krh42
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Everything posted by krh42
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As, I said, I am just learning to use the full capabilities of Git. Previously, I have worked on big teams with SVN but so far I have only used Git on projects on which I have been working alone, so I guess I haven't really been using Git yet. Also on all the projects I have worked so far it has been with people I know personally and can meet with in real life (research projects at the university / I'm at Aalborg University), so there we have always just worked on the same repository, and if you messed up you bought some cake and apologized. I guess the clone + PR is a pretty standard way to collaborate on open source projects with Git, so I'm very ok with learning it. For now I think I will just clone the project and see if there is any thing I can perhaps contribute with. One thing I originally was considering was that there should be an antenna link between the beacon and the FTL drive in order to be able to jump.
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Thank you. I see you are four that have worked together on the mod. How have you organized that, have you added them as collaborators to the repository? If that is how you have done it, then my github username is krhe. I also have to admit I am new to git. I've just resently decided to move to github from an internal svn server (yes - I know - I am a Dinosaur The FTLDrive was on github originally to test git, but I never got around to move to git at that time, because I was to busy with work, and SVN was working. Now on the other hand, I am amazed about how much better git is over svn.
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I would like to stick around, would you be ok if I help with the mod?
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I am really happy to see that you have taken over my old mod. I stopped all these years ago, because I am just a programmer and not a designer, I could not create the models in Blender that was required to bring it to the next step it needed. Just for nostalgia I looked it up now, and saw that you have resurrected it, thanks, that is awsome!
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Hi Timmy The idea is that the probe is connected to a fully functioning ship/space station. I have to admit that I have never tested the MOD, when the beacon was not attached to a ship or probe core. Please let me know if you still have problems after the beacon is attached to a probe core.
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Hi With the new aerodynamics model in KSP 1.0, I was curious about the new delta V requirements for reaching low Kerbin Orbit at 75km. So I decided to test it by doing 5 launches with an orbitor. In these launches it took me 3780 +/- 28m/s to reach an orbit of 75km (mean +/- std.dev.). For the individual launches that was 3776m/s, 3748m/s, 3804m/s, 3812m/s, and 3758m/s. I am curious if other has been experimenting with that, and what figures you have come up with for the new delta V requirements. This is also only for Kerbin, I've not yet done any experiments for the other planets/moons with an atmosphere. So if you also have some results, I would be grateful if you will share them.
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That is the thread and I would be very grateful if you will remove it.
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Hi I've added a poll to my MOD development thread. Now it is pretty obsolete. Is there any way to remove it again? Sorry if it is a pretty basic question, but I'm relatively new to the forums. Thanks in advance for your help.
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Oh my, oh my, oh my. KSP 1.0 is out! This is so cool. I re-linked the MOD to the new libs in KSP 1.0. Fixed the tech tree, and tested the mod. It a pretty rushed release of the MOD for KSP 1.0, but it seams to work. If please let me know and I will try to fix it ASAP.
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I created a release candidate: https://www.dropbox.com/s/67czckqom0oj2dx/FTLDrive-Rev4rc1.zip?dl=0 That should solve the problem. I hope you would like to test it and see if it solves your problem. If it does I will put it up on kerbalstuff.
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How to start the physics loop programatically
krh42 replied to krh42's topic in KSP1 C# Plugin Development Help and Support
That solved the problem. Thank for you the solution. -
Well at least it is Bohr bug, and there is a good reason why it won't jump. Could you tell, where your ship is when you try to jump, and how you got there. Generated Force gets incremented in OnFixedUpdate() so if its not running then it will always be zero.
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Is it possible to get the OnFixedUpdate() running programatically without activating the first stage? The reason for my question is that I am writing an FTL mod: http://forum.kerbalspaceprogram.com/threads/114401-0-90-FTL-Drive-%28Updates-on-development%29?p=1814164#post1814164 and while the right way to use it is to build a ship launch it into orbit and then jump from there, a quicker way to just try it out, is to catapult a ship into orbit directly from the launch pad with Hyper Edit. The problem with that is that then the OnFixedUpdate() does not get called and the mod will not work (i.e. the ship will not jump). This leads to comments about the mod not working. I would like to include a check in the action that starts the drive, whether the physics loop/OnFixedUpdate() get called and if not then start it. However, I have not been successful. Any help would be really appreciated, and thanks in advance for your help.
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Thanks for the feedback. Hmm, I hoped there was an easy answer. Guess there is not. Any stage will do, as the physics loop won't run without having activated a first stage. Launch clamps should also do. Could you try to run it with a debug build I'm using. https://www.dropbox.com/s/biz5qusf6jfxddc/FTLDrive-WithDebugUpdatesIncluded.zip?dl=0 This one has an updates field on the UI. If it gets incremented then the OnFixedUpdate() is runnning. If this is the case and it still won't jump then it starts to get really strange. Another thought. With these early releases the old mod directory needs to be completely deleted. It will go wrong if the new release is just copied over.
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I'm sorry for your trouble. Did you use Hyper Edit directly from the launch pad? I had the same problem when I did that. You need to activate a first stage in order for the physics loop to start OnFixedUpdate().
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That looks really nice. Far better than my recent rather feeble attempt. If you would like to help with the models for the mod, then that could really help to make get of the ground. I've never worked with 3d modeling, and it would take a long time before I will be able to make something that would be worthy of even a semi-finished mod.
