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Qberticus

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Everything posted by Qberticus

  1. Haystack Continued Now you can find that lost ship you were looking for! Now updated for KSP 1.2 Version 0.5.2.1 Updated to be compatible with new Contract Configurator changes. Celestial bodies filter button state is now saved like the other filter buttons. Vessel type icons for plane and relay have been added. Main Features: Allows you to quickly see all of your vessels You can quickly search for vessels without scrolling through the entire map You can view your vessels grouped by the celestial body that they are orbiting Works in Flight Map View and in the Tracking Center. New in 0.3.1.0: You can now display a list of docking ports for the nearby ships (i.e., loaded in physics range) and target them. The list only displays available docking ports (i.e., the docking port must not have a ship docked and must have a free attach node) New in 0.3.1.0: The docking port list includes support for the Docking Port Alignment Indicator mod's named port feature. If it detects this mod it will use the name of the docking port that has been set in the display. If the mod is not detected it will default to using the name of the part. New in 0.3.3.0: Support for blizzy toolbar New in 0.4.0.0: A new button that allows you to set vessels to be hidden from the list. The hidden vessels are saved in the save game file and will be saved whenever the game is saved. New in 0.5.0.0: Added support so Haystack displays in the Space Center. New in 0.5.1.0: Extended vessel and celestial body information window. New in 0.5.1.0: Nearby button that makes managing bases and space stations easier. New in 0.5.1.0: Sort ordering, orders sorts. New in 0.5.1.0: Rename vessel from the extended vessel information window. (Click on the R button next to the ship's name). Some screenshots: Downloads: GitHub and Spacedock Known issues: There might be an issue with the settings saving and the 64bit version as several people have reported problems. I've not been able to duplicate anything at this time. This may just be the general 64bit bugginess. Change log: This is a continuation of the wonderful Haystack plugin. Authors: Current maintainer: Qberticus With thanks to the previous authors: hermes-jr and enamelizer Mini-AVC Notice: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. License: Source code released under The MIT License (MIT) Other materials licensed under the Creative Commons Attribution-ShareAlike 4.0 International License Source: https://github.com/qberticus/HaystackContinued
  2. As long as you like doing it you should continue. There's one constant in life other than death and that is you cannot win universal acclaim on the internet. People will criticize and complain and say things you won't like but you can also assume that they are looking at your work.
  3. @DMagic: I've always found it kind of odd that SCANsat provides the map as you scan. You could reduce the need for caching if you required some type of post processing of the mapped data. From the user's perspective it would be similar to how science is currently derived from it. This way you would only need to track the areas that were scanned in real-time. Then process the scanned area into a higher quality / resolution when the map is 'analyzed' and save that to a png in a few different resolutions. Then when the person request the map you're just drawing a texture.
  4. Here's an Active Texture Management config for Umbra Space Industries and the ORS files. It's similar to what is required for Texture Replacer. Afaik you can only have one config file per directory so I don't believe it's possible to separate these out for the different mods. ACTIVE_TEXTURE_MANAGER_CONFIG { folder = UmbraSpaceIndustries enabled = true OVERRIDES { UmbraSpaceIndustries/MKS/ORS/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } UmbraSpaceIndustries/MKS/ORS/png/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } UmbraSpaceIndustries/Karbonite/ORS/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } }
  5. @xrave, looks good. If you change yield return new WaitForSeconds(0.1f); to yield return new WaitForFixedUpdate(); you don't get that odd delay. Good find. I was also trying to reset the velocity vectors after the Detach() but couldn't get it to work. Though I think this is what I missed: this.part.rigidbody.velocity = kerbalEvaVessel.rootPart.rigidbody.velocity; There's two rigidbody's one 'rigidbody' and one 'Rigidbody' I couldn't figure out which one was the correct one.
  6. I found a fun bug that I can reproduce. If the 'Simulation Configuration' dialog 'simulate' button is overtop of the 'Kerbal Construction Time' window at the time you press the button then once you go into the flight mode you cannot control the camera with the right mouse button. I tested this in a clean install of 0.24.2 32bit with only KCT PR 7.0.5 installed. output_log Steps to reproduce: Startup the VAB and create a ship. Click the 'simulate' button in the 'Kerbal Construction Time' window. Note where the 'Simulation Configuration' window appears. Move the 'Kerbal Construction Time' window so that the 'Simulation Configuration' window will appear over it. Click the 'simulate' button in the 'Kerbal Construction Time' window. The 'Simulation Configuration' window should now be over top of the 'Kerbal Construction Time' window. Click the 'simulate' button to go into flight mode. Once in flight mode acknowledge the KCT dialog and note that you cannot move the camera with the right mouse button.
