-
Posts
2,028 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Poodmund
-
[1.12.x] KSP Resonant Orbit Calculator
Poodmund replied to linuxgurugamer's topic in KSP1 Mod Releases
Linux, this is a really neat tool. Have you possibly thought about changing the white background to black (or maybe having the ability to change it)? It may look more appropriate in the depths of space and would mean if you opened the GUI in space, you wouldn't be blinded by a big white square. I did a little mock up to show the difference: If you really wanted to expand on its feature set I could suggest the following additions: Button to grab the current orbital parameters of the vessel. Button to create node at either periapsis or apoapsis to adjust your current orbit to the required resonant orbit. Apart from that it looks great. If you are planning to do a antenna or flyby mod though, I'm not sure it'd fit within this mod necessarily though and may be more suitable being an independent mod. -
http://ksp-avc.cybutek.net/ Cybutek's website can auto-generate the AVC file for you if you enter all the details about your mod.
-
From your screenshots it shows that Scatterer for the Gas Giants are not working either. Its probably due to the Scatterer_planetsList -> scattererCelestialBodies patches are not working correctly for you. What other visual mods are you using? For help, post up a link containing your ModuleManager cache file and KSP.log files, please.
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
@Nightside you can always check the ModLoader files to see what values are available to be set: https://raw.githubusercontent.com/Kopernicus/Kopernicus/master/src/Kopernicus/Configuration/ModLoader/MapDecal.cs -
How do I make a flat site with Kopernicus
Poodmund replied to Laie's topic in KSP1 General Mod Development Help and Support
You may want to switch over the the FlattenArea function instead...? yymv @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @PQS { @Mods { FlattenArea { DEBUG_showColors = False flattenTo = 0 //height in m innerRadius = 0 //radius of start of slope in m outerRadius = 0 //radius of end of slope in m position = 0,0,0 //x,y,z radial vectors smoothEnd = 0 smoothStart = 0 order = 99999 enabled = True name = value //name identifier } } } } } -
Okay, no worries, that's quite disappointing to hear as I was looking to be able to make my mods compatible with Texture Replacer, Texture Replacer Replaced and Sigma Replacements being able to swap each dependency out for another whilst still functioning without a hitch. Without the ability to path to textures in a custom folder it becomes hard for other mods to target my mod if necessary through a Module Manager patch. In light of this, unfortunately I don't think I can support TR anymore as a dependency which is a big shame but it is your mod and I respect your decision to take it in this direction; if this does change in the future I would jump at the chance to add TR back as a dependency.
-
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Poodmund replied to politas's topic in KSP1 Mod Releases
If I have a mod that requires a dependency, but there are more than one mod that can fulfill this dependency, but they conflict with each other, how is it best to set up the relationship for this in the NetKAN file? To be more specific, my Skyboxes require either Sigma Replacements Skybox, Texture Replacer Replaced or Texture Replacer but TRR and TR pose a conflict situation. SR:S doesn't conflict with TRR or TR but the user doesn't necessarily need to install both... but can do. I haven't publically updated my mods yet to have this dependency interopability but do have it working locally and am musing as to how to approach this on the NetKAN side of things. -
This proposed change would be a lot more end user parse-able when considering scanner readouts in my opinion. To see a scanner readout say "Ore Abundance: 15%" is a lot more intuitive than to represent it just as an integer with no reference frame. Just my 2 cents.
-
@shaw would you possibly consider adding in the ability to locate texture files elsewhere within the GameData directory and point them towards TR using Module Manager configs? Something along the lines of: @TextureReplacer { Directories { Default = GameData/Custom EnvMap = GameData/Custom/CustomSubFolder } } And possibly even the ability to point to different file names for the textures, ala: @TextureReplacer { TextureRename { GalaxyTex_PositiveX = SkyboxXP GalaxyTex_NegativeX = SkyboxXN } } This would greatly increase the amount of interoperability/compatibility between mods that use TR without having to overwrite each other and causing issues down the like, especially in situations like installing through CKAN.
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
CKAN should automatically update its listings with the latest Kopernicus releases, however, the process it uses to do this operates around timely intervals so it does not occur immediately. -
Always nice to see community driven, collaborative frameworks put into place. Good luck with you efforts, Niako.
- 50 replies
-
- 5
-
This looks super cool, Niako. Good to see you taking advantage of new features and being a pioneer of Kopernicus as a developing platform!
