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Everything posted by madlemur
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
I was wrong! Mea cupla! Mea Maxi Culpa! I've edited my original misinformation to make it clear that I was wrong. Alternatively, you could ask my wife. She'll tell you I was wrong. About anything... -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Well... You should be able to get the parent vessel by name. The problem is that I can't find any documentation (or easily found reference in the source) for getting the target of a different vessel. Along with erendrake's mass check, you could also check various part counts (only one engine? I've been launched!) Hmmm... We need a decent way for cores to talk to one another. I suppose you could do some log file trickery to cause a file to appear in the volume for the missile, which could include a quick script to set the target and run its own guidance program. Once we get access to the right-click actions, you could even have the missile decouple and launch itself! Quick question for erendrake and/or Steve Mading: If a script tries to get a handle on a vessel by name, and there are a number of vessels with the same name, does it return a list? edit: Here's a thought! Have the missile turn itself off (or better, have a non-missile core power off all the missiles). Then when you want to fire the missile, build the aforementioned "log file" as a boot file for the missile and power it on. The missile will read in the targeting info from its boot file, and then go on to run its guidance routine. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
edit: Duh, just read your post after a sudden burst of useful energy to my brain... Yes, I would suspect that the part you're controlling from would make a huge difference. Especially if it doesn't jibe with the "facing" of the kOS core. And goodness only knows what happens to the part facings/controlfrom hijinks if the pods were placed via symmetry. Have you tried printing out the facings of the parts as you go through and set the controlfrom value to true? Just to check what the system thinks is going on. You may also need to reset some of your cooked variable locks, if they are still tied to the old part, you're going to confoozle them... -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Also, you can edit the files in (KSP home) /plugins/plugindata/archive or somewhere close to that. Currently, they are. txt files, and any edits you make are immediately available from the archive. On my phone, so hopefully I'm understandable, or some kind soul will explain better. Frankly, I dislike the editor, and use vim to directly edit the scripts. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Which I'm used to, and frankly expected. The only other way would be really break old code by somehow getting named parameters to work. I suppose if you found an unused symbol, you could do key(symbol)value, and if the symbol isn't there, use ordered parameters... -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
What about providing default values for when parameters aren't passed? declare parameter foo default 0. if (foo != 0) then { -- Do stuff }. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
AFAIK, the current iteration of Kerboscript doesn't handle optional parameters. If you declare a parameter it must get used. Now, I know that erendrake and Steve Mading have some yummy goodness in store for the next version, but I think they may still be ironing out 0.25 issues... -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Before I realized I was being way too optimistic about my own abilities (and time management skills), I looked at working kOS into rasterProp's IVA console. Maybe even creating a small number pad-ish keyboard to allow the Kerbonauts to enter in some basic info. That would, of course, require something akin to ncurses for display on the prop monitor. And an input method of some sort (tied to a when trigger, of course, since blocking I/O would suck really, really bad)... Once I started realizing how much work it would be, I decided to stop trying to do it myself (since it would also require learning C#, Unity modelling, and texturing), and try to encourage people with more talent and time than I have (i.e., someone single and/or childless). Seriously, it just needs a num-pad and some cursor/selector buttons. Hell, go old-school and enter numbers with dials and an "Enter" button. You just have to pay very close attention to what's being prompted for... Bonus points for wood paneling and nixie-style input displays... Nixie displays... Maybe I need to wander over to that KSP<->Arduino external console thread... Or get more coffee... -
I take that back. Not quantum hangars, but procedural hangars...
- 1,632 replies
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- part count
- storage
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Oh! Oh! I wanna quantum hangar, too! A Bag Hangar of Holding!
- 1,632 replies
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- part count
- storage
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(and 1 more)
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
True, but three wheels when you started with four means one is definitely broken (off)... -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Periodically count the wheels. If the count goes down, one or more are broken. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
It doesn't break anything, but there's no integration. Someone would have to write a plug-in to get RPM to interact with kOS. -
Umbra Space Industries - (Roadmap and WIPs)
madlemur replied to RoverDude's topic in KSP1 Mod Development
Actually, I was directing my comment to the other poster. I know you could weld them together. I was offering him a solution to reduce his part count. -
Umbra Space Industries - (Roadmap and WIPs)
madlemur replied to RoverDude's topic in KSP1 Mod Development
Could you use a welder addon to create your own custom parts? Wait, I know the answer. Yes, you can, but I don't know if they handle the modules and such for custom parts... -
FAR can save you dV on your ascents... C'mon, you know you want to try it. It's free, and all the cool Kerbals are using it...
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Perhaps you could talk to nli2work about borrowing his koffin model for a handy Kerbal storage unit. Bonus points for needing to be attached to a bigger cryo-unit to freeze a Kerbal (no glykerol on-board, so it needs to be attached to something that does have it). Perhaps based on one of the many service modules that has an internal structure with a fairing or other "skin" on it (Vend-A-Kerbal carousel?)
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Known issue when the root part has a kOS module. Especially if you've used MM to add the module. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
madlemur replied to UbioZur's topic in KSP1 Mod Releases
Well, so we can can something useful. Otherwise, I posit that the positronic fruitbats are dinglebaiting the flyback frizzleknopfter, which is causing his problems... -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
madlemur replied to Fractal_UK's topic in KSP1 Mod Releases
Aye. No matter how easy you make it to play together and have nice things, there will always be someone who, through inattention, ignorance, inexperience, or infernally malicious sociopathy, will not play nice, and will break not just other peoples things, but all the things... -
I had the same thing with Procedural Parts tanks in white. The mk-14 parachute is also mostly transparent. My guess is that the viewer "washes out" the colors, and if the part is too pure-white, it disappears. Maybe if the background was transparent, or a selectable color... I would like to see the sliders actually do something, since I've tried making all sorts of changes in them (gamma, color balance, scale, etc), all to no effect.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
D'oh! -
My first part isn't showing up in the VAB list
madlemur replied to sreinmann's topic in KSP1 Mod Development
Until someone who knows what they're doing replies, have you unlocked Advanced Exploration in the Tech Tree (if you're not in sandbox mode)?