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wpatter6

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  1. Great, thanks for the info, it worked, and I'll look forward to the bug fix!
  2. So I landed a stock mining drill on Minmus and it filled its 3 small holding tanks with ore without going above 0% overheating. I sent a hauler out with a 2 star engineer to pick up the ore, and all was still well, transferring the mined ore into the hauler. I needed a little more ore to complete a mission so I left them docked and drilling for a moment, and performed a quick EVA to plant a flag in celebration of everything being awesome. However, as soon as I boarded my hauler again, the drill reported being at 100% overheating and was no longer functioning. I turned it off to wait for it to cool down again, and unfortunately nothing I can do will get it to cool down. I have tried fully retracting the drill and returning to the control center. Time warped several days. Still the drill is at 100% overheating The only mod I have installed is mechjeb, and I don't think it's related to the issue at hand. I am to the point where editing the save file is an option to work around this bug but I'm not sure what values to edit. I found the part, but changing its temp value from 266.667234985767 to 0 does not seem to have any effect. Someone please help! Let me know if you need additional info. Thanks in advance.
  3. Yeah I think from what I've been reading this is probably the way to go. My free time has been lacking lately but I think I'm going to focus my efforts on reworking some of the core functionality to make it more reusable and accessible for people to work with. That way, I can create my own version of the "final" product but also give people the ability to make changes or additions relatively easily to suit their play style or idea of how it should work. More to come (when I get time)
  4. Ok so I was going to put it in a private message, but figured I might as well throw it out for all to see in case anyone else has any ideas for how this thing could look or behave: Here's my quick & crappy MS paint rendition: http://i.imgur.com/MfxOIxy.png Essentially this piece would be another science part, and activating it would work similarly to other science parts, where performing scans in different locations in the universe would give different amounts of science. There were also ideas thrown around about having the crew's sanity impact the amount of science the scan was able to get, and I'll see about the feasibility of that when I get there I was also thinking that attaching one to a ship (or possibly to a connected part of a ship, using connected living spaces) would do a constant "passive scan" and give the info you currently get in the mod for the crew on the ship. Ideally, as the user gets further in the science tree (similar to MechJeb) they would be given additional info about their sanity & feelings, and given alerts when their sanity or feelings reach their thresholds. Basically it would be essential in tracking the crew's feelings & sanity on long journeys, though it wouldn't have any effect on the crew's sanity or feelings towards each other. Anyway, I'm usually better at detailing and putting together functionality and not so great at making things look nice, so if you (or anyone else) has any thoughts or wants to get creative and take it in a different direction graphically I'm totally open to that.
  5. @Cpt. Kipard: Thanks for the feedback. I think you're right that the rate of murder should be reduced pretty drastically, at the moment it's a pretty sure guarantee after they lose sanity that someone's going to get murdered after a little while, but I don't think I want to scrap that idea entirely. I think it can be entertaining, I mean, lots of books, tv, movies use murder as entertainment... Perhaps I could make it a setting so you can turn off murder, for someone looking for a less dramatic experience. I do plan some enhancements to that piece, I think it'd potentially be fun one kerbal threw the other out of the air lock during a burn or something instead of just dying, and they could then be potentially rescued, though their sanity loss by being alone in space or on another planet until their rescue would make them a ticking time-bomb. I think you're also right that the trial system needs to be modified, perhaps the only way someone could get away scott free would be if there were no comms devices on the ship and they were the only two on board. Once I'm off of mobile I'll take a look at the Kerbal Stats mod you mention, and yeah I think the connected living spaces and some of the other ideas code poet and others have put out sound like great additions. I'm pretty new to this community but I'm fully open to collaboration and connecting to things that people have already put out. I probably should have done more searching than I did before diving into this project to see what was already out there so I wasn't stepping on anyone's toes (I apologize to anyone out there if I did), but I kinda just had the idea in the middle of the night and cranked it out in a few days, as is often how I get started on things of this nature. In that regard, I could definitely use some help on getting parts modeled if there's anyone out there interested in assisting me with that. I'm not the most artistic person (more of a code monkey tbh ), and have very little experience with modeling and texturing, so it'd probably be a pretty long time before I'd have enough free time to really dive into that side of things instead of just reusing stock parts. My first plan is to implement the "Brain-scan" part, which would give science data, control how much information you get as well as giving notifications about the kerbal's sanity. I had a kind of funny idea on what it could look like, but as I said, this may end up being a stock part until I get the time to focus on it for a while or find some other kind soul who could make it for me. Basically it could be a circular dome-shaped dark window looking thing and when you "activate" it, you would see the top of a Kerbal's head in there and it would maybe glow or do some kind of scan-like thing. I may also incorporate other parts in the future for sanity and feeling management, but I kind of wanted the sanity management to be more based on how they felt towards the other kerbals than just adding more weight to the spacecraft. An idea I just had for a mechanic you mention for reducing social tension was maybe allowing kerbals feelings to become less negative at some steady rate until they were indifferent when the kerbals spent more time apart from each other. This way, if things were getting volatile, the player could separate the two by doing EVAs or by putting them in separated parts of the ship (I think codepoet's connected living spaces mod may help with determining that). That could create an interesting game mechanic where you'd have to manage who sits with who, but couldn't leave certain people alone for risk of losing their sanity and committing suicide. Modifying their stats somehow is an interesting idea, though I feel it may be outside the scope of this mod. I was kind of thinking that the way the kerbals feel towards each other (or at least liking each other) would end up really being mostly out of the players hands, since that's kind of true in reality. Thanks for the input, you've given me much to think about.
