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ScootsMcGoots

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Everything posted by ScootsMcGoots

  1. @magico13 So I'm really sure where else to ask this question so I'll do it here. I am mostly just looking for thoughts. I'm trying to help the Trajectories mod add funtionality to predict the trajectory for future stages. This is pretty important as most return vehicles do not have engines and fuel on board so all maneuvers have to be made before separating, but your aero properites are way different after. So we are discussing how to implement it and I have been looking at how other mods deal with similar issues. My idea right now is to basically take the current vessel, make a copy variable of it without loading it, then parse the partlist, removing anything that is in a later stage than one specified in the GUI by the user. Then stick that reduced vessel into either the FAR or stock aero model simulation. I'm super new to C# so just looking for guidance. I have been looking through the kerbal API and I think this might be possible with the protovessel, protopartsnapshot and other proto stuff classes. And after looking through the SR code it seems that is sort of how it does it too. I think the problem comes will come when I try to change the partlist and stick it back into the vessel struct. From what I see in the API, the part lists are all only "get" and not settable, so maybe I can't actually reduced the partlist like I expect. Is that the case or do you think it is possible to make a modified unloaded vessel that I can run through a simulation model?
  2. @dlrk You cannot access it in KOS just yet. I am helping @Caleb9000 get this pushed through a little. The pull request on the KOS side on Github got all full of other unrelated commits, so one of the KOS guys @hvacengi is working on a rebase and on merging the KOS side of things. It is currently on the KOS 1.0.1 release plan. It should be in the master branch on github before too long so if you want to compile yourself you probably can. Probably just wait till 1.0.1 though. I am not sure how long that will be though due to ksp 1.2 coming out and idk what that changes for KOS or TR. Remote tech will probably need significant changes and that will likely affect the its API. We will see if that holds the TR addon being added in or not. After the next version releases, it will be accessable like any other KOS addon. The variables planned to be made available right now are via the API, impact position, impact velocity, space orbit after areobreaking, and planned and corrected directions. The last two are basically the vectors that create the navball markers if you have a target set, but can probably be used for an autopilot steering script. There will be documentation on how to use it on the KOS doc page. So with these additions you should be able to automate cool stuff like near pinpoint aero landings from orbit and aerocaptures with specified orbit after aerobrake.
  3. Actually pretty much all of those IVA enhancements you mentioned have already been implemented as some of the more common mods. Rasterprop Monitor handles most of it. It gives you exactly what you asked for. Screens inside of the ship that you can switch to different functions. Several other mods integrate with it. -Docking port alignment indicator. Actually I prefer docking with this over anything else. -Hullcam. Cameras you can place outside of your ship and switch between. -Nav Utilities. Makes landing at airports with planes much much easier. From far away you can get glide slope, and runway alignment. -SCANsat-See the scans of some planet you have done and pick a landing location. -Vessel viewer- lets you see what the state of different parts of your vessel are in. Fuel, overheating, and science taking all included -ALCOR/ASET props- these are actually a capsule part as well as a group of widgets(gauges,lights,fuel bars) for helping people make custom IVA layouts. And they are really amazing looking. My point is, most of the work to make IVA workable has been done. I agree something has to be done for some right click parts, but that could be managed through a small mod as well that brings all of those devices you could want to modify to a menu on a Rasterprop screen the way vessel viewer does. I agree about the joystick control, and I love flying by joystick, but that could probably be done with the touch controllers as well depending on their sensitivity. Only drawback being no spring/active feedback. But you could really just put the one controller down and use the joystick for the maneuver. Maybe by putting down your right Touch controller it can detect that and your ingame hand moves to the ingame joystick in the cockpit. Little to no cognitive dissonance. The Touch controllers also have touch sensors on the pointer and thumb, make it so when touching them, "joystick" controls are active. I agree that the map view is a special case. Maybe it could be justified to pure IVA guys as a "zoomed in screen". but wouldn't it be super cool to see the solar system in VR? feel like god looking down upon it and decide where to venture next by looking across the solar system. Even node handling could be done with the Touch controllers. Imagine reaching out to tease your node bigger or smaller. Having a hard time seeing that anti-normal arm because radial is in the way?? don't click and drag to move the view, move your head. OR, instead of trying to click those stupid little symbols, just reach out into free space and click and pull the controllers and they can tell which one you are trying to modify by hand orientation. Like stretching a rubberband between your hands. tl;dr. It is possible now to do all IVA (with exception of map view ). Kerbal with VR would be awesome.
  4. So, sorry I am usually a lurker but I had to chime in on this. I have to disagree with everyone who doesn't think this is an awesome idea. I have been wanting this since it has first been even hinted it way back. I think the modding community will get behind it once the new Oculus hits. There have already been people who have done it with the old ones, and head tracking is available from KerbTrack already. Really though, the thing that will make it all fit together will be Oculus CV1 with the head tracking, and the Touch controllers. I imagine doing moon landings from the lander can, and leaning forward to see better out the window just how much farther the ground is. I imagine my hands being turned into Kerbal hands sitting in the cockpit, moving the throttle, actually reaching out to touch the buttons on my rasterprop monitors, flicking switches. Imagine being EVA in first person, and the Touch controllers are your RCS control. You could rotate your wrist to get your translation/rotation due to the constellation/accelerometer tracking. To me, that is what is going to give the immersion and make it worth it. It could be even possible to build your ship entirely in the new Rift using the Touch controllers. All of functions for accurate placement could be there. It would be nearly Ironman-esque. Reach out and place a part, spin it around. It would be so cool to not only design your own rocket, but then to get to really fly it and do the mission. It would completely enhance pure IVA flight. I think it would add a capability and depth to the game that can't be matched. Anyone who has ever played pure IVA nows how much of a pain it is to keep clicking around just to move the camera. Zoom in, check that screen, zoom out, move camera, zoom in check that gauge...etc. Instead just move your head, lean in to see closer, reach out and touch the button you want. And there is no reason it should not be even MORE possible with 1.1 with Unity 5s direct support for VR. As I understand it, it can be as simple as a checkbox. The Touch integration would definately take some work. But I'm sure its nothing this community can't handle. Kerbal stuff was down for less than 8 hours and new plans were being organized, and within 48 a new site up, and now its almost like nothing ever happened. So I can't agree that it won't happen or is a dumb idea.
  5. Hey I just installed the latest update and I am getting a cannot find parts USI.Podcapsule and USI.Podengine. I tried uninstalling the mod and reinstalling it. Using CKAN. Currently my game is kinda broken. I have these parts on a spacestation with like half my Kerbals in it. If I let this go, they all go missing because of the invalid parts.
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