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Everything posted by scottpaladin
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
scottpaladin replied to nli2work's topic in KSP1 Mod Development
I was not aware of JSI Selectable Flag, that is a good one to remember about. -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
scottpaladin replied to RoverDude's topic in KSP1 Mod Development
That's a cute little plane you got there. -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
scottpaladin replied to RoverDude's topic in KSP1 Mod Development
It's ESLD Jump Beacons. -
I love the Jeb in Karbonite, but wouldn't that be like encasing someone in C4? Current plan is to use assets generated by the same artist who's doing the main unit for the small pod for the mod's release, but if you want to create a variant part it will be easy as punch to make a cfg file for it and I can link it as an optional download. It's really important to me to keep the number of required parts added to as low as possible for people who already have crowded parts catalogs and hefty memory load. (i'm sort of considering releasing the big and little pods separately). Heavy is not a word that had previously come to my mind. I really like the visible pods and big scary medical arm thing, seems fitting. On another note, DMagic was able to point me on the right path to fix the onrails recovery problem, so now when you recover a vessel with frozen kerbals from the Tracking station, the kerbcicles inside get revived properly and put back to work at the astronaut complex. Knowing what I know now, the final onrails problem (vessel destruction) should just be the same tune, different verse. Next up is to set up resource utilization properly and do a balance pass. Current plan is thus: the cryonic chamber will take a very large amount of electric charge and a decent amount of glykerol whenever you freeze a kerbal. Keeping frozen kerbals in stasis is currently not planned to require any resources (frozen kerbals stay frozen forever until recovery, vessel destruction, or thawing). Finally, thawing takes a similar amount of electric energy as freezing does, but obviously no glykerol, and will probably be more forgiving to amount of power capacity you need (it can draw less power for longer). The effect on gameplay I'm shooting for is, because glykerol is a non-renewable resource (baring someone making a mm config to make a generator), you only have a limited number of times you can take an active kerbal and freeze them, but the amount of time their frozen or what happens to the ship in the interim should be immaterial. I'd be happy to hear people's thoughts on this. Finally, I have an updated demo video. These are dull, my next mod needs to be exciting to watch.
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The freaking confignode, of course. Now to iterate my added event and maybe prevent some kerbals from getting mulched by the recovery team. Edit: Bob is thankful of you for helping keep him from the mulcher. Ended up using onvesselrecovered for this, although I think onVesselRecoveryProcessing would work as well and I may move it to that event later. In case it'll help anyone down the road here's the bit that does the job. (is it weird that I feel a twinge of a strange emotion showing code I wrote to the internet for the first time?) public void onVesselRecovered(ProtoVessel vessel) { List<ProtoPartSnapshot> partList = vessel.protoPartSnapshots; foreach (ProtoPartSnapshot a in partList) { List<ProtoPartModuleSnapshot> modules = a.modules; foreach (ProtoPartModuleSnapshot module in modules) { if (module.moduleName == "DeepFreezer") { ConfigNode node = module.moduleValues; string FrozenCrew = node.GetValue("FrozenCrew"); ThawFrozenCrew(FrozenCrew); } } } } public void ThawFrozenCrew(String FrozenCrew) { List<String> StoredCrew = FrozenCrew.Split(',').ToList(); foreach (string frozenkerbal in StoredCrew) { foreach (ProtoCrewMember kerbal in HighLogic.CurrentGame.CrewRoster.Crew) //There's probably a more efficient way to find Protocrewmember from the CrewRoster { if (kerbal.name == frozenkerbal) { kerbal.rosterStatus = ProtoCrewMember.RosterStatus.Available; ScreenMessages.PostScreenMessage(kerbal.name + " was found in and thawed out.", 5.0f, ScreenMessageStyle.UPPER_CENTER); } } } }
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Thanks this is very helpful. I don't mind manually changing the kerbal status and adding reputation (and them not showing in the dialog, at least to start with). My big sticking point at the moment is how to read the KSPfield in the partmodule when i'm working with a protovessel rather than a vessel. If I can get the field from the part, I feel like I can adjust the other stuff myself.
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Not shown in the video but I've already implemented a max storage capacity to the test part so you can't just load every kerbal in the game in to the freezing chamber. The big container (which the hitchhiker is standing in for until my modeler finshes the exterior) will hold 10 frozen crew and have one seat that's accessible even when the frozen storage is full. The little pod will hold just one kerbal, frozen or thawed.
