroy, scan, todo } JOB { // screenmessage tells you how far away it is, fly there until you are closer than 20 meters. jobID = 2 jobtype1 = distance // distance, destroy, scan, todo jobtype2 = 20 SCREENMESSAGE { id = 1 type = once text = You found an unknown object with a strange energy signature inside the Storm! } SCREENMESSAGE { id = 2 type = loop text = Object Distance: } } JOB { // the item will be collected jobID = 3 jobtype1 = collect // distance, destroy, scan, collect SCREENMESSAGE { id = 1 type = once text = The Item was collected - plot an escape course now - hurry! } } } STEP { id = 4 // step number egg = business // needs a business point to get started locationtype = egg // egg / part location = 1 // will be offered only at the first business point in the system, BusinessID=1 next step = 2 GUIBUTTON // will be added to the conversation GUI { buttontext1 = Here is the Tox Uthat! textID = 1 } CONVERSATION { SPEECH { textID = 1 text = Splendid - The cash and the reputation have been transmitted RESPONSE { RESPONSE = ok EVENT = closeWindow } } } CLOSEDEAL { task1 = payout_cash task2 = payout_reputation } } } } -
not sure if starvision changed something - but last time I downloaded it, I had to include those module manager cfg files for voyager. Those worked perfectly. arn't they in the download anymore? if not, visit the LCARS wiki, somewhere there is an info page with instructions on how to install LCARS in a ships cfg file.. let me know if you need any more info.. Edit: Or look up the included part cgf for "CustomShuttlePod" in the LCARS folder. that one is perfectly installed Hint: the electric charge generator settings are important - just replicate them all. To answer the second question.. Yes, the panel should be open from beginning. Although it's persistant - so if you close it and leave the vessel, it stays closed - there is a right click option to restart impulse.
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your reputation is well earned my friend. Again a masterpeace..
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yep v is right - however since a few minutes it works.. the problem was somewhere deep in my "wannabe" scenario.. it started, wrote to log and persistant too at game load (main screen to space center) but in a later call on scene change a sub function failed and ended the class.. so on user click the scenario was gone again.. - I've never seen it, because my dev requires me to go to tracking station at first lol you both got me loocking in the right direction though - I started to suspect a self made issue.. Thanks for the support guys - it's appreciated
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[Resolved] Need Help with Simple Animation
philotical replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
fair enough - though if the blend is in assets and you have no version troubles like apollo seems to have, the import is self explaining (almost) and has many settings if needed.. you might find it not to be that hard at all.. what ever suits you most is my moto.. :-) I see - I will make a deeper analysis of the settings offered one of these days.. still the additional clicking and additionaly files is a downer for me - maybe if an animation fails once, it's good to know there could be a fallback solution, or if I need a more sofisticated thing as up to now. But generally, blend import is a great feature for my taste and needs so far.. I appreciate the input.. Thank's guys.. -
list of loaded shaders
philotical replied to nli2work's topic in KSP1 C# Plugin Development Help and Support
great help thanks.. Just curiouse Does anyone know what the "hidden" means? I googled some of those shader names - but didn't find a lot -
thank's but.. I can't use yield in this situation - I'm in sub function called by "OnGUI" with this and it throughs an exception because of yield (I think) >>Error 6 The body of 'Philotical.LCARS_NaturalCauseInc.SpawnPart2(AvailablePart, CelestialBody)' cannot be an iterator block because 'Part' is not an iterator interface type or can I make Part an iterator interface type? (I'll have to google what exactly it means btw.) what happens: in a window, I have a button, when it is clicked by the user, it will execute the above code, among others, and tryes to add some data to the scenario that was started on scene load.. it "might" be, that my scenario is failing somewhere else (although the log states it's there and working), therefore I'm not entirely sure this yield-suggestion applies here anyway.. it's user input not plugin start.. - does that make a difference or am I just wrong? However, I came to the assumption, that the problem must be inside my scenario class - it does write in the persistant - but that does not mean it's not failing somewhere after that.. I guess if all you guys say, this is the way, then it must be in my code.. I'll go hunting - thanks for the help.. finally I will locate the cause of my most likely self made issue issue
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Plugin persistence
philotical replied to SiriusSam's topic in KSP1 C# Plugin Development Help and Support