  6. Well, I'm open to ideas, did you have something in mind? So when they fully lose sanity, their feelings towards each other can tend to take some pretty wild swings from positive to negative and vice versa, I'm probably going to dial that back a bit. And yes, the result of murders are determined by the other kerbals on the ship and their feelings towards the victim and the attacker. Probably not the most just system of law, but it does have some fairly funny results.
  7. Basically I'm reusing the game's "missing" mechanic to represent that the kerbal has gone to jail for the murder, as a way to have them be gone for a period of time and then come back, similar to a jail sentence. Sure, I'll take a look at getting that worked out next time I get a chance to develop this more, and I'll let you know if I run into any snags, thanks for the links
  8. Ok I edited in some images, I'll come back and crop/format them when my kids are in bed later
  9. Yeah, sorry I had some screenshots I was going to add but accidentally left them on my home computer. I'll add them later when I get back home, sadly my work comp can't handle KSP very well. Really not much to see at this point besides the heart app button and a pretty basic dialog.
  10. This mod which I announced last week, is in a stable state and is ready for people to start playing with it. I debated submitting it to the Add-on Releases forum but I decided I'd like to try to get some feedback and make sure it's really solid before doing an official release. So please give it a try and let me know what you think, thanks! Download links: [TABLE=class: grid, width: 500, align: center] [TR] [TD=align: center]Github[/TD] [TD=align: center]KerbalStuff[/TD] [/TR] [/TABLE] To install, unzip the "KerbalFeels 0.1.0.zip" file and copy the KerbalFeels folder into the ksp GameData folder. What it does: Determines and tracks personal relationships between the kerbals in your space program, based on existing courage/stupidity stats and RNG. Different relationships can affect the stats of the kerbals during missions together. Tracks a kerbal's sanity as it deteriorates over periods of time. Extreme lack of sanity can result in kerbal suicide, or combined with negative feelings can result in murder. If other kerbals witness the murder, their feelings towards the murderer and the victim will dictate the fate of the killer, whether he is jailed (missing), released (life goes on), or if they exercise capital punishment (c'est la vie) When a kerbal dies for any reason, surviving kerbals will get a loss or boost to courage if they had positive or negative feelings towards the victim. GUI Toolbar icon (heart shaped) for easily seeing the relationships between kerbals in any game screen. Opinions & Feelings: When kerbals spend time together on missions, they will gain or lose a value which represents their opinion of the other kerbals in the ship. Once this number passes a certain threshold, positive or negative, they will randomly gain one of three feelings towards that kerbal. Feelings towards other kerbals on the ship will impact the kerbal's stats. Positive feelings will give +1 experience level, and negative feelings will get -1 experience level. The positive feelings are: Playful: raises stupidity Inspired: lowers stupidity In Love: raises stupidity & courage and the negative feelings: Annoyed: raises stupidity Scared: lowers courage Hateful: raises stupidity and courage ​ Sanity During missions, sanity will slowly deteriorate over time. There are ways to control how quickly it goes, based on how the the feelings towards other members of the ship. Also various events (fly by, orbit, landing) will trigger a static restoration of sanity. Lower sanity will cause a kerbal's feelings towards other crew members to become more erratic. If sanity at any time drops below a certain threshold, they will periodically have a small chance to commit suicide, as well as if there are kerbals they have negative feelings towards on the ship, murder. Currently my testing shows that it takes between 15-30 days together on a ship before kerbals will begin to have non-indifferent feelings towards each other. A pair of kerbals orbiting Kerbin together will lose most of their sanity after about 80-150 days (depending on their feelings towards each other), and at that point you will need to start worrying about suicide/murder. However, doing things like flyby or landing on another planet or moon, or achieving progress nodes will restore a portion of their sanity, which can be a saving grace for a long journey to another planet. There are several settings in the GameData\KerbalFeels\Plugins\PluginData\KerbalFeels\KF_constants.cfg that can be played with if you like, and the data for each kerbal is stored within the "FEELS" node inside the game save file, if you want to modify directly how specific kerbals feel towards each other. To do: Parts "Brain scan" science module will be a core part similar to MechJeb, which upgrades as certain science nodes are reached, and causes more useful information and alerts to become available to the user based on how advanced they are. Will also give science points by performing a brain scan on the crew, and possibly give more science the lower the average sanity of the crew is. Recreational/athletic parts for ships & space stations will reduce sanity loss and improve sanity recovery. [*]Feelings towards other kerbals impact how much xp is gained from a mission [*]Tweaks to constant variables and/or calculations after more testing & feedback License: Copyright © 2015, wpatter6 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  11. Hmm, vessel overcrowding, hadn't thought of that. If I can figure out a simple way to include that in the sanity loss calculation I will do so
  12. Heh, yeah I guess that could be debatable. I'm having trouble keeping the identification of experiment parts on the vessel simple & straightforward so that idea may have to be scrapped anyway Yeah that's how I'm making it work. The only stat that is affected by death of a loved (or hated) kerbal is courage, it will reduce their courage if they had positive feelings and increase if they had negative. If their courage drops to 0 they will lose one exp level. All of the changes to stats because of a death will be for a semi-random limited duration, and will be shorter or longer depending on what feeling they had towards the deceased.