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Unfrozen (hehe) Mod Here. A pretty simple mod that Cryogenically freezes your kerbonauts for long term storage. Additional Download at KerbalStuff Most recent screenshots of the cryonic unit: External: Internal: What DeepFreeze will add to the game: One resource: Glykerol. This will be consumed during the freezing process and not recovered later. Limiting the number of kerbals who can go into storage per journey. Two parts: One large 2.5m diameter module (WIP pictured above) which will store 10 kerbals. And a 0.625m pod for a single Kerbal What will DeepFreeze do for me? If you are playing stock? No much. However alongside any other mod that affects a vessel's crew it will effectively remove the frozen kerbal from being tracked or modified. Life support mods, for example, will not consume resources for frozen kerbals. Changelog: v0.14 - 2014-11-19 [LIST] [*]Fixed freezing failing to abort when EC is depleted [*]Added part.cfg values for ChargeRate and ChargeRequired to allow for future parts using different EC values. [*]THIS IS A SAVE BREAKING UPDATE: Please see [URL="http://forum.kerbalspaceprogram.com/threads/92806-WIP-25-PaladinLabs-Dev-Thread-DeepFreeze-cryonic-crew-storage-v-14?p=1550330&viewfull=1#post1550330"]THIS POST[/URL] for instructions/further info. [/LIST] v0.13 - 2014-11-11 [LIST] [*]KSP-AVC support added. [*]Version numbering changed to support AVC [/LIST] v0.012 [LIST] [*]Initial Release [/LIST] Source on github. DeepFreeze is licensed under a Creative Commons 4.0 Share-Alike Attribution Non-Commercial license.
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[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
scottpaladin replied to TMarkos's topic in KSP1 Mod Development
Ah, I had assumed that the partmodules for extraction were from Karbonite but looking at them now they're labeled as ORSModuleRailsExtraction, so that's what you get when you assume. -
[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
scottpaladin replied to TMarkos's topic in KSP1 Mod Development
Ah, K+ is just a parts pack and Karborundum is getting rolls into the plugins for Karbonite. Good to know. It seems like other mods being able to check whether Karborundum specifically is actually gatherable would be useful in the long run. I've got an idea on my list of things to work on that I think Karborundum fits the bill for, but I think it'd be nice if Karborundum could remain tweakable in unless the player has installed the stuff they need to go and get it themselves. If the solution for that is a dummy dll to check against, maybe it'll be better to go ahead and have one. Edit: I now see TMarkos' post above: since I'm more than a ways off doing my thing, I'll have to wait and see how this gets handled so I'm not conflicting with how the resource is handled by others. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
scottpaladin replied to Stevie_D's topic in KSP1 Mod Development
At least it was a spectacular failure; much better than the normal "great, now stuff just isn't working" sort. -
Can't help with #1 but if #2 is a concern, you could either look into implementing some portion of the Time Control mod to allow for faster than 4x physics warping (looks like its license is permissive) or encourage downloaders your mod to get that one as well if they don't like the long burns. On a more general note: if your choice is between fun and realistic, I vote fun.
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[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
scottpaladin replied to TMarkos's topic in KSP1 Mod Development
You'll have to forgive my confusion; its hard to keep all the mods you're involved with straight. -
[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
scottpaladin replied to TMarkos's topic in KSP1 Mod Development
Is the Karbonite>Karborundum conversion going to remain a permanent part of the mod? It always felt like something of a stop-gap until FTT gets proper Karboundum gathering/transport implemented. -
[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
scottpaladin replied to TMarkos's topic in KSP1 Mod Development
Love the animation on that engine. -
I've been working for the last few days on a partmodule to allow for kerbal suspended animation (essentially by unloading the crew members from the vessel and re-adding them later at the behest of the player). So far I think I've got my bases covered for the most part, but the screaming big hole in the process of managing these right now is vessel recovery. Since the kerbals are no longer part of the protovessel; they aren't readded to the roster the way active crew are. I tried override OnInactive, which works well for part distruction, but it doesn't load on vessel recovery. Is there a way for me to tap into whatever event KSP uses for vessel recovery, read my variable out of the partmodule, and then set the protocrewmember status myself? I've been looking around at other mod's code to look for an approach on this, but so far haven't found anything that looks like it'll do what I need to do. Edit: The more I ruminate on it, I think I'm going to have to come up with some different solution for vessels on rails.
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[WIP BETA] Nasa IXS Warp-ship for Interstellar
scottpaladin replied to Stevie_D's topic in KSP1 Mod Development
That video is probably the best mod overview video I've see. I love it. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
scottpaladin replied to PolecatEZ's topic in KSP1 Mod Development
K3Chris said one of the latest builds moved some textures around. Looks like this was using at least a couple of those that got moved cause a bunch of textures broke when I updated to that build.