that's the best I know of - but it's a little outdated.. http://forum.kerbalspaceprogram.com/entries/14-Scenario-Logic-Modules-like-PartModules-but-for-Scenarios! scansat, kethan and tac has som impressive implementations - might not be the only ones but comprehensive.. still I too have some open questions about that thing lol good luck.. -
That was the first thing I tried ofcourse.. and also right now it produced this: [LOG 00:29:26.340] SpawnPart2: ScenarioRef 1 [LOG 00:29:26.340] SpawnPart2: ScenarioRef 2 [LOG 00:29:26.341] SpawnPart2: ScenarioRef 3 [LOG 00:29:26.341] SpawnPart2: LCARS_NCI_Scenario addObject ex=System.NullReferenceException: Object reference not set to an instance of an object at Philotical.LCARS_NaturalCauseInc.SpawnPart2 (.AvailablePart avPart, .CelestialBody SelectedBody) [0x00000] in <filename unknown>:0 [LOG 00:29:26.342] SpawnPart2: ScenarioRef 4 here is the code: try { var game = HighLogic.CurrentGame; ProtoScenarioModule psm = game.scenarios.Find(s => s.moduleName == typeof(LCARS_NCI_Scenario).Name); UnityEngine.Debug.Log("SpawnPart2: ScenarioRef 2 "); LCARS_NCI_Scenario ScenarioRef = (LCARS_NCI_Scenario)psm.moduleRef; UnityEngine.Debug.Log("SpawnPart2: ScenarioRef 3 "); ScenarioRef.addObject(Selected_LCARS_NCI_Object, v.id); UnityEngine.Debug.Log("SpawnPart2: LCARS_NCI_Scenario addObject done"); } catch (Exception ex) { UnityEngine.Debug.Log("SpawnPart2: LCARS_NCI_Scenario addObject ex=" + ex); } UnityEngine.Debug.Log("SpawnPart2: ScenarioRef 4 "); Can it be, that I neglected to set some special thing in my scenrio class to make this work? I'm at a loss..
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list of loaded shaders
philotical replied to nli2work's topic in KSP1 C# Plugin Development Help and Support
I second that question - was looking for the same recently but had no luck either.. -
I made a scenrio module and it seems to work.. but now I need to gain access to it's data and functions from an other class.. I seem to have lost the overview - no clue how to do that. var game = HighLogic.CurrentGame; ProtoScenarioModule psm = game.scenarios.Find(s => s.moduleName == typeof(LCARS_NCI_Scenario).Name); ScenarioModule scm = psm.moduleRef; This code delivers me the "ScenarioModule" object.. but it does not know my functions - my class is still not accessible I tried to make it static, made trouble, I tried to make a new instance, but that istance didn't run though onStart so it had no config data. How do I get the running instance of my scenario class. I need to call this function somehow.. *instance_name_of_my_scenario*.addObject(Selected_LCARS_NCI_Object, v.id); can anyone please hint me to the right direction, so I can get rid of my current brain blockade? Thanks :-)
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Natural Cause Inc. It's an extension plugin for LCARS. It will work without LCARS though.(I tried, but it seems it wont work) It's function is to spawn selected objects at selected locations in your solar system. That way, you can create your own custom Star Trek Universe with stations, black holes, mine fields, Ion Storms and other natural phenomena. The Cause: With impulse vessels, the KSP main game get's boring - so the impulse plugin should be accessible at the end of the tech tree. But why should I continue to play if the game is won? So I planned and partially did invent a second game arc, after the main game. I hope it will provide some additional hours of fun for each game you start. The vision: You will get LCARS with NCI together at the end of the tech tree and you can define how your new game universe looks. LCARS Vessels like the Belerophon will cost hundred thousands of funds and you will not be able to buy it right away - it's huge - smaller ships will be cheaper. You can use those smaller ships to collect enough money to buy larger ones. The Mission System comes with a full fledged MissionCreator and features like Steps, Jobs, Conditions, Conversations, Messages, Personailities, Objects, Artefacts and special Equippment. All together allows the creation of interactive, challanging missions that allow the players to experiance thrilling adventures. It will have loads of generic eastereggs to find - such as missions to perform, business to do, reputation to gain and battles to fight. You will find natural phenomena that promise huge reputation if you manage to surwive them. NCI allow to register self created objects and you can use the simple cfg file to tell NCI what features your object posesses. Those features will be available to mission creators in the GUI to use in missions. Possible are Planned is stuff tasks like, someone offers you funds if you perform a close up scan of the center of the IonStorm. Derelict stations can be salvaged and/or assembled and/or put to use. Asteroids with bases "in" them are in progress too. Detect secret backdoors to dangerous installations and explore them. Find informants who can tell you how to detect and use those backdoors. Collect artefacts to trae them for others that are used in a mission. You will be able (with enough effort) to discsover alien technology that enables you to do things you coudn't do before - such as disarming mines. Some of these eastereggs Jobs will require to be on EVA others will require a certain LCARS ship system and again others will require to be at the right time at the