silverfox8124
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@skykooler, Ahh yes, that would makes sense, I'll investigate into that. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@DaMichel, I am only stating my worry in such a situation, No matter how .... my work may have been, Im protective over it. I also cant change the license for a specific file.. on the note of EVE code, I talked with rbray before copying his code and I received explicit permission to do so. All I ask for is proper recognition. Your mod extension is kind of on a line of being able to have it's own thread, but not at the same time. That much will be up to you. On note of you distributing, yes, as long as proper recognition is given and that line of license code is added into your license, then yeah we're cool. There's still a bit more to add however, and I've been debating making my mod stock compatible, if I do, I'll send some code your way so that you too may benefit from it. On another note, did you get the north east code in yet? And have you made an arrow for direction? If you ever need a visual way of debugging, I have a line renderer in my headmaster.cs in which you can use, it's quite helpful tbh. ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@DaMichel, Sorry, but I'm not changing the license on my project, Once you go from higher restrictive to lesser, there's no going back without repercussions. As I said before, I don't mind you using my code as reference, but copy-pasting and claiming as your own is something that doesn't go well with me. On the note of no one developing it when/if I quit, yes, unless I change license before I quit, then I'll release a version under the new licensing and people can maintain it if they so please. On the "We" note, you seemed interested enough on the wind aspect that you wanted to control the wind for testing purposes, so I thought you'd be interested in a wind tunnel kind of project, which is why I brought it up. Anyways, your mod extension could use a txtfield for wind speed, take a look at the Headmaster class under the storms section for the gui, you'll find a way of doing it there, also note how I empty the string on Awake(), without it, the textfield would fail for me. With best regards, ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@DaMichel, You are fine to look at my code for examples and help, but copy-pasting and claiming it is yours was my main worry. However, when weather people say Northerly wind, it's wind going from North to South, it's always opposite of what you think, and when I click North on your GUI, I expect it to blow Southerly, unless stated somewhere that the wind comes from that location, I, as a general user, assume I want wind to blow north. From what I see on the news, they don't say the -ly at the end, so I assume it is conveying to the viewer that the wind is blowing in that direction, unless they say "coming from the north east" in which case, it is North Easterly. In the context of making a wind tunnel, perhaps we could look into Kerbtown, make our own model and spawn the ship in the place for testing and go from there? ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@DaMichel, here is the north and east: Vector3 East = Vector3.Cross(vessel.mainBody.angularVelocity, Up).normalized; Vector3 North = Vector3.Cross(East, vessel.upAxis).normalized; Also, I'm quite sure you can't copy paste code, then delete it, then rewrite it to avoid copyright... So yeah... Also, because you did copy paste a giant portion of my code, it's not really your Intellectual Property, you just took an old version of mine and polished it, which is like taking art, recolouring it, and claiming it's now your own... As for your "mod" which is really just an extension of mine, and tbh, I think when my mod gets going, what you have now should definitely be integrated into a building of sorts. Perhaps we could look at something from KerbTown, make our own facility model, and then just go from there, eh? ~SilverFox8124 - - - Updated - - - @DaMichel, I don't know how much testing you've done with the wind, but in meteorology, a wind blowing North, is Southerly wind. The winds you have when I click North, I'm expecting it to go north, not be Northerly ;p. Also, if you're going to stick with the +- windspeed stuff, Please, oh please put in a Wind Zero button, or implement a "Remember" button, so that it "remembers" the current wind speed, then you can zero the windspeed out, then change direction of whatever, then click a button to bring it back to the "remembered" setting. Again, despite how it may seem I am with the whole CR and Licensing stuff, I'm the only one of my kind doing this, and so far it's taken me 4-5 months to get where I am, I'm quite protective of it, and not only the countless hours I spent coding and testing, but the countless hours upon hours of research I put into it just to make sure I was giving you guys the most accurate weather I could give. *That's* what I'm protective about. ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Also, the line: "The following code is based off the work of SilverFox8124, and used with permission under license of: All Right's Reserved, 2014(copyright symbol)" would be acceptable to put in the license. ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@DaMichel, Neat work you've done. It'd fit well with a turbulence/ wind tunnel facility. However, in your code, you reference the navball, and this is unnecessary. You just go: Vessel vessel = FlightGlobals.ActiveVessel; Vector3 Up = vessel.upAxis.normalized; Both ferram4 and I use this code to get the up vector relative to surface, no need to use the navball. But I do commemorate your use of other methods. I however, am not too entirely sure about license conflicts, as I operate under ARR(All Rights Reserved) and I don't know if that conflicts with GPL. However, since you did copy-paste my source, then edit it as necessary, you MUST include my license in yours. That is, you must mention me in your license, and include source of where you got the code from, that is what I ask of you. Also, my thread isn't a place for your mod to be put, I suggest making your own thread for such, and in such, I also request that you link to this thread, or in the very least, to my github. I shall get back to you on any other matter regarding such that comes up. If only we could make our own buildings, I would be in full agreeance to collaberate with what you have and build a wind tunnel facility. I wonder if this can be done already, however I do not know.. Next step I suggest would be making a text field for the wind speed input. I also recommend a Lerp function to go from wind direction to wind direction, see my Wind.cs class for more code example on how I do things. Best of luck~ ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Gaiiden, I'd like to get the stock app launcher up and running first before moving to blizzy's toolbar. Also, if the button is lost, it's alright, just press ESC and it pops up automatically for some reason unknown... @pingopete, the high(er) altitude high winds are caused by less friction being had against the earth's surface that lower atmospheric layers have, and I'm *hoping* to include friction as a factor, but that could perhaps be for 6.1, right now I'm focused on getting my cells to stack, layer and update properly with proper values, which is a task in itself... Also, I'm quite sure that the decrease in wind speed is logarithmic with altitude... It's a series of calculations and calls to surrounding points in space that gives you your answer of wind speed and direction. Weather isn't easy, it'll take time to get good. Also, it doesn't make my job any easier that our knowledge on climates of other planets isn't as "full" as our knowledge of earth's climates and wind patterns. I also can't apply earth's values to Laythe because it's atmosphere is a metric f* ton of salt and it has very little land to it. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@DaMichel, Hmm.. Testing facilities would be nice.. Perhaps if there was a wind tunnel or weather testing facility of sorts? The idea of having a testing facility, where you put your vessel inside it, and then manually create the conditions is something that *could* be done... But for now, that is on the back burner. I shall add that to my Wishlist. However, please take into consideration the Copyright license KWS has/had and all I ask is for you to respect it. Also, on the note of turbulence, that is something I could probably add without *too* much hassle, but it's not of significant priority currently. This mod is still Alpha, and probably will be for a few months until things start coming along better. As for progress update, I just changed the WeatherCell class into a struct, and am working on going through all those changes and such. I'm sorry to say, but it's going to be a decent chunk of time before the 6.0 comes out, but when it does come out, it will be gloriously mediocre. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Darren9, when weather tracking becomes a thing, I'll have a GUI that comes up on the Space Center view to let you know of the weather around the globe, the GUI in the VAB will be for measuring EC generated from wind turbines on craft, resource capacity, weather tracking abilities, and data bandwidth. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Btw, if any of you thought 70km/h winds are crazy, I'm currently getting >8000km/h winds -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@DaMichel, To make a whimsical weather system is not my goal with KWS, I *may* make one later on, after I'm done with KWS, but that's a big if, simply because magical weather doesn't interest me. And trust me, so far it won't be too demanding on your toaster -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
The thing is, my mod isn't heavily based on Textures, it's 99% data. Doubles, floats, ints bools, and other data types are being stored and calculated, so using any sort of texture reducer or memory management shouldn't have an effect on the majority of my mod's RAM. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@sober667, I'm working on ways to try and reduce the RAM, but it's quite hard to do in this situation, as there needs to at least be weather existing on other planets, else, there would be no weather on a planet. The only option I'm seeing currently is to give you guys the option to disable weather for a planet? What do you guys think about that? The thing is, weather just can't simply *not* happen at a specific time, I can't turn off specific cells, because then the neighbouring cells go off that "off" cell's data to get temps and pressures and such. Having a weather simulator with a little impact is tough, and damn near impossible to do right, but I'm trying my best to conjure up ideas for reducing impact, such as less CPU usage by not having all the planets being simulated at a given time, only the one you are orbiting. I'm also adding in a Settings GUI on the main menu for adjusting things like the grid level, which determines how big or small the grid is, this would affect RAM footprint directly, but I'm standing by that the grid shouldn't have a level smaller than 5(the level it has now) simply because of how weather happens and how it needs certain areas to be certain ways for weather phenomena to happen. I'm also adding in a way of reducing CPU usage via making n amount of cells being updated per weather tick (which is also adjustable) instead of *every* cell being updated every weather tick. Optimizations will come along the way, that's almost inevitable, but the next update will introduce more RAM usage(most likely) from now adding in more layers of cells for proper atmospheric calculations. Again, optimizing this can be quite the challenge, and having only one brain come up with optimization ideas can be pretty blinding sometimes, so suggestions are welcomed and will be considered. TL;DR: Weather Simulators are hard, More RAM usage to come, optimizations too, later, and suggestions pl0x ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
