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Everything posted by dreadicon
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Just a quick question, are B9 Aerospace v5 parts going to be supported in the next release? Seeing as the mod is out now, I mean. I know engines are the responsibility of the pack maintainers, but it seems the tank configs are handled here. I'd ask for when they'll be out too, but I know that's not kosher My only complaint, if any, would be that I have yet to find a use for hydrox or pure H2; the weight of the tank itself kills total dV in most cases despite better isp on the engines, and has low thrust, not to mention boil-off. Even with the NERVA trimodal variant's insane thrust and decent ISP... Also, why are there MON10, MON20, etc fuel types? What do they do? Thanks for a great mod! I love it!
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Is it possible to copy a value from one module in a part to another module in a part? Also, is it possible to perform math operations on values from parts? For example, lets say I want the surface area of cylindrical tanks based on the stack nodes, and I then calculate the weight from the surface area, the end result looking like so: PART { name = example_tank ... scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 2.0, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0, 2 ... MODULE { name = example_module_1 surface_area = 41.23 //2Àrh+2Àr^2 for surface of cylinder } MODULE { name = unpressurized_tank tank_weight = 824.6 //20kg * 41.23m(sq) } } I can't seem to find any documentation on how to access values from other modules or from a parent module. Basically, this is what I imagine it might look like, where : @PART[example_tank] { @MODULE[example_module] { var = #:node_stack_top[1] @var -= #:node_stack_bottom[1] %surface_area = 3.92698 //pi * 0.625 * 2 @surface_area *= var @var = #:node_stack_top[6] @var *= 0.625 @var *= var @var *= 6.28318 //pi * 2 @surface_area += var -var = delete } @MODULE[unpressurize_tank] { %tank_weight = 20 @tank_weight *= #MODULE[example_module]:surface_area } } If the math syntax is incorrect, that's not an issue; I can just break them out. My main concern is how to get values from outside a context. If that could be done, it would make automated updates substantially easier and more accurate for things like Real Fuels. In the above example, I used a hypothetical format as follows: #<module if any in 'MODULE[name]' format><optionally '#' and repeat for sub-modules><':' denotes parameter desired><[] optional for 0-indexed selection of comma or semicolon delimited parts> I am looking for this functionality for a number of applications. The only real alternative would be to write up a script to generate the module manager config files, as there are over 100 parts I want to modify, and only about 5 or 6 kinds of modification that need done to them. I know Module manager is no replacement for a mod itself, but I feel like this functionality stays true to MM's mission and scope. It doesn't add logic or loops, just allows full scope access within a part. It doesn't even add global variables (which would be nice, as would sqrt, abs, and OoO math syntax, but those are another topic xD). If I can find time, I may take a stab at adding this to MM myself, but I'm not too sure of my time or skill in that matter... Thanks to the maintainers of MM, you are awesome! and thanks to anyone who takes the time to consider this question/request!
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My best guess is "Soonâ„¢", lol. Technically you already can make planets; some options just aren't finished yet (if I understand correctly). And I doubt the format will be finalized until much later anyhow, so revisions will probably be needed on anything done in the next few weeks/months for it. But I check the thread a couple times a day myself hoping to see an update. This is the mod I am most excited about personally!
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Just wanted to say great mod! and offer my feedback. Buggy: The Skylab seems to have a lot of peculiar aspects; tiny nodes, doesnt function like a lab for cleaning experiments, spontaneous combustion, to name a few. Awesome: Most everything else! I think this mod is on my essentials list now. Wishlist: I think the only other parts to add might be Skylab variants, or perhaps a revival of the Orion mod (nuclear explosives driven propulsion, see http://en.wikipedia.org/wiki/Project_Orion_(nuclear_propulsion) ). All I can say is well done!
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
dreadicon replied to Raptor831's topic in KSP1 Mod Releases
Seeing as B9 v5 is now in official release, Any chance that you could update the B9 config to include their tanks? Much appreciated! My infinite thanks to you for keeping this up to date! -
Check out the upcoming versions of Environmental Visual Enhancement mod; it's adding that kind of fine detail in the next major version. There's also a mod which allows you to directly edit textures on planets, iirc specifically to add things like persistent footprints. Honestly, fine-detail like that really belongs in a visual enhancement mod anyhow I think. The only feature not on the roadmap for this mod that I want is multi-star system capabilities (I want my semi-realistic interstellar fun!)
