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silverfox8124

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Everything posted by silverfox8124

  1. Attention: Mod has been updated! Make sure to delete old versions of Contract Controller before upgrading to Contract Filter!
  2. @AstroFox, The mod isn't even compatible with 1.0 I haven't updated it yet.
  3. Dev Note: My drive for this mod is slowly dying, I'm afraid of it coming to a halt. I am sending out a request for any person who has experience coding if they would like to join me in my pursuit of a weather simulation. Please PM me if you are interested.
  4. Dev Note: I finished up work on Contract Controller, Just going to put out a patch for a bug I missed and then I will return to work on KWS. Sorry guys but it might be a bit longer until release, equations are turning out to be harder to tweak than I thought.
  5. MOD UNDER NEW MANAGEMENT: Welcome to Contract Filter! This mod was created as a "more extensive" version of Rejector. I used to use Rejector but found it had little problems and annoying windows to it. So I created this! What Contract Filter allows you as the user to do, is to configure how you want each type of contract to be when you accept it or reject it. For example, if you need 60 science to get that next node, and you know there's going to be contracts with a reward of 60 science, then you can click on the type of contract you want to receive, whether it's Part Testing, Collecting Science, ISRU contracts, Body Surveys, or Science Gatherings, then you scroll to the textbox for minScienceComplete and put that from 0 to 60. Now after you save that up, you can start sorting your contracts! When it sorts the contracts, it'll check all the conditions of the contract to match all the numbers and letters you gave it. So since you had a minimum requirement of 60 science upon completion, all those little contracts with 12 science and 5 science go poof. But all the 60+ science ones stay You can do this for funds, science, reputation, contract parameters, bodies, and strings! If you don't like those pesky Part testing while flying over a planet contracts, it's simple! Just click on PartTest tab, then go to Blacklist Strings, then type into the box "flying over" (be careful, it's case sensitive!) and then add in the string to the blacklist. Save your settings, then start the sorting, and now all of those "flying over" contracts will vanish! As another handy feature, you can just not get part test contracts at all! When you click on a contract type, just click the "Reject" button, and it will turn into an "Accept" button, letting you know that the type is now rejected, and you have the ability to accept the type again at any time. WARNING: NOT SAVING YOUR SETTINGS CAN RESULT IN SETTINGS LOSS IF YOU CLOSE YOUR GAME, ALWAYS REMEMBER TO SAVE! Pictures: As you can see above, I don't want any Science collecting, Base making, or Planting of the flag contracts. Also, when I get my Explore x body contracts, I don't want to get them for Eve, Laythe, or the Sun. Now with a newly added Edit All button! You can edit all the type preferences at once! Like here I'm telling every type of contract to be declined if it's for Kerbin. (and a new toolbar icon thanks to BadSector/Luca!) Download: http://spacedock.info/mod/696/Contract%20Filter ALL PROBLEMS/ISSUES MUST BE ACCOMPANIED BY A SETTINGS FILE AND OUTPUT LOG!! Changelog: v1.5.2: -Fixed OutofSync exception when closing EditAll window. Now properly closes and saves. -Fixed Bug with contracts being declined instead of deleted. -Re-added app buttons. v1.5.1: -fixed an NRE that happened at Main Menu scene switch v1.5: -Updated to work with KSP 1.1.2 v1.4: -Updated to work with KSP 1.0.4 v1.3: -Configured Contracts are now not shenanigans -Added in a throttle for contract acceptance rates -Fixed things -Added in hotkey to sort -Fixed Sandbox mode throwing errors -Added in new graphics for showing the state of the filter -I forget the rest... v1.2: -new toolbar icon -Added new Edit All button -Fixed some underlying save/loading bugs v1.1: -Changed name to Contract Filter -Fixed loading/saving bug -Fixed contracts being removed when they shouldn't be v1.0: Initial release Source: https://github.com/wased89/ContractFilter Thanks to BadSector/Luca for the toolbar icon! THIS MOD IS UP FOR ADOPTION IF ANY MODDERS WANT TO PICK IT UP, TALK TO ME ON IRC All Rights Reserved SilverFox8124~
  6. Dev note: I haven't been working on KWS in a day or so. I've instead been working on my new mod: Contract Controller. After I am done with this, I will get back to KWS, which needs some equation adjustments and some re-writes in it's formula. I will give you all further updates when the time comes!
  7. @Skalou, It looks pretty neat tbh, I'll have to look into it more and see if I'm willing to put the time down to get module code up for it. However, I'd prefer it if you PM me with models and the such instead of posting it to this forum, as it's a discussion we need to have more privately than publicly.
  8. @Skalou, I'm making tons of progress today, so good news is a compat release might be coming out soon! And no, he doesn't design for me anymore, with this kind of mod there isn't a constant need for models and things like that as it's mostly plugin and code. But if you want to help and contribute, then feel free to send models my way, and if I like them, I'll tell you so and we'll go from there. :3 Also, Sound isn't really a priority of mine just yet, I got to get the basics first before adding on extras.
