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Everything posted by philotical
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might be (but I have no clue what I'm talking about) that the current API-function AddModule does not interact correctly with linq right now. I've read something similiar somewhere completely else once.. Did you try to loop through the PartModules the standard way just to make sure? Let me know if that worked please.. Within the next few days, I planned to implement the same thing for KSPI modules in my Impulse-Drive DLL - so your experience will be appreciated than..
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With escape velocity in a STABLE ORBIT within the athmosphere. - try that with Rockomax.. Thank's for the lights :-D Bugs: 1. Bridge viewscreen goes out the back.. 2. There is no click option to close/open the shuttlebay doors... - allways open.. 3. (maybe) first run of the nacells, I ran out of warp plasma after 30 seconds - happened just once - than never again - so maybe just a glitch.. (never mind #2, I've loaded the ship on the runway - it just had no door my bad..) Feedback: To change the cfg of impulse-drive to antimatter has no effect - my script pulls only EC from the ship.. That is hardcoded sorry.. - and in some frames it pulls more than 100'000 units (not sure exactly - should be 1.2 million actually but I never saw that value in the resource panel so I have to guess) to translate that EC consumption 1to1 to antimatter would be an expensive endeavour.. Generally I like the idea of requiring antimatter - but I would prefere it, if that antimatter would not be generated indefinately - for realism/compatibility with KSPI.. if you need 1000 antimatter to run one year, that would be enough for me.. - but, on the other hand, "require" is a term that is not userfriendly at all lol Than again - if antimatter, why not implement the reactor code from KSPI - or am I now way over my head? I mean since impulse draws EC dependent on thrust, an antimatter reactor from KSPI could provide all we need.. So implementing the module-code of AM-Tanks, AM reactor, a KSPI-generator, some radiators and some batteries to the CFG file. If we configure them gently, it might introduce a new level of realism - engine perfromance management: Reactor overheating after 20 minutes of full speed, refueling at jool's AM station etc.. On ship load, we can pre-fill the AM tank by script to be able to fly a while (the single game session thing to Mun, Minmus an back) - for bigger missions, a refuel stop would be required.. I could implement a button to decharge the AM tank, that would cause a AM-Explosion after the KSPI countdown => self destruct option.. => see here In short, if you could life with a strong KSPI dependency, we could recreate the technical details of the voyager/enterprise much more realistically as it is now. Im not sure if that is a good idea without providing an alternative for non-KSPI players. Can we code it so, that: with KSPI the AM system will be used, and without KSPI the current generator is in use.. in general I would love it that way.. - because the KSPI style of realism is so close to reality AND star trek - it's just great.. Look - I'm just thinking loud - never mind.. Edit: on a second thought, I can scan the game DB for KSPI - if not installed, the script will do nothing special - if KSPI is there, the script will change the default-generators production to zero and fill som AM in the tank for the KSPI reactor. so I guess I can provide all we need for the above suggestion with ease.. 4 lines of code + one if-else + one bool value. So if it intrests you, we should chat once about possible implementations.. Edit 2: since I've coded the "ResourceRecovery for KSPI" I have the knowledge to code a resource transfer system that does not require to be docked.. Not sure if you remember, but there was the "Quantum Fuel Transfer"-Addon once on SpacePort - that worked like the Star Trek energy transfer beam.. So refueling could be all within star trek specs.. Uhh I get excited allready thinking about it hahah.. An old man's hobby becomes reality within KSP - I love it.. Edit3: I ran into a function called "AddModule" - so you don't even need to put the KSPI-module code in the cfg - I can do that by script if KSPI is installed - again much more flexible.. I was also thinking if it would be possible to lock your nacell animation to vessel-speed instead of throttle-setting - so it would work with impulse aswell.. If you really plan to remove the "normal" engines all together, the nacell movement would go out the window completely right now.. impulse-dll does intentionally nothing to and with part animations because it should work with all parts/ships - and not all have animation.. I guess that is a detail we have to fiddle a while until we settle for one solution.. Let me know what you think.. Sorry for the long post - but it's a hollyday here - I've got time lol.. see ya...
