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Everything posted by Gaalidas
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Well, that's a shame (for us anyway, not so much for you). I'm not giving up hope that eventually I'll be able to take apart your code and try to make things more flexible. I continue to see more of your parts in more videos and screenshots all over the place. If you're lacking inspiration, i may try to put together an updated unofficial release at some point. I do hope, however, when KSP 1.0 comes out, that you'll return to make sure nothing gets severely broken. On other topics, I've been messing with the suspension settings using tweakscale but haven't had a chance to test anything out due to some strange memory usage issues and whatnot. I'm also going through my own burnt-out stage again. As for modifying the code to allow more config-level parameters... well, that's actually easier than you might think. In fact, part of my modifications to lo-fi's original code is not only to move comments into documentation nodes for VS/#Develop/whatever to pop up when hovering over the code, but also to move more and more of the hard coded stuff into KSPField objects and add range-checks to the methods and functions that make use of those fields directly.
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Gaalidas replied to alexustas's topic in KSP1 Mod Development
Never noticed that new video. I love that new panel. I'd use this thing exclusively if it wasn't for the fact that the wheels are still just using the stock wheel modules. I'd like to see those things converted to KF wheels. -
You could look up "lo-fi" and ask him about his work on the orbital tug engines. He was working on a way to control the angle of thrust by extending/retracting engines on robot-like arms attached radially to a hull. I'm unsure if it ever got finished to the point where you could specify a spot in the animation to use as a brake point, but it might yield some interesting results if you take a look at it. Otherwise, the only similar thing I've seen is the VTOL engines in the B9 pack which depended on a mod that I don't remember the name of which allowed you to set up presets for the engine angles in the editor and call them up in flight somehow, similar to the presets that you can set up in the newest IR plugin releases.
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I'd think it would be better to simply change the character that is looked for to enable relative scaling. I use relative scaling in a number of mod implementations, and many of my configs are MM dependent. I never quite realized that I might not be getting the settings I'm looking for due to MM reinterpreting that line as a command to remove itself.
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WIP - Environmental Visual Enhancements Development
Gaalidas replied to rbray89's topic in KSP1 Mod Development
I think they're all so shocked to see you that they've lost their ability to post. -
WIP - Environmental Visual Enhancements Development
Gaalidas replied to rbray89's topic in KSP1 Mod Development
That's starting to look more like something from a photo-realistic landscape for a minimalistic flight simulator. Hmm... that wasn't supposed to sound like a bad thing, but I think it came out like it. Anyway... looks nice. -
[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
Gaalidas replied to nodrog6's topic in KSP1 Mod Development
hmm, I find it rather intuitive considering it's really a secondary function for this mod. The real important thing is the day/night toggle. I don't know enough about the stock or non-stock toolbar API to know if there's a way to put something into a tool-tip such as "left toggles world time / right toggles lights" when hovering the button. At the very least, I'd think a readme entry (and a note on the OP) explaining it would be enough for most users. It'd certainly be more intuitive that a number of other more complicated mods and their various right/left clicking methods for activating different things. The complicated part would be whether or not you want the icon to reflect the various states and the process of tracking those states. Currently there's only two modes for the icon, activated & deactivated, for the toggle between night and day respectively. I would think adding another little icon to that image to track the light toggle state would work, however you'd then need to track, and create the respective icon image for, an extra two states for a total of 4 icons: night mode with lights off, night mode with lights on, day mode with lights off, day mode with lights on. I probably shouldn't be thinking so hard right now considering I have a math exam (statistics sucks) later today, but I'm almost interested enough in how this might work to tackle it myself later on. At the very least, I might have a look at the code as it is now and get back to you if I come up with anything. I know things like this have been done before using the toolbar addon, but I'm unsure if Squad did anything similar with their own toolbar. -
I'm totally lost with that NYC comment. Then again, what else is new when I'm in the picture. Either way, node chasing has always bothered me. I tend to hover my mouse over the "cancel maneuver" button when letting mechjeb do my burns so I can reduce the need for the craft to suddenly pull away and then have to reorient to deal with a miniscule overshot or something when the necessity of accuracy isn't so necessary such as when aligning for an escape burn or returning from a moon.
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That incompatibility is a new one for me. More than likely you just need to patch out those parts from making use of the module used in this mod. Technically, though, any part with a command unit and space for kerbals, with an interior model, won't have a probe control room assigned to it. If the MKS/OKS parts don't have interiors, then that could be the problem.
