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Everything posted by meyerweb
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Contract Packs for Contract Configurator - General Thread
meyerweb replied to nightingale's topic in KSP1 Mod Development
Okay, I came up with another question: is there a way to check if cargo is on board the craft? Not just having a cargo bay via PartValidation, but some sort of cargo inside the bay during flight? (I suspect the answer is no, but want to be sure.) -
Contract Packs for Contract Configurator - General Thread
meyerweb replied to nightingale's topic in KSP1 Mod Development
You’re the greatest, Nightingale—thank you again! I made the changes—thanks for the heads-up on ReachSpace—and I think it works a lot better now. I rebalanced the rewards a bit, and I’ll ponder the hideChildren tradeoffs. But for now, I need to actually complete that contract to make sure it’s achievable! I always crash spectacularly on touchdown, and that’s with the Kramax Autopilot bringing me in. I’m starting to suspect I need something sturdier than the LY-10 Small Landing Gear… -
Contract Packs for Contract Configurator - General Thread
meyerweb replied to nightingale's topic in KSP1 Mod Development
Thanks, Nightingale! My next question is about the formatting of objectives. Mine look like this: Any idea why the Vessel says “Spaceplane (new)” when I only defined “Spaceplane” as the value? Or, for that matters, why it shows up as an Objective at all? And why the sub-objectives show up under the first real objective? What I’d really like to see is something like this: Is that possible? I’m okay with losing the double-line spacing, but I’d really like to see just those things. -
Contract Packs for Contract Configurator - General Thread
meyerweb replied to nightingale's topic in KSP1 Mod Development
Cool, thanks! I’ll start with my first-flight contract, which is basically “Get your spaceplane from the KSC to space and back again.” I want those to be completed in order, so the player can’t take off, land, and THEN boost to orbit in order to get the completion. Here’s how I set up my parameters: PARAMETER { name = VesselParameterGroup type = VesselParameterGroup define = Spaceplane PARAMETER { name = Launch type = ReachState situation = FLYING title = Take off from the KSC runway completeInSequence = true disableOnStateChange = true } PARAMETER { name = Spaaaaace type = ReachSpace title = Reach space, however briefly completeInSequence = true disableOnStateChange = true } PARAMETER { name = Land type = ReachState situation = LANDED biome = Runway title = Land on the KSC runway completeInSequence = true } } The question here is, am I using completeInSequence and disableOnStateChange correctly, or redundantly, or Just Plain Wrong™? If I’ve made the structure weird, let me know that too. I read the documentation and looked at the source for a number of contract packs, and I saw a bunch of different approaches to structuring the parameters. I wasn’t sure if there was a meaningful difference between what I did above and something like this: PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup define = Spaceplane PARAMETER { // first step parameters in here } } PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup define = Spaceplane PARAMETER { // second step parameters in here } } PARAMETER { name = VesselParameterGroup3 type = VesselParameterGroup define = Spaceplane PARAMETER { // third step parameters in here } } Thanks! -
Contract Packs for Contract Configurator - General Thread
meyerweb replied to nightingale's topic in KSP1 Mod Development
I decided to write some SSTO/spaceplane contracts, and have had some initial (apparent) success, but I still have questions about the syntax and its results. Is this still the best place to ask, or has the discussion moved elsewhere? -
I finally got some time to mess around with this, and I love it even more in practice than I did in theory. Since I’m still running Pilot Assistant, I got confused by both this and PA having the same icons, so I cleaned up some cruftiness around the plane’s silhouette and added “KA”. Since I thought there might be others in my situation, I created a pull request over on Github to merge in my icons, if you like them. If not, no worries. I also created some short approaches for KSC, meant more for atmospheric jets than spaceplanes. If you’d like, I could also create a pull request to bring that in, if you’d like to have an example `FlightPlans.cfg` for others to look at and work with. Again, if not, not worries, but let me know. Thanks!
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New Maneuver Node Editing Tool
meyerweb replied to Alshain's topic in KSP1 Suggestions & Development Discussion
Heh. I think you’ve captured some great ideas here that didn’t come up in the earlier proposal, and your UI has some enhancements that are much better, in my opinion. I hope this gets enough traction that someone takes it on! It would make adjusting course-correction nodes much simpler when trying for close encounters with moons (and planets). -
New Maneuver Node Editing Tool
meyerweb replied to Alshain's topic in KSP1 Suggestions & Development Discussion
I loved this idea when funk proposed it, and I love it still. +100 to making it happen (I wish I could help!). -
I love this idea—especially the challenges of landing on it!