right place. Some NCI-objects come with a low level AI, that will shoot on you - so, mines and orbital defense plattforms are dangerouse. You will be able to destroy them and will be able to disarm/salvage them - such deeds will produce reputation and cash. disarming mines will generate valuable materials that you find in them - such as gold or platinum. So it's worth to find this alien tech stuff - It'll pay out. Material findings will be instantly converted into equivalent funds so you don't have to bother with new resources. Stations can hold business outposts where a friendly agent will offer you some deal. NCI-Missions are completely encapsulated - so each object will be what a mission creator told it to, in the next mission, you will use the same "requisite" but it might be and or do something completely different. Depending on the mission you play. Artefacts that you collect, can be kept and used in later missions, your kerbals will gain power by gaining a so called "Clearance Level" that defines who has access to where.. Yes - some older gamers will recognize two things - Frontier Elite and Privateer Both are to blame, that my concept looks as it does - although I do not claim I will reach that level, I can certainly try.. [TABLE] [TR] [TH]OnDemand Object Spawner[/TH] [TH]Adventure Missions[/TH] [TH]Mission Creator[/TH] [/TR] [TR] [TD]With a simple GUI, you can spawn as much or as few objects, as you like, in your starsystem. At what ever location you want You can choose from 3 object categories. Naturals - Stuff like storms and other phenomena Hostiles - mines, armed stations (maybe hostile ships) Stations - all kind of walkable living space NCI will be shipped with a bunch of these objects - mostly own creations but also some with-permission revivals of old KSP-gems. But NCI is extendable! You can add your own parts to the system by writing a simple 10 lines cfg file for each part. That way, NCI has the ability grow and offer an increasing number of objects to play with.[/TD] [TD]NCI is also a "game in the game" - you can download and install user created missions and play them through. Those missions allow a much higher interaction then KSP usually does. You can talk to aliens, trade with criminals or become a government official for one mission. NCI will be shipped with a bunch of these Missions - but the NCIMC (MissionCreator) gives NCI the ability grow and offer an increasing number of Missions to play through. The Player has a Star Fleet Rank and he can make carrer if he finishes senough missions. A Mission can have a minimum clearance code, so you can't make difficult missions if your rank is too low. A Mission Story is comprised of Assets and Steps. Mission Assets Objects These are NCI Objects like IonStorm or Stations, you can add your own objects to NCI with a simple cfg file If selected, the mission requires them to be in space somewhere or the mission will not be available [*]Personalities These are Characters for conversations - several are offered by default but you can create your own with the GUI. [*]Equippment Tech Tools to use in your story - they come with GUI and class and options Bussard Collector - gathers resources - what and where can be defined by the story creator Iso Flux Detector - finds Easteregg if prepared to do so - what and where can be defined by the story creator Nucleonic Analyzer - if you feed in an artefact, it can gather some information about it - what can be defined by the story creator Pteroplastic Scrambler - if you feed one artefact, it will produce an other - the story creator defines all parameters. [*]Artefacts All kind of handheld objects to use in your story - they have numerouse selectable applications about a dozend are predefined, but you can create your own in the GUI [*]Multiple Programmable Mission Steps Each Step has: Options Messages Step Conditions Turn off or damage LCARS features on step start Override Object-Options like doors and GUIWindows on step start [*]Conversation Multiple Speeches Messages Rewards Multiple Responses Messages Rewards Event - decide where the story continues [*] Messages (Lcars-eMail,NCI-Console or ScreenMessage) Multiple Reply Options Event - decide where the story continues [*]Multiple Encryption Options Plain Message - Not encrypted Simple Encryption - can be read 100% Broken Encryption - can be read 90% Sealed Encryption - can not be read Sealed with Item - can be read only if you posess the right Artefact [*] Multiple Jobs Multiple Conditions - decide where the story continues Messages All listed above can be set by mouse click in the Mission Creator GUI[/TD] [TD]Everyone can easely without coding knowledge create own missions, simply use the complexe GUI to define every detail of your story line. Turn on or off Gamefeatures, create personalities and artefacts, include objects and write conversations. All is controlled by an easy to understand condition-system. The story progresses if: a certain min distance is reached a certain max distance is reached an object is destroyed an object was scanned an artefact was picked up the user has clicked a button that sent him to the next chapter the user has used the main deflector with a certain setting does the user have an artefact move a Hostile ship to a specified location - was exectuted load Passenger - was exectuted unload Passenger - was exectuted killKerbal - was exectuted You can reward the user for finished jobs and missions by paying out fund, science or reputation. Also artefacts can be collected by the user in his inventory, if he may keep them in one mission, they will still be there for the next (persitance) A Mission is something to remember - that's why the player can review detaileded mission logs as long as his save file exists.