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I like your idea of different beacons, with a range limit. I will also see if I can implement a line of sight requirement. Also so there can be a progression through the tech tree, perhaps also starting with a smaller size 1 FTL drive, progressing to the current size 2. Looking forward to see your code, hoping we can reach an agreement on features, so we can merge the two branches. Quick note though, I've always used subversion before, git is an experiment - but how hard can it be ) But the video from Kottabos was quite nice to see - I think the mod is on the right track, and that we should not make it too complicated with extra rules. Right now, I'm working on better models for the parts. That is a first for me, so it a quite interesting learning experience.
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Thanks for all the great ideas. The reason I included beacons and that you can only jump to beacons, are to force people first to go to the place first in a conventional way, so they are required to set up a transport network, and send out "seed" ships. It is also a great convenience, and it turns the jump into game mechanics (seeding of beacons throughout the Kerbol system. If you can enter (sMa, ecc, inc, lan, aop +reference body), then I think it would be too much just like hyperedit. The reason you can turn beacons on/off is so they don't show up while in transit. However, one thing that is really missing is that beacons require power, and they should stop working if there is insufficient power. I would be sad to see the force req. dependence on the gravity field go, as it forces one to go far out and hence that you still need to put a lot of thoughts into your vessels. However, I think the idea that the ship keeps it momentum is an interesting idea. Currently, it is very illogical that it just instantaneously changes it momentum. But it would make the mod really hard to use, but as you say force you still to design good vessels even if there is no force dependency on the gravity field. Another solution could be to keep changing the momentum to match the beacon as it is now, but include the difference in momentum in the force required, and then indirectly you would have a force dependence on the distance of the jump, as there is the different orbital speeds, but also for example a high difference in the speed that for example Kerbin and Jool travels around Kerbol. However, this would also introduce a kind of launch window as the required force would go up if the planets are on opposite sites of Kerbol and hence travelling in opposing directions. So open questions. 1. Keep dependence on gravity as it is now, or 2. Make force required relative to change in momentum, or 3. Distance to jump 4. Some combination or other. Right now it is harder to jump to planets close to Kerbol, and quite difficult to jump to Eve (close to Kerbol and relatively large). Damage to surrounding area is a great idea and should be implemented.
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The effect of drives, currently, do not stack, as only one can be active at one time. So that puts a hard limit on the size of ship that can be jumped. As Q-T points out the think to watch for is that the required force is smaller than the maximal for available (2500N), if it is the jump has a 100% chance of being a success. If the required force is larger than the maximal for available, then the chance of a successful jump is proportional to their ratios (i.e. if required force is 5000N then your jump has a 50% chance of succeeding).
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There are a lot of FTL mods. I think they are overpowered. The main idea in this one is to create one that has significant limitations. The main idea is to make the jump dependent on the gravity field at both endpoints of the jump, and that you can only go to a FTL beacon that you have placed at the target in the conventional way of space travel. This puts a limit on how big a ship you can jump and it requires you to go some distance out from the planet. This also means that you will still need to navigate, however, you do not need to wait for launch windows, which is really nice for your supply missions if you are playing with TAC life support or similar mods. As far as I know that is new. I made this mod because I was missing this game play. You basically has to invest in setting up a FTL network, before you can go faster than light. If another mod has all ready made that, then I would be really happy to hear about it, so I don't have to make it myself.
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Thanks for the welcome. I've added the license to the post and specified it in the README.md file. FYI The license is also included in the download file, with the source files.
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Please use this thread to report any suggestions you have for the mod or report bugs. Rev 6 - Updated to KSP 1.0.2 Rev 5 - Updated to KSP 1.0 - New models and textures for the FTL drives Rev 4 New update with: - Automatically generated beacon names from the body they orbit and their altitude - Moved code from OnFixedUpdate to FixedUpdate. These two minor refactorings has been waiting for new parts. However, they are still work in progress and will not be available soon. Rev 3 A new much more stable update for the FTL Drive mod is available on Kerbal Stuff: FTL Drive and source: https://github.com/krhe/FTLDrive/ In this new release the textures has been updated. The parts still has a long way to go, but now they at least don't hurt the eyes too much when they are added to a vessel. The code has been updated and should be pretty stable. Planned work for further updates: Adding contracts Adding science Conducting FTL experiments and getting them accepted in the Kerbin Journal of Aerospace Engineering Mod introduction: NB. The video shows the old textures. Ever wished you where somewhere else instantly. With the Kerbin Science Foundry faster than light (FTL) drive you can! Just spin it up to create an instant reality dysfunction that might, just might transport you instantly to another point in space. To actually end up where you want to go, instead of experiencing a permanent fatal reality dis-coherence (i.e. your ship goes puff, aka. explodes) there are a few recommendations to observe: Place a FTL beacon where you want to go, otherwise, the FTL drive cannot get a lock on your target destination and will refuse to even spin up. Never, never, ever spin up the drive in a strong gravity field, keep far away from planets, suns, and other heavy objects. Other than that the FTL drive holds the promise to revolutionize interplanetary transfers and to take the grind out of flying vessels from one point in the Kerbol system to another. License: CC-BY-NC-SA-3.0