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KSP2 Release Notes
Everything posted by Z-Key Aerospace
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V4.18 looks OK, I'll publish it shortly. Remembers window positions Changed location of settings file New tool tip for experiment count and value Current situation text word-wraps Also this lot which is internal Removed coroutines - refreshes from Update() New event handler class Running the list refreshes from Update() might make screen refreshes stutter when things change. If it's unbearable let me know and I can put them back. I only did it to stop people telling me I have an NULL pointer exception when they leave KSP.
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OK, so having waded through the hellish morass of UI events I think I have the windows behaving themselves. Or one window on different screens. I'll test it slowly but hopefully, by the weekend, you will all have a new [x] Science! with sticky window positions. ---------------- By the way, the next new version, with any luck, will have a similar but polished UI and a lot of work under the cover separate the UI from the science model because I really want to support 2 windows with 2 separate views of what is going on with science. Apart from some new icons the only new functionality may be resizeable windows, but I'm not promising. Maybe a new settings window, not attached to the side. A lot of plugins have the settings hidden behind a right-click of the same toolbar button. Though I might do that, maybe.
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KSP keeps a list of situations that you have collected experiments from. [x] Science!, on the other hand, uses rules to pre-calculate a list of all possible experiments right from the start these all have Collected=0. Once you have done some experiments [x] Science! overwrites its pre-calculated list with those entries from the official list. These will have some collected science. That way you know what is to be done and what is completed to date. [x] Science! also goes through every part on every ship and a bunch of other stuff but that is by-the-by. What is important to know is that [x] Science! is gonna have a real problem when people start making up their own rules. For the record current Orbital Science support in [x] Science! consists of reading the "sitMask" and "bioMask" fields and also a line in science.cfg to restrict the BioDrill to planets with an atmosphere.
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At the moment my UI describes the current Body+Biome+Situation and displays the appropriate science. When you move from one situation to another it updates to the new situation and displays the appropriate experiments. Having the list of experiments change within the current situation eg "Splashed as Kerbin's Water" is going to require a fairly major shift in the way [x] Science! works. Apart from anything else are you Splashed as Kerbin's Water - Surface Splashed as Kerbin's Water - Submerged Shallow Splashed as Kerbin's Water - Submerged Deep Not only do I not know the depth at the moment but I guess nothing is going to tell me which means I need to work it out every frame so I can pop the screen when it changes. I'd have to display the situation to the user and fiddle the science list for the experiments that need the depth. Sorry but it ain't gonna happen at the moment.
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This is in the next version -------------------------- OK, so saving window positions and compacted/expanded state is fine. I am having real difficulty in getting the visibility to stick. This is because visibility is controlled by external buttons - stock toolbar / Blizzy78 Toolbar and by the plugin class. Everything else is buried in the window itself. No rest for the wicked.... The current arrangement of classes and their roles bothers me because I really want to add a whole-new-window for [x] Science! V5. There is a whole load of stuff (most of the code in this plugin, really) I really want to get out of the main window. I just wasn't planning on solving the problem just now.
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Orbital Science has had underwater experiments for a while and there isn't a lot I can do about them. They don't correspond to a biome. You should be able to tell [x] Science! to just ignore them, an "AvoidAll" entry in science.cfg should do the trick. Actually you could try a combination of NeedsOcean and NeedsSrfSplashed that might get the experiments to show up in more-or-less the right places. I appreciate that Orbital Science is a big thing but I don't really want to have to write code for all the science mods out there that do weird things. One major problem would be that KSP tells me when you move from one biome to another. Nothing will notify me when your ship submerges or whether it is shallow or deep. And if I write code for that, something that tests every frame, what about everything else? I think it is a slippery slope. Also the underwater stuff won't correspond to the "splashed at" biome. Your current location is "Splashed at Kerbin's water" but are you on the surface or submerged shallow or submerged deep? I don't really want to clutter up the UI with extra info that will only interest a small (but significant) percentage of users. ------ By the way, I'm running a new version of [x] Science! here. Seems to be working pretty well. Surprisingly well actually, considering how much I've hacked it around. The new features so far are: a tooltip on the "123/456 complete" summary text, it tells you how many experiments remain and also how many "mits" of science you will get by doing them. I finally fixed the current location biome text overflowing. It wraps onto a second line if necessary. The main thing I did was ditch all the coroutines and run everything off of Update(). This should stop people telling me about the exception that sometimes happens just before KSP shutsdown. I'd like to take this opportunity to guarantee that this version won't be released without some sort of window position settings, promise! Hopefully get that done tomorrow.
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Wanted to go to Duna. Did this https://github.com/thewebbooth/protractor Compiled this http://themoose.co.uk/ksp/Protractor.zip Went to Duna - Yay! This is an unofficial build by Z-Key Aerospace. All bugs are by me. Please don't pester the authors if you have trouble with this build. License is GPL3.
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Trouble transmitting EVA reports from a kerbal. Thanks for the help so far. I have only the contents of the zip file in the OP in my GameData dir (well, and the Squad dir). I start a new science game. I launch a MK1 command pod+red-and-white antenna and EVA my kerbal. I do an EVA report while hanging on to the command pod on the launch pad. It says I am flying low over kerbin. I hit transmit. I get a message saying the transmission is complete but the EVA report hasn't actually been received. I sent a debug comment before and after my EVA. This is what I got...