  13. Yes the game save file is where I'll be storing the kerbal info and I suppose you could change the numbers to give them different relationships if you wanted. It's in its own ConfigNode called "FEELS" so it shouldn't interfere with any other mods or anything.
  14. Yeah I've been thinking I could probably use some of the existing parts like antennas to reduce the loss of sanity, and also doing things like having scientists lose sanity slower based on how many scientific experiments are on the ship, something like that. I would like to create at least one basic part for this mod, the brain scan, that would help the player see what level the crew's sanity is, as well as giving science points. I am not an experienced 3D modeler, so thanks I'll look into the modulemanager thing when I get around to the parts interaction piece.
  15. Yeah suicide and/or murder would certainly become more of a concern if you left your kerbals floating for a long time, even if you were planning to rescue them. I think having a part for space stations to help accommodate this fact may be important, but one goal of this is to give players a reason to cycle station crew in a slightly more realistic fashion instead of just leaving the same group up there forever. Murder would sometimes just be an instant kill inside the vessel, but I was thinking that there might be "attempts" as well, where say someone gets thrown out of an airlock as the engines fire or upon entering the atmosphere, but the victim could still potentially be rescued if the player noticed and reacted quickly enough. Still, I think it'll be pretty rare when playing normally, though it will also be entirely possible to intentionally send kerbals who hate each other on long missions for the more sadistic players... Retribution on the attacker would be more tricky to figure out, but I'm thinking it might work something like if there's no one else on the ship it goes unpunished, and if there is, the crew all have their opinion of that person drop a certain amount, and if it's no longer positive after that drop, that kerbal would be "arrested" which would effectively be the same thing as death as well... Or maybe something like, if the other kerbal(s) end up with a negative feeling after the murder, they play judge/jury/executioner and off the guy right there, otherwise, he's "arrested" and shows on the missing tab for some amount of time... I dunno, just spitballing, these ideas may or may not be feasable.
  16. Thanks for the positive feedback guys, I will definitely keep up the efforts on this mod. Also I'm happy to report I just completed the mod's first full round trip to Dundas with 5 kerbals and it worked perfectly! I expect it might have some imperfect behavior if I had done any crew transferring or rescuing, so that's the next thing for me to test.