The wind speeds at one point didn't match, the one on the anemometer is in km/h and the one in the UI is m/s it seems. I did not notice it was as such when I released it, my bad. And also, on your point about strong winds, yes, I literally had no idea what was making them so strong tbh. They were supposed to be from -5 - +5 m/s (~18km/h)at most, but instead they went on to be upwards of 70km/h, again, have no idea what's happening there. On better news, I'm currently working on getting the atmospheric layering for the cells so that global cooling and warming may come into effect, day/night cycles to help with that, and adding in the coriolis effect to the winds. Today I got the cell Albedo changing moreorless properly. Tomorrow(Jan 9th) I will be layering the atmospheres properly so that they somewhat match that of the ISA(International Standard Atmosphere), and can be used for calculations, and eventually, calculation and simulation of wind! A fun ride is ahead, enjoy the fun wind while it lasts! ~SilverFox8124 PS. I just realized you don't have the 3 or 4 cloud layers in that screenshot, are you sure you're using the latest version of KWS, or did you manually remove them? -
Hello all, SilverFox here, and I am head dev of Kerbal Weather Systems. As I progress further and further down development chain and get closer and closer to achieving the end result, I see that there are plenty more things I need to get right, if I want to get this right in the first place, and give you all accurate measurements and predictions to go off of. SO, that brings me to my question; Of any of you people reading this, who has the willingness to go about calculating some values of KSP's planets' atmospheres? One thing in particular would be chemical composition, and getting the molar mass of the atmosphere. For example, in this equation for density: Density = Densityb (Tb -Lb * (h -hb) / Tb)^(g0 * M / R* * Lb) where b is the layer, and M is the molar mass, but for Earth's Air, I will need values for Duna, Jool, Eve, Laythe as well! And for any of you weather fans, or science nerds who may want to assist a little fox in making weather happen, lend a hand, it's well appreciated!~ Sincerely, SilverFox8124~
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WIP - Environmental Visual Enhancements Development
silverfox8124 replied to rbray89's topic in KSP1 Mod Development
@pingopete, I heard talk of it in an IRC channel. I was even provided screenshots, go through every previous changelog for KSP and see if you can find it. I forget which version it was in. -
WIP - Environmental Visual Enhancements Development
silverfox8124 replied to rbray89's topic in KSP1 Mod Development
@pingopete, My weather mod will soon be dealing automatic cloud cover, where some cells will be clouded, and some sections not clouded. Procedural cloud generation used to be a thing a waaay long time back, Harvestr actually did it once, but dropped it for some reason. -
WIP - Environmental Visual Enhancements Development
silverfox8124 replied to rbray89's topic in KSP1 Mod Development
SilverFox here from Kerbal Weather Systems, reporting in! I just came to check up and see how this place is doing. All seems well, and to answer the questions about how "falling" snow would work, my suggestion would be to have them linked to particles and have the particle's position literally fall on the particle's -UpAxis, and then destroy itself upon ground contact. That will most likely be the way I will do it with Kerbal Weather Systems. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@theonegalen, Rbray and I haven't really gotten to discussing the new EVE that much, however I will have to take a look at what it's come out with so far and see if it'd be of any use. I'm not aiming to implement things that wouldn't benefit the end user. My mod will be quite something on performance generally, as I'm not making whimsical weather, but a potato-sized weather simulator. The storms will come in due time when I get everything all worked out with the cell code and having proper interactions between the cells. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@FoxLoco, You don't change the wind, the wind changes you! Also, I could be misusing the term API, but what I mean is: "A class or series of classes fit for the use and advantage of others when referencing your library(.dll)" So that way you can check the wind speed in your code, if you were to code something. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
I'm sure CKAN has a back-up of all the mods somewheres... and KS is up and running for me atm. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Fox Loco, Fox Brethren! I have not yet tested it with RSS, if you would be so kind as to test it out and let me know how it goes, that'd be great. For wind functionality, it should be fine, but for the API im not too sure And yes, I do intend to support RO and RSS -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@politas, weather mapping hasn't been implemented yet, but the way you measure windspeed, is with the Anemometer part, you measure temp with the thermometer, and pressure with the barometer, the camera and rain collector do nothing just yet. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Agathorn, the API's functions are quite self-explanatory tbh... if you want the cell at location, use getCellAtLocation() - - - Updated - - - @politas, yes, this is a WIP, and I haven't implemented Stock toolbar yet, I will in the future, but not now. You also can't change the wind because those days are over. I'm working towards naturally occurring weather.