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Is anyone else having trouble with kerbals transmitting EVA reports? I'm sure I used to be able to transmit directly from the kerbal before. Now I get the message that the transmission has happened successfully but there is no transmission time (the starting transmission and completed messages both appear instantly) and the science is never actually sent. Can't see anything in the logfiles. Tried it in an almost-stock game and it still didn't work. Using KSP_x64.exe V1.1.2 on Windows 7
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[KSP V1.4.5] TAC Fuel Balancer v2.20
Z-Key Aerospace replied to Z-Key Aerospace's topic in KSP1 Mod Releases
User AdamMil made a version of TAC Fuel Balancer that tries to figure out which tanks belong to which docked craft. It also has a better highlighting system, multiselect of tanks and list sorting. I have added his changes and bumped the version to V2.6. -
[KSP V1.4.5] TAC Fuel Balancer v2.20
Z-Key Aerospace replied to Z-Key Aerospace's topic in KSP1 Mod Releases
I know I need to sort out the OP. It will be done. At the moment I'm trying to get AdamMil's changes integrated. The news is that I have got a version compiling and running. Need to test it still. I'm in a rush, more later. Just wanted to let you know things are happening. -
I heard from Taranis Elsu! All is good. New thread is here http://forum.kerbalspaceprogram.com/index.php?/topic/139223-ksp-v112-tac-fuel-balancer-v253/
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TAC Fuel Balancer Easily refuel from space stations. Keep your spaceplane or VTOL balanced. Dump spare fuel before re-entry. Lock and unlock tanks This mod can transfer fuel, or other resources, between parts on the same vessel (including docked vehicles) from a simple GUI. Features Transfer a resource into a part, drawing an equal amount from each other part. Transfer a resource out of a part, transferring an equal amount into each other part. Enable balance mode to transfer a resource such that all parts are the same percentage full. Dump a resource out of a part. Note that the resource is lost, never to be found. Lock a part, so that none of the resource will be transferred into or out of the part. When still Pre launch (or Landed): edit the amount of a resource loaded in a part. Works on all resources, even solid rocket fuel. Useful when you are flying along and need to quickly, and easily, transfer fuel from one tank to another. Or re-balance your fuel distribution to keep your centre of mass from getting too far out of whack. Downloads Get it from CKAN! Space Dock: http://spacedock.info/mod/640/TacFuelBalancer Current version: https://themoose.co.uk/ksp/TacFuelBalancer2.20.zip Previous versions: https://themoose.co.uk/ksp/downloads.html Change Log Source: https://github.com/thewebbooth/TacFuelBalancer License: This code is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See <http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode> for full details. Also see this. KSP-AVC Support: "This mod includes version checking using MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin." Attribution: This build is fixed by me, Z-Key Aerospace. All bugs are my responsibility. Previously by TaranisElsu. Great design and coding is entirely due to TaranisElsu. Many thanks to AdamMil for his amazing contributions to this mod.
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I haven't heard from TaranisElsu but I have published a version that works for now. He told AdamMil that he would be busy and out of touch for a while. With regard to the other mods, I don't use them and I'm not that interested in them. I don't do parts and textures so I wouldn't want to take on any mods that needed modelling. In the future I will start a new thread when as soon as I get an OK from TE or if I think I have waited long enough. I would like to have a look at AdamMil's changes and also some modernisation (stock tool bar) and career-mode integration. If I get the time I'd like to give it a rewrite.
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Updated for KSP V1.1.2 Source: https://github.com/thewebbooth/TacFuelBalancer License: This code is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See <http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode> for full details. Also see this. KSP-AVC Support: "This mod includes version checking using MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin." Attribution: This build is fixed by me, Z-Key Aerospace. All bugs are my responsibility. Previously by TaranisElsu. Great design and coding is entirely due to TaranisElsu. Download: https://themoose.co.uk/ksp/TacFuelBalancer2.5.3.zip or on Space Dock http://spacedock.info/mod/640/TacFuelBalancer If the Space Dock button works it should turn up on CKAN soon.
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Depends what happens. I am trying to get TAC Fuel Balancer working on 1.1.1 at the moment. But I think TaranisElsu has moral authority to give the code to someone else. Real Life tends to get in the way too. Remembering window positions is probably my favourite for a next upgrade. Actually getting the current count of un-maxed experiments and outstanding science points in a tool-tip WILL BE NEXT. Window positions after that. Or something else, so that's definite.
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Bad news first - I haven't heard from TaranisElsu since I sent him a PM on Wednesday. Good news - I have rebuild my version of TAC Fuel Balancer for KSP V1.1.1 I remembered to test it without Blizzy's toolbar - it went Kaboom! but I fixed that too. One thing I did notice is that there are a couple of NREs on the very first run but they don't reappear and don't seem to cause any problems. I think they are due to the lack of a settings config file. I can rename the settings file to trigger the NREs reappearance. I don't think the problem should hold up a release. OK, I'm gonna make a GitHub for this and link it to this post. We have a bank holiday and I'm going to be away-from-keyboard till Tuesday, so I'm not going to do anything major over the weekend and TaranisElsu may have got back to me by then. If I have the chance I may package up an unofficial zip file, I don't want to annoy anyone but I can always take it down on Tuesday when I get back. Source: https://github.com/thewebbooth/TacFuelBalancer License: This code is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See <http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode> for full details. Also see this. KSP-AVC Support: "This mod includes version checking using MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin." Attribution: This build is fixed by me, Z-Key Aerospace. All bugs are my responsibility. Previously by TaranisElsu. Great design and coding is entirely due to TaranisElsu. Download: https://themoose.co.uk/ksp/TacFuelBalancer2.5.2.zip Like I said, I'm back at the keyboard on Tuesday. Please don't go uploading this to Space Dock or CKAN in the meantime, OK? Z
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I've asked him. I'll see what he says.
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I have this mod compiling and running on 1.1.0, seemingly without errors. I'd like to test it a bit more. I could take it on if TaranisElsu is truly off to pastures new. I'll ask him.