  17. Heh, yeah it's definitely not in line with what most other mods are. The idea just came to me so I figured I'd throw it together and see what kind of response it gets
  18. Hi, thanks for the welcome, I've added the MIT license to the thread as well as my readme.txt in the git. I also re-added the link, let me know if there's anything else I need to do
  19. Hello everyone. So I had this idea the other day about how a plugin could possibly track the relationships between the kerbals in the space program and how those relationships could affect their performance during missions, and I've spent the last day or so coding furiously to make it work (sort of). This is my first attempt at modding with the unity engine, and I've thrown it together quite quickly so it's still a bit raw and lacking on the GUI side (which is one thing that's definitely never been my specialty, links to any guides or mods that make a lot of use of the GUI would be really nice). It does seem to work fairly well during the semi-thorough testing I've done so far. Anyway, here's what it does: Based on the different personalities of the kerbals (and RNG), kerbals will begin to like or dislike each other after spending time with each other in spacecraft. Kerbals who have very different stupidity levels may be more likely to have negative results, while a non-courageous kerbal may take a quick liking to one who is more courageous (though that feeling may not be reciprocated!) Once they reach a certain threshold of liking (or disliking) another kerbal, they will gain a "feeling" towards the other kerbal. There are three different positive feelings and three negative feelings which are chosen at random once the threshold is passed. When they are on a mission, they will gain or lose personality traits and experience levels based on their feelings towards the other kerbals on their mission. These feelings are: Positive traits give +1 experience level: Playful: Raises stupidity In Love: Raises stupidity and courage Inspired: Lowers stupidity Negative traits give -1 experience level: Scared: Lowers courage Annoyed: Raises stupidity Hateful: Raises stupidity and courage These changes aren't permanent, and are only in effect while the kerbal(s) they have the feelings towards are sharing a vessel with them. Kerbals also have a certain amount of "sanity" which will depreciate over longer missions. It will go down faster if they have negative feelings towards kerbals in their vessel, and slower if there are more kerbals they feel positively towards in the ship. Lower sanity will increase the amount that RNG impacts their feelings towards the other kerbals at the end of the mission. My goal is for sanity to play a few different roles in the future as well, mentioned below. Right now the only GUI that I've created is shown when a ship is recovered, it informs the user of the kerbals changing feelings towards each other at the end of every mission (and needs scroll bars, HELP!). Feelings change relatively slowly, so it may take more than a few days on a mission together before the kerbals reach the feeling threshold. Here's the github link for anyone who is interested in checking it out (includes .zip file for normal installation) Things on the to do list: Feelings impact the amount of experience gained from a mission (inspired and hateful give more xp; playful and annoyed give less) Murder and/or suicide will happen with negative feelings and/or lack of sanity + RNG Death of a kerbal can permanently (or for a certain amount of time) affect traits and/or sanity of the kerbals who had positive feelings towards them Parts ideas: Recreational/Athletic/general activity parts for ships and space stations will reduce negative feelings and improve (or possibly even reduce) the crew's sanity Brain scan gives science and is either affected by or has effects on kerbal's sanity -- I think it would be neat if you could get more science if your kerbal is less sane, but not sure how feasable that is [*]Tweaking to constant variables after testing and/or feedback [*]Better GUI so player can see how all the kerbals feel towards each other at any time (maybe in the astronaut complex and/or crew selection interface -- can existing game GUIs be manipulated somehow?) [*]Add a list of randomly selected "reasons" why feelings changed for the better or worse and have them display when they change ("They wouldn't stop farting!", "We had a nice conversation about our mothers", ...etc) [*]Patching the holes where calculations aren't performed. This is actually another part I could use help on, if someone could refer me to a mod or explain a good way to do a constant recurring check of all active vessels I'd be greatly obliged. I was thinking I'd try a new thread with an endless loop that checks every so often but I wasn't sure how well the mod engine handled threading, and wasn't sure how to account for things like time warping, etc. Right now I'm relying on the various GameEvents to try and keep track of who is in what vessel and for how long, and it's not perfect. It would also be nice to recalculate feelings and sanity in a recurring fashion instead of relying on the various GameEvents as well. I think once it's fleshed out it could be a pretty neat way to have players put more thought into what kerbals go on missions together, as well as give a second thought to sending a beloved kerbal on a dangerous or one-way mission. Anyway, let me know what you think, or if you have any other ideas you think I should implement. I've gotta say, the modding of this game is pretty spectacular, if a little tedious. Debugging in visual studio would be nice! Legalese edit: Copyright © 2015, wpatter6 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  20. Well, probably not *massive* but I suppose it would want to be able to scale up to some degree... Hmm I thought I had gotten the 3.5 versions but, oh well, this ConfigNode looks to be a lot like Json so I think it'll probably work for what I'm doing at the moment. I'm really just taking broad strokes at the moment to see how feasible my idea is, thanks a lot for your help
  21. Hi, I have been going through the tutorials I could find, and couldn't find info about a couple of items. My next step was to dig through the source of existing mods but I was thinking maybe someone on here could answer my questions more easily, so here goes. My main question is how are people typically storing data on the client? I've tried setting up using the SQLite as well as Newtonsoft.Json dlls but every time I fire up the game it throws an error. For SQLite it says "[Exception]: FileNotFoundException: Could not load file or assembly 'System.Data.SQLite, Version=1.0.96.0, Culture=neutral, PublicKeyToken=db937bc2d44ff139' or one of its dependencies." For Newtonsoft.Json it says "[Error]: AssemblyLoader: Exception loading 'KerbalFeels': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded." I am using VS 2012 and added the assemblies in the normal way. I also made sure windows hadn't flagged them as "blocked" in their properties. I'm assuming that these packages are not allowed in the game and that's why the errors are being thrown, if so, is there some definition or logic behind what assemblies are and are not allowed? I'm really just wondering what people are typically doing to store and retrieve data on the client in their add-ons. I've tried googling and looking at the tutorials on the wiki but nothing seems to touch on this piece. If I'm just being dumb and there's some other site or threads I should be looking at for info like this please link me and I'll be on my way, thanks.
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