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There’s been a request to have them added to http://forum.kerbalspaceprogram.com/threads/129947-RoboBrakes-v0-3-1-Now-compatible-with-FAR-RealChute but I don’t know how that’s going.
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RoboBrakes v0.4 - Now with Thrust Reverser Support!
meyerweb replied to wrcsubers's topic in KSP1 Mod Releases
Thanks for adding it to CKAN! Much appreciated. -
RoboBrakes v0.4 - Now with Thrust Reverser Support!
meyerweb replied to wrcsubers's topic in KSP1 Mod Releases
Sorry, I meant the obligatory request to make the add-on available via CKAN. I searched for it but didn’t find it. -
RoboBrakes v0.4 - Now with Thrust Reverser Support!
meyerweb replied to wrcsubers's topic in KSP1 Mod Releases
I’ll make the ObCKANrequest. Also, it would be extra-fabulous if you could implicitly simulate thrust reversers (https://en.wikipedia.org/wiki/Thrust_reversal) during braking. I mean, if you wanted to add some kind of overlays to the engine models to make it look like thrust-reversal ports were opening, that would be fantastic, but I think just allowing for thrust redirection without the visual froofraw would be dandy. -
Visual indicator of parachute "safety"
meyerweb replied to Bishop149's topic in KSP1 Mods Discussions
I love this idea. I wish I could help make it happen! -
This is one of my favorite additions to the game. Any progress on CKAN and other updates?
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I like this idea quite a bit—as it stands now, airplanes are mostly pointless in career. In my latest career game, in fact, I’ve literally only ever used the runway as a launching point for science jalopies to run around KSC harvesting science points. If you put the base text for your mod up on Github, I could provide spell- and grammar-check services. It looks like you might need them (“safly” should be “safely” in the screenshot above). - - - Updated - - - Ideas, suggested with absolutely zero idea whether it’s possible to implement them: - Circumnavigate Kerbin - Overflight (set 2-4 zones that must be overflown, possibly in a specific order, below a certain altitude) - Plane crew reports (like the existing crew reports, except always below 2,500 meters [more for mountains]) - Short takeoff records (get off the runway in less than n meters) - VTOL trial (have a VTOL-capable craft that can land in a nearby zone, then take off again and return) - Part trials (like part contracts for rockets, except require them to be part of a plane) - Science contracts that require instruments to be carried by plane
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I had a somewhat similar idea, which I posted in a ForScience! thread a while back: I know it seems like cheating, but seriously—slowly wandering around KSC for a few hours trying to figure out if you’ve done the right experiments in the right places? So pointlessly grindtastic that I’d happily cheat my way around it.
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I don’t think that’s a stated goal of PlanetShine, but I seem to recall Squad saying they’d like to do this. I wonder if it’s something a mod could do.
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[1.4.2] ForScience! v1.5.2 - Your science autopilot.
meyerweb replied to WaveFunctionP's topic in KSP1 Mod Releases
Here’s a question, which I ask here because of the conceptual proximity: how hard would it be to create a mod that does all the experiments at KSC as science parts are unlocked, without having to actually drive around vacuuming them up? Here’s an example of what I mean: when you unlock the materials bay, you open the “KSC Junior Science Team” mod button in the toolbar and click a now-active button for the SC-9001. You then get all the materials-bay-experiment science points from all 30+ KSC biomes, plus all those experiments are marked as done in the Science archive. Ditto when you unlock the Gravioli, barometer, etc. The idea being that you’re assigning a team of junior scientists to go out and run a bunch of experiments at KSC with the new instruments. I know that ForScience! makes that surface-grind at KSC a whole lot easier, and I’ll probably use it for that soon, but I feel like the Jr. Science Team approach would be even easier on the player. Whether or not it’s easy to implement is less clear to me—thus my question here. -
This is actually about the surface-level science grind, not the flyover. Like r4pt0r , I dislike the grind, but was wondering what the total payoff might be. Thanks to LittleBlueGaming, I know the answer is “A LOT”. I still won’t do the actual grind, but what I may do is install ForScience!, drive around KSC for half an hour vacuuming up points, and then uninstall ForScience! If I ever decide to get into mod authoring, my trainer will probably be called something like “KSC Science Team”, which will run all those surface-level experiments for you as you obtain each relevant science part and mark the science activities as done. Or else I’ll get lazy and submit a mod request over on the add-on forums. Actually, let’s be honest, it’ll probably be that.