  9. @Skalou, Yes, 0.90 KWS doesn't work with 1.0 because 1.0 changes a lot, and FAR hasn't been updated, I'm working on the new thermal system and stock aero. 1)Yes, the mods works via Cellular Automata. Each cell is a specific point in space, and stores data. It is a somewhat medium-large scale space however, default and minimum of 20km*20km on kerbin. If there are miniscule changes to the cell because of a tiny local factor, then miniscule effects will occur. You can however increase the grid level in the settings menu on the main menu of ksp to grid level 6, where the definition is 10km*10km on kerbin. or at maximum on windows 32bit grid level 7 which is 5km*5km on kerbin. If you are running the 64 bit version of ksp on linux, then you can go to whatever grid level your heart feels content. Note: every grid level doubles the accuracy, and will greatly increase RAM as it goes up the levels. the amount of cells PER LAYER is 10 * 4^n + 2. grid level 5, which is the default, has 10242 cells per layer, and each WeatherCell is ~100B and the default is 5 or 6 layers per planet with atmosphere, excluding the sun. Anyways, KWS is also very configurable in it's CPU usage, you can tone down how often it does the cell updates, and how many cells it updates each weather tick. So if you cant handle the 50 cell's worth of calcs every 0.02 seconds, then you can tone it down to say, 25 or 10 or 30 cells per tick and you'll have less CPU usage. Although this is calced in real time, if you have the same startup conditions every time, you'll have the same outcome everytime, because of cause and effect. 2) on the note of sound effects, I'd love to have some wind sounds, and thunder cracks, but I lack the experience and time to implement them. If anyone is capable and willing to put the effort into it, I'd love to have the help. 3)I've had a modeller before who didn't write plugins for the parts, I did that myself, and I already have an anemometer and wind turbine module set up. On an ending note, Your RAM won't be affected as much by default, but if you ramp up the grid level then you'll see some definite RAM usage. Your experiment with the intake air modules would probably fail because of the way intakeAir works. However it wouldn't be hard to add a custom module.
  10. @Skalou, Wow what a doozy. I love responding to these really "full" posts. 1) wind will follow what leads it. If it's terrain, it's terrain. Pressures dictate EVERYTHING. 2)Thermal wind- how do you mean, like thermals? If so, then yes, those will hopefully be a thing. 3)I'm actually basing my weather mappage off of nullschool. 4)Weather is predictable, that's what makes it fun, but it's only predictable to a certain extent, which makes it even more fun. I want predictable weather. 5)I can have that in if you guys want, I've made one before but I take it out because it's just for debugging purposes. 6)I'm not good with drawing or SFX, Unless someone comes on knowing how to do that stuff, don't expect it. 7)Depending on how hard camera shake would be, that could be a thing 8)Ksp doesn't really have "water' per se, it just has blue liquid that explodes your craft and lags your computer out if you try and sail it. 9)If you are willing to help make models I can give you some work, wind turbines, science equipment, weather station models. Cameras. Tons of fun stuff. 10) The water isn't as workable as you think, and it isn't even drawn on the map necessarily. From what I hear, everything at 0m and below is dedicated by code to be water. It isn't mapped or anything.
  11. @sober667, Yes, the 1.0 release will still be compatible with FAR. I too am also excited to see how well the new FAR handles with it's voxels.
  12. @pingopete, Nope, the upcoming 1.0 release will not be compatible with 0.9
  13. @pingopete, I apologize, but I'm not bughunting for 0.90 anymore. I'm working to get KWS up and running for 1.0 as soon as possible.
  14. Dev note: Yes, KWS DOES NOT WORK IN 1.0! That is because there was a lot of stuffs changed and I have to rewrite a good chunk to get compatibility. ALSO: It seems as though when I try accessing body.orbit.radius from the main menu via the list of bodies in FlightGlobals, it nulls out. KWS pretty much requires this process to happen at that stage. If I can't grab the orbital radii of the planets, or access any of the planet data for that matter, KWS is going to look quite grimm.
  15. @pingopete I don't know for sure if KWS is functional in 1.0 tbh. I doubt it as a lot has changed. I am working on rewriting it to work stock with ksp. Also, yes it can be possible for vertical gusts, yes, each cell will have it's own windspeed.
  16. Dev Update! With KSP 1.0 coming out within two days, I've decided to rewrite(again) my mod to be native with ksp instead of being a unity sim. Some features previously mentioned may be scrapped at this point(such as the ability to feed the sim any numbers you wish).
  17. Dev Update!: Progress has been sloooooowww. But I fixed a major bug that was causing framerate issues(In dev version, I don't work with the live version anymore). and am *almost* ready to start working on going from sun and thermal heating, to moving heat around with wind! After that will be clouds!
  18. @Coga19000, The only thing you change would be the wind storms, the wind itself is unpredictable. It's actually a random value that it lerps to. Perhaps try a newer version of KWS?
  19. Dev Update: We potentially have a new member coming into the team for assisting development. More info and news will come as time goes on.
  20. @SkyRender, Try editing the cloud pngs in the textures folder
  21. @Errol, I can confirm that stock aerodynamic support will be a thing for the 1.0 release. I already have the method half-implemented, just need to add in the .... far does and replicate it for stock. Also note, still working on things, decided to play around with particles atm, I regret this decision greatly. Shuriken particle system is default to a "cone" shape instead of a "Sphere" shape I want and I can't change the emitter shape via code, and with the legacy particle system I can't change the same variables I can with the shuriken system... Sometimes I greatly dislike Unity's way of doing things... ~SilverFox8124
  22. @Gaiiden, It's an interesting idea, and I'll definitely give it some thought. But one problem I see is that ksp still needs to feed it(the simulator) values. As this simulator isn't exclusive to ksp anymore, in fact, with the newly developed simulator, and enough knowledge, you could fill it with your own data (Even real word data) and it would go through it's calculations and simulate it. All ksp is needed for, is it's values. I am also working on an interactor which takes ksp values and feeds it to the simulator, whilst also displaying information to the user and doing any ksp related things that need to be done. ALSO: Thank you Gaiiden for all the rep comments you've made, and thank you to anyone else who gave me rep comments as well! I really appreciate it!
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