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I use fraps.. First "working" prototype of a Tractorbeam.. Also the Subsystems have now a lot of space outside of the mainpanel.. Hey StarVision, any chance you'll send me that cube as a target for my laser tests? I mean - it'll fly with impulse - although the LCARS design would be wrong lol.. But I can't read Borg anyway.. Oh and - mediafire tells me you didn't download the beta1.. Is that so? I'd like to remove the file eventually.. so grab your selfe a copy before it's outdated..
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That's a good timing.. Weapons: I was thinking about implementing a weapons system - laser - but custom made - not copy paste.. Torpedoes - hmm - sounds intresting - have to think about it - but don't get your hopes high, I guess I settle with laser for now.. Additionally I am planning/thinking about - a full fledged tractor beam.. - ability to load smaller ship in cargo bay (fly in, click button, ship is gone - move to target location, click button, ship is back.. that reduces load on long passages - might even work with multiple smal vessels in cargo bay.. - transporter (but just in my dreams for now - maybe later) here is a new teaser.. as anyone can see, my PC has a hard time with 3 ships plus fraps.. is anyone here a gifted video maker, I love cinematic trailers.. :-D StarVision: I could use some beta testers - too many features for me alone - can you enlist some trusted crewmen? I go out now - later I pack the new version and send you a private link by PM..
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
philotical replied to Diazo's topic in KSP1 Mod Releases
Thank's - I love it.. in case someone is not aware of it.. THIS works with all KSPI engines!! -
Hi StarVision.. I second that - that bridge is beautifull.. My answer to your PM got stuck in the forum down.. I solved most math issues anyway in the meantime - so, I still appreciate, but never mind.. If something new comes up, I'll take you up on that offer.. Spork of Doom brought me on an idea.. maybe we should try if we can implement also the impulse drive controlls in the Helm-Console - since the plugin will be part of the download anyway! If deactivated, it's a black screen if activated it display the controlls. With the large viewscreen you've made, that would be cool.. However - no clue about rasterprop by now and also not sure about FPS impact of that combination.. but the thought is great lol.. Progress report on the plugin if anyone cares.. new features - done or partially done: - Prograde Stabilizer - helps with loopings and stuff (done) - Transfer Reserve Energy to Propulsion - moaar power to escape the usual escapy things that you might encounter.. (done) - "Command Formation" - forces all (maybe selectable soon) loaded ImpulseVessels to follow your course and speed (90%) - working on a new skin that holds all these buttons in a civilized manner.. (40%) http://imgur.com/6qQS0WB new features planned: - "Make Slow to Save" - will work like the hooligan labs air ships I hope. - keep speed - will hold your current velocity - keep height - will keep current surface height. There is still some spontaniouse Kraken-potential in that thing - but I'll tame and domesticate that beast eventually..
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Let's use a jum from Kerbin to Duna as example: Task: reach the target with as little velocity-difference as possible - right? If I got it right in my tests, then your pre-jump vector aka velocity and direction needs to be the same as your targets vector relativ to the sun. So, if you jump when duna is at his closest approach to Kerbin, you should burn in the oposite direction of Kerbins orbit around the sun because duna is slower than kerbin. if it's on the oposite side of the sun, burn in the direction Kerbin flys.. If duna is 90° ahead, burn towards the sun etc.. HTH To calculate the needed speed, it might help to compare the orbital velocity of Kerbin and Duna. That won't be good enough for all cases - but maybe it helps to figure it out.
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Thank's for the flowers.. :-) RRPC: sure you can have many different solutions - the RRPC offers the one single advantage of beeing able to refill/recover resources in your ship withuot docking to your station. Just land somewhere on the planet and hit alt+F10 and do your thing.. No pipes, no lazor, no docking - just plain and simple - it is a very conveniant way of doing something that is possible in other ways too. However - imagine you have a EL base and you send out an EL-miner for ore. Now the miner has to move to a different field wich is 9 Km away on minmus - driving that far everytime the tank is full is dangerouse tidiouse and boring. if you have an RRPC on minmus, hit alt+F10 and transfer the ore from the miner to the storage, change vessel and do it again to get the ore to the melter. MCE: nahh - MCE is soon to be relieved by an official money/mission system (I heard in .24 allready) - I will definately wait until then.