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Big fat NO, but... as you well know... the bigger they are, the harder they fall from orbit and slam into the ground... I think I over did that one, but you get the picture. It's not impossible, just not happening anytime soon unless another unknown modder comes out of nowhere and blows our minds with some new implementation.
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No problem, it's just what I do. I keep an eye on things whether you want me to or not. It's in my nature. On that note, I haven't updates github yet, but I've started transferring many of your comments in the code into XML documentation blocks. I don't actually know a lot of what things are used for, but at the very least I have plausible placeholders entered for most things in the code and will have the rest completed when I get my next break from school-related coding. I just can't wait to see something new from you. Any chance of that happening in the near future? I tried to get Zodius... err... however his name goes... to try and make the new IR model rework wheels use your steering/suspension modules, but he believed their base orientations and such wouldn't work with your system. I have my doubts that your system is that rigid, but i really don't understand how anything really works behind the scenes so I'm not arguing just yet.
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The thing to keep in mind is that the size of your GameData folder, or rather all the assets when KSP compiles everything together when loading, is not what you eventually get in your RAM usage. Unless you're running Linux with an absolute ton of RAM available, you're still extremely limited. ATM isn't allowing you to use more ram, all it's doing is resizing and compressing textures to reduce the amount of RAM that is being used in the first place. That means, KSP 32-bit DirectX cannot use that ~6.6 Gigs of RAM, period, even with ATM. As for the limitation of using this with DirectX, I am not even sure if it even works with anything other than DirectX 9. It's not impossible to make something like this happen in DX11, or OGL, or whatever. The only fact is that this way of implementing such a system is limited in this way. That and the rest of us don't have the expertise to modify it or rewrite it for a different set of rendering drivers and libraries.
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[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
Gaalidas replied to nodrog6's topic in KSP1 Mod Development
I'd like to see something like the standard left-click of the button toggles the day/night appearance, and a right click toggles the lights instead of having to rely on a hotkey for that extra function. -
OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
You and the rest of the universe. -
Either we need to have some sort of simulation available in the editor, or a save/load feature once we get things right. On that note, though not related to this mod, I'd sorta like to have a preset and/or save/load for specific speed settings in IR so that you don't need to reset the speeds for your actions every time you launch... Unless these two mods do all that already, I haven't actually used IR for anything in a long time.
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Nice to have you lurking around again, lo-fi. This thread has been dead for a while now. So, on the topic of the magnetic RCS, that could be done by basically recreating the ion-RCS, but stripping out the xenon requirement, and using something like RCSFX to eliminate any form of visual effect to go with the RCS firing event. As for the control issues, I have never actually tried using mechjeb with a track setup, but it would make sense that it would have issues. It's built to handle rovers that have to be moving forward to turn and tend to turn without half of the rover actually slowing down slightly to finish the maneuver. My suspicion is that it freaks out a bit when the vessel's velocity appears to change suddenly, which itself causes a trajectory change that it tries to compensate for. The wheels, however, I have had no issues with. Granted, the softer steering tends to turn the craft a little less precisely (in the time that mechjeb would normally expect the turn to be done) and so its reaction time is a little slow, but otherwise it hasn't given me any trouble.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Gaalidas replied to nightingale's topic in KSP1 Mod Releases
Now we just need to get this to sync up and react with mechjeb targets and the scansat system. Note: I haven't even tested it to see if it already does interact, I just assumed since it wasn't mentioned in the feature lists that it wasn't implemented. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Gaalidas replied to AlphaAsh's topic in KSP1 Mod Releases
Which is odd considering sounds aren't being touched from what I can tell.- 2,488 replies
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How very... green... and vibrant... and... green... What we need now is a way to override the real reflections so that we can display a proper skybox in the reflection while still having the green screen background. As it is, the reflections will all be a greenish hue when the skybox is visible.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Gaalidas replied to Ven's topic in KSP1 Mod Development
Perhaps it's time to do a little digging in Texture Replacer and figure out how one might disable reflections in the editor scenes without having to manually switch anything. I do so love digging through code. -
Gargantua System (Lead by the remarkable Dr. Kaboom!)
Gaalidas replied to HoloYolo's topic in KSP1 Mod Development
Actually, custom shader development for lensing and other effects has been worked on. Custom Shader Loader is an example of that. Haven't seen much development lately though.