  7. sumghai, the new TAC-LS just changed the units and rates of consumption to liters. There seems to be a slight change in the TacGenericConveter definition as well but nothing too substantial. I've created a personal MM config for your station parts for the new version. I removed most of the carbon extractors and life support resources from most of the modules since they are used for the entire station and don't seem to be needed in every specific module. I gave the Utility / Logistics Module the equivalent of a Large Carbon Extractor and a Large Water Purifier. According to TAC-LS these are good for 7-8 kerbals. For the Storage Module and the Resupply Pod I used the values of a Large Life Support pod. I also used :Final just in case as I was testing. I should probably remove it. @PART[FusTekKuest*]:Final { MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 4 inputResources = CarbonDioxide, 0.003500367198368, ElectricCharge, 0.081760489055638 outputResources = Oxygen, 0.003521591846326, false, Waste, 0.000001863771901, true } RESOURCE { name = Food amount = 1 maxAmount = 1 } RESOURCE { name = Water amount = 1 maxAmount = 1 } RESOURCE { name = Oxygen amount = 100 maxAmount = 100 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 100 } } @PART[FusTekKarmonyUtilModule*]:Final { MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8.16 inputResources = CarbonDioxide, 0.003500367198368, ElectricCharge, 0.081760489055638 outputResources = Oxygen, 0.003521591846326, false, Waste, 0.000001863771901, true } MODULE { name = TacGenericConverter converterName = Water Purifier conversionRate = 8.16 inputResources = WasteWater, 0.000025418346862, ElectricCharge, 0.1 outputResources = Water, 0.000020807576966, false, Waste, 0.000004610769896, true } RESOURCE { name = Water amount = 0 maxAmount = 5 } RESOURCE { name = Oxygen amount = 0 maxAmount = 2128 } RESOURCE { name = Waste amount = 0 maxAmount = 200 } RESOURCE { name = WasteWater amount = 0 maxAmount = 200 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 86354 } } @PART[FusTekKarmonyStorModule*]:Final { RESOURCE { name = Food amount = 530.52 maxAmount = 530.52 } RESOURCE { name = Water amount = 1020.46 maxAmount = 1020.46 } RESOURCE { name = Oxygen amount = 172708.92 maxAmount = 172708.92 } RESOURCE { name = Waste amount = 0 maxAmount = 1000 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1020.46 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 172708.92 } } TANK_DEFINITION { name = FusTekResupply_RearSection basemass = -1 TANK { name = LiquidFuel amount = 0.0 maxAmount = 0.0 utilization = 1 } TANK { name = Oxidizer amount = 0.0 maxAmount = 0.0 utilization = 1 } TANK { name = MonoPropellant mass = 0.000625 amount = 0.0 maxAmount = 0.0 utilization = 1.25 } TANK { name = XenonGas mass = 0.000625 amount = 0.0 maxAmount = 0.0 utilization = 50 note = (pressurized) } } @PART[FusTekResupplyModule]:Final { RESOURCE { name = Food amount = 530.52 maxAmount = 530.52 } RESOURCE { name = Water amount = 1020.46 maxAmount = 1020.46 } RESOURCE { name = Oxygen amount = 172708.92 maxAmount = 172708.92 } MODULE { name = ModuleFuelTanks volume = 160 type = FusTekResupply_RearSection } }
  8. I'm having a similar problem to vardicd. I haven't been successful in reproducing it yet. My hunch is it has something to do with when I forget and use the built in menu to revert to the VAB or launch instead of the KCT functions.
  9. I'm wondering is it possible to disable the science awards for all contracts? I'm partial to using contracts to fund the space program that allows me to run science missions to unlock the tech tree. As it is now, contracts greatly reduce the need for running specialized science missions.
  10. This seems pretty interesting. It's exciting to see the advances in gameplay potential from all of this. I had one concern when reading about using the stock antennas for initial version scanning models. Using an MM config to attach additional functionality to them would conflict with Remote Tech and a few other mods. I'd like to suggest that you just create new part configs that use the current models as reference with new names. Then you can update the models later and not conflict as heavily with other mods that use the antennas as antennas.
  11. Is it possible to add the ability to use the normal vector to the surface of the nearest planet / moon so we could use it as a horizontal speed indicator? This would make using manual RCS to kill horizontal speed when landing a lot easier.
  12. After using 0.9 for a bit I've only found one real problem. The increase in the number of units of Oxygen makes transferring it using the fuel balancer or ship manifest very slow. This is mainly a quality of life issue and not an actual bug. However, it may necessitate an option to transfer beyond x100 in the fuel balancer. Also, I'd just like to note my appreciation for your work, thank you.
  13. I just upgraded to 0.9 pre and it's been running fine for the past 4 hours or so. Note: for people using KSPModAdmin to uninstall the previous version and install the new version. KSPModAdmin does not remove the LifeSupport.cfg file. This is a problem since the new version has completely changed the resource use rates and using the old version's values will kill your kerbals off pretty quickly.
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