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Awesome report, highly appreciated - thanks.. important Note: The RRPC is WIP, not working, not finished and just there as a demonstration how it might look. So you could skip the test on an other planet actually - it will yield absolutely no effect for now - but thanks for the effort.. Additionally it is not needed on Kerbin to store stuff - the SpaceCenter Tanks are supposedly doing this. Oh ofcourse you can test the stability of the part - you don't need to land it softly - just drop it - it should hold.. It's made of "bilateral combobulated Kerbonium" - I was told that stuff is thicker than a neutron star. That is part of the weight issue btw.. 1. I will think about it - Although it "feels" wrong - logically it's correct. Basically it is indeed a huge fuel tank and therefor it is in the supposedly right category.. 2. I would love to accomodate you there - but I'm afraid that is not possible without breaking the conept of the mod.. First, to put you at ease, yes - I will probbably provide a few sizes or implement scaleTweak thingy - but they all will be relatively huge, bulky and heavy on purpose. This one is something like the standard size - planned is a half size and a double size - we will see.. However: Think about it - currently it fits exactly 26 Rockomax orange tanks - that makes a "Modular Fuel capacity" of 166400 units On Kerbin, you have unlimited storage, on other bodies it will be limited to the summed up module sizes of all dropped modules. Storagespace is calculated with the density of resources - still working on that one though.. Agreed for antimatter, any size will be more than enough - but Kethane, Liquid, etc - I have to think for all uses.. If you want to be able to store a helpfull amount of "what ever" on Duna, you need that much storage. There are 32 different resources to be stored in a realistic way. The size is 100% intentionall - also the weight - I mean it's potentionally even stable enough to be literally dropped from orbit - maybe a few chutes for duna that's all. When dropped, it will give you such a huge advantage on this planet, that the requirement of KSPI to lift it and a complicated, dangerous and expensive slow ascent with FAR is a reasonable price. I want that launch to be a challange of planetary dimensions - after all it's a "planetary core" - no seriousely! :-P to make it much smaller would either make the part useless because of too low storage capacity or it will slip too much into cheating for my taste. All that is not the only valid truth - only my personal opinion, I'm aware of that.. We can gladly have a friendly debate about my reasoning if I didn't convince you - maybe you can convince me that I'm wrong - I'm generally allways open to good arguments and valid points.. Cylindrical: that depends on my animation skills - since the conept is "drop it and forget it", I can't allow the part to roll around for an hour if it landed on a hill side - the user would have to wait untill it stopped to change vessel. If I manage to make some animated legs, it can become cylindrical - otherwise it will need some shape that does not roll endless. I have some blender skills - but I've used a rescaled stock model and texture - anyone who wants to make better parts and is willing to share them, will be in the download - the part is exchangable anyways.. just add the module block from config to any part and there you go.. In short - yes - no problem - but maybe not in my download at first :-) 3. It is indeed However - no promises - I had strange problems with toolbar wrapper in PlanitrolReloaded.. If it's again unsolvable here, I will have to skip that untill someone teaches me how to implement an easy to use wrapper class.. My ineptitude is anoying but real... sorry.. :-D Suggestions for part names/sizes I just came up with: Roidal Core Lunar Core Planetary Core Stelar Core Black hole Dry weight spread linear betwen 5 Tonns and 120 tonns or so.. At least that weight-scale was allways the intention in my plannning.. More recomendations? Yes yes - let's figure out the details - I'm new to game coding - I appreciate all inputs - especially from fellow KSPI users.. :-) btw: I remember your post about storing resources at KSPI thread - back than I was allready planning this in my head and you gave me a bigger incentive to tackle it.. But since I didn't know if I will be able to finish it, I kept my mouth shut - don't like making empty promises.. :-) I'll get soon back to this, currently still working on that one:
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[0.23.5] Planitron Reloaded - Update - (25th may '14 v0.3.7)
philotical replied to philotical's topic in KSP1 Mod Releases
I don't seem to be able to understand the reasoning behind this comment.. However: You are a moderator and I will comply.. Guess it was a bad idea to tell that guy to stay on topic afterall.. Progress report: I've tested cremasterstroke'ssuggestion with rotation and radius. - Rotation has not much effect that you could mesure or see.. - I took it out again.. - Radius - I've got strange results that I can't explain.. Mostly, I've seen no change - but than sometimes.. For one - several times, the planet disapeared, sometimes I got the blue ball Further - if you moved from a smaller to a larger Body, the ship got catapulted to escape velovity or just exploded.. If anyone reading this has an idea how to get around this, I will reconsider that suggestion.. Otherwise it's off the table for now.. I will release soon an update with following changes: - you will be able to create a backup file to allways reliably reset to default planet Those settings will be saved in an additional cfg file - the still present log spam got removed for conveniance That's all so far.. Not much but it's not much missing.. -
Jonathan Archer - NX-01 it is.. Actually I don't even know what other Archer there is, I'm not informed on recent TV shows.. - never mind.. btw: sorry for the delay - it was too late yesterday.. you'll get the zip today.. Edit: link sent
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Glad you like it - I was a little afraid you consider me to obnoxious for using your name in the video.. However - here is new Skin, new features and a new video: I will send you a PM with a private zip-link as soon as I have it online somewhere.. Complexe? Well - not the math, not the main functionality but Unity (GUI,Skin,Style.. wtf) drove me crazy every other minute. You thought KSP API documentation is bad - lol - try unity GUI-docs.. However - it's working.. You know, I started C# 2 weeks ago, also never heard of Unity before that. So you should take my advise with a grain of salt until further notice. Noobs don't teach very well.. But I got little over a decade professional coding experiance in php and javascript.. What you'll need is time - no docu equals 100s of test-runs. change code, compile, copy file,start KSP, load save-file etc etc.. time time time.. baaah One definately needs a lot of star trek while the game is loading.. In these "breaks" - if watched all of Archer, last two weeks.. (for the 12th time or so, but you know the routine I guess) There are good example plugins, lot's of git-repos and even a stable pluginFramework that handles a lot of stuff. The latter even has some docs that help.. So just go ahead if I didn't spoil it for you now.. :-D Oh I guess I need to mention - for this plugin, the most helpfull thing was the example code named "AntiGravityCore" by Exsurgent. I plain retyped 80% of that and added 200% more.. Since I have no clue what the license of Exsurgent is (it comes with B9, so I assume it's same as B9) I (or you) will have to acknoledge that on publishing.. Just so you know..
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Maybe off topic - but I've finished an alpha version of ResourceRecovery for KSPI resources.. http://forum.kerbalspaceprogram.com/threads/79010-ResourceRecovery-for-KSPI-EL-and-Kethan-DevThread?p=1170691&viewfull=1#post1170691 I would appreciate it if some of you could spare a view minutes and test it out for bugs and problems.. Thanks..
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Hey StarVision.. Remember my question about the plugin? I gave it a try.. - it's just a test version - so don't expect it to be beutiful - hint: it isn't lol Interested? you can have it - it'll work with all your models.. let me know..
