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Droa

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Everything posted by Droa

  1. oh yes! give me that! yeah i am talking about runway lights, for navigation at night, i guess i havn't seen them, or noticed them, they seem to not work for me at all :/ as for mechjeb, i am more for the hands on approach as i like flying my planes, i know ksp aint mean't to be a flightsimulator, but i like the idea of flying my own inventions and it would be nice for a better navigation overall.. i've tryed to make runways on diffrent planets, as i was making remote base camps for my cerbals to do missions from, having a place to land my SSTO, would have been awesome, as it is right now, i normally use 2 beacons (a flags) to indicate my runway point a and b, it makes it easier to target.. main problem is the survay missions, you have no idea how fare you are from the point, until the text pop up on your screen
  2. how about this one, is that what you are looking for? http://forum.kerbalspaceprogram.com/threads/84359
  3. so i was thinking 1 of the biggest things currently missing for planes, is a way to proper navigate to a waypoint, with the mods fint print added, giving alot of survey missions for planets, its really hard to use the navball as a waypointer, without a distance. And about the ability to upgrade runways, i would love the ability to add lights to my runway (maby at level 3, for the roleplay?) however is it posable to add lightsources to the building models for this type of thing? for the purpose of not crashing unity, i guess it wouldn't be able to use that many lightsources, and simly needs to be textures with brightness
  4. Hey guys, so i've wanted this feature for along time, to be able to make update tools for the client-side. i made a crawler, scanning the ksp mod forum, once every day, for updated threads, and grapping version numbers and the forum post. currenctly its pretty much not worth much, but i am working hard to get it better, and usable it's a pretty simple crawler, as i am currently figuring out features, and what data to use. Crawler does the following: Crawler: 1) loads pages from http://forum.kerbalspaceprogram.com/forums/35-Add-on-Release (/page1 to /pageX (currently 35) 2) Scans the pages threadlist, and graps the thread id (example 29388) 3) Builds the thread url (example http://forum.kerbalspaceprogram.com/threads/29388) 4) Opens all builded urls as forum posts 5) Scans the title of the forum post, for ksp version, and mod version, as it tries to figureout the name of the mod 6) saves the url, as a uniq mod, in the database 7) saves the current context of the forum post (body/title), linked to the uniq mod (inkluding version number, and ksp version number) the crawler is not very smart, and sometimes doesn't get the meta data right, so i've have implementet a "reviewed" column, in the database, for every new update, to be able to review them manually, if something goes wrong. now to the api interface: The api-interface is also under heavy development, so i can use it for my own "update notifier". it generate xml's from the current information of the crawler database, and cache them up to 10 minutes, from when it was generated, to reduce server-load (only from db -> xml generation, it does not read forum posts every 10 minutes) list mods with full body and show mods with no version: http://mods.minsk.dk/api/list/showall/fullbody list 0.25 mods with full body and show mods with no version: http://mods.minsk.dk/api/list/showall/fullbody/0.25 list mods: http://mods.minsk.dk/api/list list mods and full forum body: http://mods.minsk.dk/api/list/fullbody list mods and show mods with no version: http://mods.minsk.dk/api/list/showall list 0.25 mods: http://mods.minsk.dk/api/list/0.25 list 0.25 mods and show mods with no version: http://mods.minsk.dk/api/list/showall/0.25 currently the xml file is very small only (323kb) containing informations about all the mods, however i've removed the post body text, as it was taking up alot of space, making the file (20Megs+) in size mod\@name name of the mod mod\@assemblyid is the specific id, for the mod version mod\@modid is a static id, for the mod (if the url change, so does the modid) mod\@kspversion is the announced version, the mod runs for mod\@modversion is the version of the mod mod\@updated is the last time the crawler, seen an updated version of the forum post mod\url is the url to the forum post mod\forum\title the title of the forum post mod\forum\body (currently disabled) the content of the forum post hope you guys like it, and are able to use it. if anyone got any ideas, please feel free to post them [10. Dec 2014] Just got my server moved to another rack in the server room, and added SSL encryption to the apache service, meaning i can start to add a better user-crowd controlled edit-system, to the database. this will open up for more features, i've been working on. -Usermade list of mods/threads to follow -Moderation of the Mod list (Changing om mod names, versions, and stuff, if they got read wrong by the crawler)
  5. actually been working on my own api, currently compatable with the ksp forum, and made 1 gigantic xml of all mods, version and compatibility. it's a single-threaded crawler, so it wont stress the forum-server, however hopyfully it could be usefull someday, when i add more api-options its currently chewing throw the kspform. the version identifier, could be a little bit better, but works for now, i have to manually go trough the db after the initial crawling, after that, it have better guessing link to the xml dump, of all mods on the ksp forum http://mods.minsk.dk/api/ and a screenshot of my crawler software
  6. perfect, just what i was looking for, thanks for the links
  7. thanks guys, sorry for no reply... i am not very use to this type of forums, so i kinda lost the thread, after i posted it, so it randomly appeared today, as i was logging in i've kinda played arround with ksp scripting, and figured out a way to add the variables to make them supported by remote tech, so i've been busy adding remotetech support for my favorite antennas however thanks for the links, been looking trough them, for more antennas to play with
  8. So i was wondering, if there was a program where i could track updates for mods? if not, i was thinking of making one, main problem is, i've not been able to find any api access for curse.com, kerbalstuff.com or this forum, making it only posable to track data, by making a very complicated crawler. my main idea was to make a crawler, scanning curse.com, kerbalstuff.com and the forum, to populate a database hosted on my own site, generating xml output, then have a user-client that can access thouse data. however since that is a pretty big job (but someone has to do it), i rather just check if anyone already had made a project like this, in the deep dark part of the internet
  9. Hello kerbonaut i fell in love with the mod called Remote Tech, adding a pretty funny mechanic into the core game. however i really feel the antennas and satelite dishes the mod offers are pretty boring (no offence to the modder(s) of Remote Tech), and was wondering if there was a pack of Remote Tech supported Antennas out there, adding more omni directional and target antennas, looking more awesome? i've been trying to search for some, but have been unable to find any at all, i really hope someone are able to help me out
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