[/TD] [/TR] [/TABLE] Terminology: [TABLE] [TR] [TH]NCI Objects[/TH] [TH]NCI Artefacts[/TH] [TH]NCI Personalities[/TH] [TH]NCI Missions[/TH] [/TR] [TR] [TD]Objects are One-Part-Vessel! NCI can work with all kind of one part objects. They may have animations, plugins, audio, no matter what features they have, NCI will spawn them and make them available in your missions. Spere39 for example has by default: - a Forcefield with status Locked/Unlocked & security Access Panel - a Mechanical Door with status Locked/Unlocked & security Access Panel - 2 computer consoles with GUIWindows and several options - A "ReactorCore" that can be deactivated. Sphere39 will disble your LCARS transporter and LCARS scanner if the reactor is running. So if your job is to scan the thing, you will need to deactivate it first. - ShieldEmmitter that makes the Sphere indestructable, you can turn it off if you reach the reactor core. Now, as a story writer, all those features may be in the way of your mission-story, that is why you can disable them individually and override when necessary on a per-step basis. That is done inside the mission creator. The mission creator "know's" about those features if you note them in the object CFG.[/TD] [TD]Usefull little( or big) things that have huge or minor effect on much or few game events. An artefact is just a picture and a name, the story writer has full controll over the functionality of each artefact and he can create his own in seconds.. Examples are: Memory Alpha Access Code Level 1 - grants access to cetrain information at Memory Alpha Optolythic Data Rod - contains encrypted data and oght to be used with the Nucleonic Analyzer to be read etc..[/TD] [TD]Personalities will interact with you, they will give you assignments, pay you money, give you artefacts or information or thy will add complication to your task. A Large repository of people is available for qwriting your own stories. Or you can simply add new ones as needed. Examples: Computer Mainframe, Access Granted Lieutenant Pete Omal is an experienced man with many talents. (picture curtesy of nightwing1975 aka Gary Anderson) [/TD] [TD]Missions are started automatically if: No RunningMission object is active The start condition is met it's the next in line A Mission consists of some defined goals, they can be tactical, puzzling, adbeturos, dangerouse, funny or what ever the mission creator was able to deliver. Missions can use artefacts, Personalities, Equippment, objects of course and you definately need a good ship to reach the places required. Objects like stations offer decks and ections, filled with so called "Actionpoints". Actionpoints are GameObjects built into each object. A Mission can have as condition things like "reach this action point", if that is accomplished, the next "Job" or "Step" starts. The player has to find clues, find artefacts, open forcefields, convince people to give information, hack passwords, deactivate security systems or simply fight his way through hostile ships and or environments. NCI offers all a good Star Trek game needs. Written Missions: Find and Deliver the Tox Uthat I lost my Purse in Engineering WIP Missions: There's Warp Plasma in that Nebula Disable the Sphere39 The Doomsday Machine Scan the Spere39 Destroy the Spere39 [/TD] [/TR] [/TABLE] Preview: [TABLE] [TR] [TH]Implemented:[/TH] [TH]Partially Implemented:[/TH] [TH]Planned:[/TH] [/TR] [TR] [TD]OnDemand Object Spawner - Spawn 1-Part-Vesssels in selected locations - Easy to use GUI - Bulk spawn mode for minefields and orbital defense - custom config files are parsed to compile the object list. - You can add own objects to the system with one simple cfg file - community objects made possible - IonStorm, DefenderOne, ShermansDepot, BadLands - DS9 by MJY(with permission) - a fixed version of the black Hole The_Duck made (with permission), All FASA Asteroids fixed ofcourse (with permission) Adventure Missions - community missions made possible - Modifying the vessel load distance to allow huge objects (see pics above) - MagBoots to walk in the stations more info - MissionDriver, automatically selects valid background missions and starts annoying the user with tasks. and challanges - Mission-Subsystem for LCARS, delivers life infrmation about the running mission in the LCARS GUI. - continuity controller - user input and game events are driving the mission progress through all steps and jobs. - Conversation-Driver and Respons-System to talk to Mission-Personalities. - Automated LCARS-eMails with Reply-System to give interaction to missions while in space. - Universal Translator to decode encrypted messages. - Mission Logger that can sho past missions detailed.. - scenario module saves mission progress - you can continue in the next game