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I got an alpha to test..: http://www./download/c7o5qmyc5mv54ed/ResourceRecovery-Alpha-01.zip It "should" break nothing - but it still might be a good idea to test it on a clean install or at least backup the SFS file (I never did and had no isues but well..) Please report all issues, problems, thoughts and feedback!! Your effort is highly appreciated and will help developping this plugin to a final stage. Requirements: None Suggested Addons: KSPI Kethane EL They are not needed, but if you do not have at least one of these, you can only store KSP resources and since those are unlimited, it would make the whole thing useless. This plugin is an extension for any of the above - standalone it's working but obsolete.. Ok - what it does: - open the window with Alt+F10 - Store all kind of resources for you. - Resources can be added by extending the Factory-Settings File - HowTo is included - Refuel your ships as long as you have the needed resources in store. - The Marketplace allows for StockExchange - the exchange rates are manually set in the factory settings. - It contains a Part and a PartModule that might show up in llogs - the part does right now nothing and will not work on other planets (no need to test that) The Part: The Part is a resized Stock part and will not use any RAM - it is recognized by my script - if you put several of those on Kerbin, you can see some changes in the displayed stats. And that is currently all it does - but I would like to get some feedback on the usability as a rocket part. Konsidering you use KSPI, you might not get in trouble lifting it - but does it work in editor flawlessly i a matter of testing right now. It has some issues with not saving changes in the following instances: - If you end the game by closing the game window, the changes are not saved! SOLUTION: change scenes first or use the "Quit" button in Spacecenter - If you revert a flight, the pre-launch changes made to the store are lost - in essence if you fill your ship with antimatter, start, revert => the antimatter is no longer in the ship but it's gone from the store too! Solution: hit F5 before you start - than the revert point is fixed after the refueling and all is good. Those issues seem to be caused by the monobehaviour execution order in Unity (I guess) - on revert, the module settings are saved first. (the empty store get's saved, but not the full ship) Same for the GameWindowClose-issue - the game terminates all but does not propperly execute the Module-OnSave function. If anyone knows a solution - please let me know.. Thanks..
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[1.1] Improved Chase Camera v1.6 (Apr 23)
philotical replied to BahamutoD's topic in KSP1 Mod Releases
true, I guess I willl never click the key/button anyway.. So I raise the question: why would anyone wanna go back to screwed chase? I just can't see a good reason to sustain the old mode at all.. make it as a default - on install, you can assume the users intent to use the new chase mode - no key required.. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
philotical replied to BahamutoD's topic in KSP1 Mod Releases
Great addon - just what KSP needed.. Key: I suggets the scrollLock or Printcreen But scrolllock would even go logically with the functionality - it locks the "roll" not the "scroll" though.. -
if nothing else works, we could use quantum struts.. That might do the trick.. @StarVision: you Sir rock! I appologize for my idiocy last post - the landing thrusters work perfetly.. In combination with DavonTC where you can assign independent throttles for each engine, you can fly it like a carpet.. I love it.. Feature request - can we have "breaking" without turning the ship? in essence retrothrusters.. usually I assign an actiongroup to toggle between ffwd and reverse engines that are mounted on the ship. So, can you double the main engines and turn them around? Than create a tweakable option like "change thrust direction" wich we can assign to AG. That would make a lot things easier with that huge thing in space :-) Picard: "Data, full reverse" Data: "Aye Capt'n" <"breaking screeetch in space"> Thank's for considering it..
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[0.23.5] Planitron Reloaded - Update - (25th may '14 v0.3.7)
philotical replied to philotical's topic in KSP1 Mod Releases
please stay on topic - thanks.. -
Thank's :-) Your concernes are duely noted and highly appreciated.. The Framework as I have it now allows to manage features flexible.. I guess I will simply add a setting-section, where you can toggle the visible buttons in the window.. So if you don't want the temptation of "sell Easy Resource A and buy Hard Resource B" you can hide that button. But look at it that way - if you need 30 tons of Kethan to get 10g of Antimatter, the challange is still there.. I don't think the market place is the biggest feature - but I think it will be a live saver if you ran out of something and your launch window is closing too soon to get it the "legal" way. Most people start cheating at this point - I know I do - so I merly can sleep better, if I can throw out a few tonns of Kethane to get "legally" what I need. Just for carma LOL The "Part on other planet"-thing is also simple to avoid - just delete the part from GameData et voilá! Btw - I updated first post with some more pictures... To all bypassers - if you don't like it - let me know.. Oh - ehhm - if you like it too ofcourse :-) Thanks..