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
dreadicon replied to DYJ's topic in KSP1 Mod Releases
So, to start with, amazing mod! I love procedural parts in general, but this one takes the cake among them. I wanted to just drop in, voice my support, report some bugs, and make some suggestions (so likely nothing you haven't heard before, lol) A couple bugs to report: -The Center of Mass sometimes inexplicably becomes skewed in symmetry mode with the wings. The only solution for this I have found is starting an entirely new craft and hoping the bug doesnt crop up (or load to a previously non-bugged save, after restarting the game) -I remember a time when Proc Wing parts were available from very early on in the tech tree, and more scaling/options came up as you advanced. It seems that now, the first proc Wing part I get is near the end of the tree. Which sadly means I can't get rid of the boatload of custom wing parts leading up to proc Wings... Not sure if this is a bug or not, but it does diminish the value of the mod for me personally. -When the middle of the wing part (probably it's original mesh) is outside the camera view, the wings don't render (it's probably not fix-able, and very minor, but just thought I'd mention it) The first two bugs are my only real complaints for the mod; it's brilliant otherwise! Feature wishlist: -Preset shapes; possibly user configurable (via tweakable, custom UI, or some other management). -Solar panels on tops of wings (increase weight and cost. produce power. preferably with texture change) -Fuel-filled wings (increasing weight & cost (fuel aside), decreasing strength) -Optional mono-directional or omni-directional heat shielding (increasing weight and cost, preferably with texture change) -Different materials (via tweakables) with different costs, weights, and strengths (Aluminum, Titanium, Alloys, etc) -Ability to alter lift/drag by changing the leading/trailing edge and overall shape front-to-back of the wing (Not sure how this would interact with vanilla or FAR; I admit technical ignorance here) -Lift rating indicator (as applicable in right-click menu; would be nice to know how much I'm getting out of my design more exactly. FAR kindof already does this though) Do I expect any of the features? No. I've done mods myself (for other games), it's no small task to upkeep and add to them. But perhaps my feedback will be helpful when you find the time and desire to expand the mod again! -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
dreadicon replied to r4m0n's topic in KSP1 Mod Releases
I hope r4m0n updates the license. The mod has been a little rough around the edges for some time, and while I don't care much about contacting servers without opt-in, I know a lot of others do. Moreover, once the new TOS for KSP come into effect, this mod will be in violation as it always contacts a server for the choose-tree prompt without user consent on first load. The community hasn't stepped up and built a better mod here mostly because this one has worked, more or less. Now that Planet Forge is finally dead, new, better mods are popping up in it's place. I think the same would happen here. Never the less, thankyou r4m0n for all you've done for the community up till now! -
K3|Chris, Thank you for responding to my post, despite being yet another 'OMG GIV RELEASE NAO'. Seeing what you are all doing continues to make me more excited. Is anyone working on some way to use tweakables or tweakscale to condense things like wing parts into lower part count? Mostly just curious. Also, I am considering using the oculus and one of the emerging motion tracking solutions to make an IVA solution, where I can reach out and toggle the switches and buttons with my own hands. I have a good bit of development experience, and the only thing that could make such a simulation better would be space rings xD but those are a tad above budget, lol. Anyhow, you three are doing awesome work, and our impatience is just because you guys' mod b9 completes KSP in ways that cant be found anywhere else. I wish you the best of luck! Can't wait for release!
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I am still hoping for a B9 update... It's gotten to the point where I cant live with or without it... :S I run 30+ mods, which run quickly and flawlessly together, just a couple quick tweaks is all they need. But add B9 in and suddenly I spend 10+ hours before I get it all running (period), and still run into broken parts, random occasional crashes, and numerous issues all over. Yet, without B9, the game just isnt complete. Spaceplanes practically just dont exist without it once you've experienced b9.... Please, I'm not asking for new features; I just want b9 updated for engines, fuselage, and cargo bays... (not that I dont love new features....) It's been so long, and it's finally just in need of a complete overhaul. I'd be willing to help overhaul configs and parts if time is tight... been doing it myself for quite some time
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So, I love where this mod is going. I was curious how you plan to format/implement the configs? If I knew your thoughts on that, and it would be appreciated, I could try to set up a config loading system. I'm not very experienced with Unity, but I have coded a substantial number of C# projects. Now that you guys have done the hard part (integrating with KSP/Unity) I have a number of ideas on how I could set it up to use configs. It just boils down to how you want the configs to work
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So, just wanted to say I love what you guys are doing here! Your dedication to building a real, lasting solution to expanding the Kerbal universe is awesome! As much as I'd love to ask when I can get my hands on a test build, I know such inquiries are not appropriate. I will instead ask this: Will this have a solution for adding other stars? And/or will it be compatible with StarSystems?