session. - added ship status to scenario - added messageQueue to scenario - added artefact inventory to scenario - Artefacts as Objects: Usefull little( or big) things that have huge or minor effect on much or few game events.. An artefact is just a picture and a name, the story writer has full controll over the functionality of each artefact and he can create his own in seconds.. - NCI-Subsystem with Mission Equippment Iso Flux Detector (find alien spots) Nucleonic Analyzer (analyze artefacts) PteroplasticScrambler (modify artefacts) - Artefact collection Mission Creator - Save Missions to cfg files - load missions from cfg files - Mission Creator GUI, InGame generator for mission files - use your mouse to program a mission. - it's actually done, maybe some minor GUI tweaks as deemed necessary..[/TD] [TD]- NCI-Subsystem with Mission Equippment BussardCollectors (gather resources) - AI for satelites - not all step/job conditions are check and processed by now - working on it - Tye in with KSP funds system[/TD] [TD]- spawn hostile ships - AI for hostile ships - Tye in with KSP science and reputation system - you name it below...[/TD] [/TR] [/TABLE] Requirements: - several LCARS ships of different types, not each ship will be able to perform every task. Some too small, others too bulky - For most of the easteregg missions, you will required LCARS in one or an other way, but the main function of the plugin - the spawning - "should" also work without. - Fun with SciFi stuff. The Team: Code, Models and Stories: Philotical Stories: Teto Content Contributors: - StarVision - Doomsday Machine - The_Duck - the Black Hole - frizzank - all FASA Asteroids - nightwing1975 aka Gary Anderson decided to contribute some of his artwork for NCI! Many of the Star Trek personalities you will meet, will be his FanArt. (You can thank him! He takes commission requests, go and order some cool drawings.) http://nightwing1975.deviantart.com/ Developpment-Team: - Philotical - Concept, Code, Artwork - Teto - beta tester - Nansuchao - beta tester Gravitational Effects Example - the Ion Storm: https://www.youtube.com/watch?v=tj6ihtL8rg0 Simple Demo Mission: More complexe Mission:
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[Resolved] Need Help with Simple Animation
philotical replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Glad we could help apollo nli2work and Art, may I ask a nooby follow up? Why do you bother with fbx? if the blend, preconfigured with animations, is in assets, you can select it and then create, name and import your animations. I set them up in blender, and in unity I click on "+" as often as I need and name them individually - later I can call an unlimited amount of such animations in my script.. Works well for lots of doors, trains and turbolifts in my two walkable ships.. Since this works so well, I never bothered to try fbx. Is there any kind of advantage to have them as fbx? I'm aware, blend import is a new feature - for me it was the first I tried.. - I'm new too :-) Are you guys just used to the "old" (for lack of better term) way or do I miss the point here? Sorry for the confusion - but so many different tuts tell so many different things that it's hard to find out what is the best practice.. if someone feels compelled to answer, thanks in advanced.. -
[Resolved] Need Help with Simple Animation
philotical replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
I just found out how it works my selfe, so I can only give pointers with no garantee, that it's the right way or the best practice.. - I use the blend file to import - not fbx - works well - I was told to set the "rig" to legacy - it might be, that your animation name is the one you set in blender, but you forgot to name it in unity on import. unity uses "default take" - there should be door - also something that went wrong here, the right click thing does reverse the first animation on close - afaik it does not use your close animation.. - afaik the context menu in editor needs a plugin to show animations - something like advanced animator or tweakables - I forgot wich one is to blame. - afaik, color materials are not supported by KSP - if you don't see a part, it usually has too many materials in unity - only one can be used for KSP I hope these infos help a bit.. good luck.. -
Kerbal Stuff, an open-source Space Port replacement
philotical replied to SirCmpwn's topic in KSP1 Mods Discussions
now I understand why you are working alone on this.. never mind.. -
Kerbal Stuff, an open-source Space Port replacement
philotical replied to SirCmpwn's topic in KSP1 Mods Discussions
Hi SirCmpwn I'm new to KS - I like it - good layout and also you've created a good, although unconventional, user experiance for devs.. but there is a lot missing for a full grown community currently.. I'd like to contribute but I need to learn python and flask to do so.. can you give me a usefull link to do both in one? Would be highly appreciated.. -
[solved] getPartInfoByName question
philotical replied to philotical's topic in KSP1 C# Plugin Development Help and Support
Well - as allways in unty/KSP it was something completely inept. I had a underscore in the part name - yup - that was all.. now it works DO NOT USE UNDERSORES IN PART NAMES!!!!!!