- 330 replies
-
- 2
-
- starshot
- kopernicus
-
(and 3 more)
Tagged with:
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Poodmund replied to StarCrusher96's topic in KSP1 Mod Releases
I'm not sure how it gives you more work but the benefits of using a Git repository properly, as a non exhaustive list, are: It makes it easy for others to contribute to your projects at source. Documentation! Allows others to raise issues and code changes directly against files that may be causing bugs etc. The repository archives all changes make to all files so it's a great way of storing old versions of files included in the repository. It makes it super easy for multiple people to work on the same project whilst making sure everyone is using the latest versions of the mod files. P.S. I'm sure a good advert of using a Git in the intended way is to look at nearly all the good, highly endorsed mods for KSP featured on this forum. Nearly all the complex, invested mods have a Git platform ingrained into their development scheme.- 4,170 replies
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Poodmund replied to StarCrusher96's topic in KSP1 Mod Releases
I just visited your GitHub repository for the 1st time but it seems the mod source is not synched remotely compared to your local source... i.e. your repository is completely blank. Are you intending to use GitHub as the open platform it is intended to be so that issues, pull request and feature requests can get posted against the mod?- 4,170 replies
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Don't invert on your X-axis. You want the light to be coming from the right hand side of the image on your horizontal map. -
https://goo.gl/Adbo6t Is that okay?
- 29 replies
-
- 1
-
- altitude
- coordinates
-
(and 2 more)
Tagged with:
-
In addition to what Bob posted above, here is a table listing all the highest and lowest points on each body:
-
@GregroxMun you have some willing participants.
-
Its weird because the Settings.cfg file that is auto-generated by default upon first load still generates with the lines: CALL_HOME_PROMPT = True DONT_SEND_IP = False SEND_PROGRESS_DATA = False So in theory the prompt window should still show, but doesn't. What's a bit weirder is the last version of KSP that showed this window was 1.3.0 Build 1804: ... but from the transition from 1.3.0 to 1.3.1 it was removed. You can test this by deleting your Settings.cfg file then running the game executable, in 1.3.0 is will appear, in 1.3.1 and later versions, it does not.
-
You know, all of this would be a non-issue if a pop up dialog box was displayed upon running the game for the first time asking for your consent for this data usage to be sent/tracked... you know, I think I've seen something like that somewhere before.
-
The Minmus Derp's rules and stuff for having a good game
Poodmund replied to The Minmus Derp's topic in KSP1 Mods Discussions
Couldn't you just have posted... like... a .CKAN file? If you weren't aware, you can post a Metapackage file that acts as a mod list for others to load into CKAN and it will select all the mods you have chosen to be downloaded and installed for the user. https://github.com/KSP-CKAN/CKAN/wiki/Sharing-a-modlist-(metapackages) -
KSP obviously used RedShell to get important statistics on Marketing Metrics to help discern the user's behaviour... I think with the recent public outcry and other games removing RedShell, the decision from SQUAD and other developers to completely remove it has been pretty hasty. All along since 1.4, I have been suggesting to just go back to the way it always had been pre-1.4 and to allow users to toggle on/off analytics tracking (defaulting to opt-out now in this time) as this data is obviously of use to SQUAD to some extent. I think some developers do their consumers disservice and take their intelligence for granted. If you want to add usage tracking to your game to gain insight, do so, but be forward and open about it and how it is operating. Then you'll see uptake. Anywho, I'm personally glad to see the back of how RedShell was implemented within KSP and it's good to see community feedback taken onboard (even if the cynical side of me says that SQUAD had to from a PR side of things considering the other studios doing the same).
-
CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
As long as your relay craft can talk back to the DSN solely on its 'relay antennas' and your lander craft has enough range to communicate with your relay you should be fine. You can simulate the numbers with these kind of connections but by default the calculator only considers the connection between 2 points. To do this, calculate the Signal Strength (max/min) between the DSN and your main relay craft, then calculate the Signal Strength between your main relay craft and your lander... do this by changing your Required Range value (Cell K7) to the distance between the two vessels. I'd suggest setting this at the max distance for max reliability. Then multiply the two strengths together i.e. DSN -> Relay min strength = 20%, Relay -> Lander min strength = 50%... therefore through connection min strength = 10%(?) I think this is how it calculates the strength. Be aware though that all you need is a 0< Signal Strength to have control to your lander.- 86 replies