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Everything posted by Aelfhe1m
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I would like to take advantage of some of the new language features in C# 6/Visual Studio 2015 but I'm unsure whether the result is mono compatible. Testing on my Win 10 machine shows no problems. Anyone know if Linux or Mac OS versions of KSP would have any problem with the DLL? (The compile target is still .NET 3.5.)
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That's the pull request created. The updated readme should have all the user documentation. The code should be straightforward enough but if you want anything clarified let me know. If you pull the whole thing you'll need to readjust the post build event and reset the KSP DLL references to be able to compile on your copy since we use different code paths but that's the only thing I can think of offhand.
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The currently used month and day names: KerbinMonthNames = { "Unnam", "Dosnam", "Trenam", "Cuatnam", "Cinqnam", "Seinam", "Sietnam", "Ocnam", "Nuevnam", "Diznam", "Oncnam", "Docenam" }; KerbinDayNames = { "Akant", "Brant", "Casant", "Dovant", "Esant", "Flant" }; Some example date format strings from my unit tests (KSP Utils returns a 5 number array for seconds, minutes, hours, days and year which is the first parameter shown in each test, followed by format and expected result): [TestCase(new int[] { 4, 3, 2, 77, 1 }, "y", "1")] [TestCase(new int[] { 4, 3, 2, 5, 1 }, "yyy", "001")] [TestCase(new int[] { 4, 3, 2, 5, 1 }, "d/M/y", "5/1/1")] [TestCase(new int[] { 4, 3, 2, 77, 1 }, "d/M/y", "6/3/1")] [TestCase(new int[] { 4, 3, 2, 77, 1 }, "dd/MM/yyy", "06/03/001")] [TestCase(new int[] { 4, 3, 2, 77, 1 }, "MM/dd/yyy", "03/06/001")] [TestCase(new int[] { 4, 3, 2, 77, 1 }, "dd MMMM yyy", "06 Trenam 001")] [TestCase(new int[] { 5, 4, 3, 2, 1 }, "h:m:s", "3:4:5")] [TestCase(new int[] { 5, 4, 3, 2, 1 }, "hh:mm:ss", "3:04:05")] [TestCase(new int[] { 5, 4, 3, 2, 1 }, "H:mm:ss", "3:04:05")] [TestCase(new int[] { 5, 4, 3, 77, 1 }, "h:mm:ss on dddd dd MMMM yyy", "3:04:05 on Esant 06 Trenam 001")] [TestCase(new int[] { 1, 1, 1, 1, 1 }, "MMM", "Unn")] [TestCase(new int[] { 1, 1, 1, 1, 1 }, "ddd", "Aka")] [TestCase(new int[] { 1, 1, 1, 7, 1 }, "dddd", "Akant")] public void DateFormatTests(int[] input, string format, string expected) { Assert.That(input.FormattedDate(format), Is.EqualTo(expected)); }
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Updated version on GitHub Change log: Fix: Pe not substituted correctly Added Kerbin date formatting (alternating 35 and 36 day months). Month and day names fixed currently but will be configurable in later version. All crew related parameters will be empty string if Kerbal is on EVA. Added test.layout which is simple layout with all parameters in alphabetically ordered vertical list on right of screen.
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12 months of alternating 35 and 36 days looks like a good fit - wouldn't even need the "days hath..." mnemonic to remember them just "is this month even or odd?". Would be really easy to code too. 6 day weeks tie in nicely with the Mun's orbital period so would make sense for Kerbals to have chosen that. For month names I was kind of thinking of using some sort of mangled Spanish count (since spoken Kerbal is reversed Spanish) with a common suffix. e.g. Unnam, Dosnam, Cuatnam, .. Oncnam, Docnam (the "-nam" suffix is from Kerman). Kind of based off the way the last four month names in English use Latin number roots (although shifted because of moving the start of the year and inserting of extra months etc.). Hadn't even started thinking about day names yet. Another option would be to just use numbers with no names.
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Thanks, just things I wanted to add for my own use. Planned additions include: Nearest waypoint - might be useful for surface contracts (e.g. science survey, air-sea rescue etc.) Navigation node info and target vehicle/body info - for automating messages relating to transfer orbits/rendezvous etc. (probably would use a separate layout to load these messages when desired or could be auto-detected and enabled based on whether node/target was active - not decided yet) Time zones based on longitude for RSS/RO alternate launch sites. Possible fake day/month calendar for Kerbin times - anyone know if there's a fanon consensus or existing suggestions about this? Try to figure out why Automated Screenshots isn't triggering the Historian overlay any longer - code looks OK at first pass. @Zeenobit Sorry if it seems I'm hijacking your thread here. Feel free to tell me to butt out if this bothers you and I'll just keep my own version separate and private. Or if you want grab any of the changes that you like for inclusion in the official version then go right ahead.
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Ah! So that's where that setting was hiding. I swear I checked GameSettings at least twice. I must be even blinder than I thought I was. I've refactored my personal forked code to use that now. First screenshot below shows effect of changing game setting using layout of "<Date> <UT> (T+) " since shots were taken at space centre T+ is blank. Other screenshots in the album show some of the other settings I've implemented in action. Edit: may want to view each image full resolution to see properly as embedded imgur is overlaying descriptions on the bottom of the images.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Aelfhe1m replied to Ven's topic in KSP1 Mod Development
You can see the changelog on GitHub: https://github.com/VenVen/Stock-Revamp/releases -
Yes, I'm using CC 1.9.0. Setting maxSpeed = 1.0 in the .cfg did fix this as shown in http://imgur.com/hoAdk4h Nightingale - for info with this particular craft KER is showing horizontal and vertical speed "jitters" of up to 0.2 m/s when beached at the water's edge and up to 0.1 m/s when further up the slope completely out of the water. A quick aircraft test was showing jittering in the 30 mm/s range on the runway .
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This looks like a very nice pack. Just started testing 0.2 and I've found a small snag with the "Beach your boat..." parameter. It requires a state of LANDED (which I've got) and a speed of 0.0 which my boat never quite achieves even with the engines off. Maybe changed to less than 1 m/s instead? Edit: image embed didn't seem to work see: http://imgur.com/QEvhMig
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Aelfhe1m replied to Nils277's topic in KSP1 Mod Development
CKAN is now showing and correctly downloading 0.2.8 (or at least was for me a couple of minutes ago). -
There's a small glitch with the blizzy toolbar icon initially showing up as a purple square (not found). Looking at your source on GitHub, I think this is because of line 77 in AS_ToolbarButtons.cs. All the other texture references are to the "AutomatedScreenshots/Textures/" folder. 75 Log.Info([COLOR=#183691]"Initialising the Toolbar Icon"[/COLOR]); 76 btnReturn = ToolbarManager.Instance.[COLOR=#A71D5D]add[/COLOR]([COLOR=#183691]"AutomatedScreenshots"[/COLOR], [COLOR=#183691]"btnReturn"[/COLOR]); 77 btnReturn.TexturePath = [COLOR=#183691]"SpaceTux/AS/Textures/AS_24_white"[/COLOR]; 78 btnReturn.ToolTip = [COLOR=#183691]"Automated Screenshots"[/COLOR]; 79 btnReturn.OnClick += e => ToolbarToggle();
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Actually looking at this myself in your Git repo, I think all you'd need to do is replace this section of Text.cs to add a new <Crew-> option that would exclude the situation text: if (text.Contains("<Crew>") || text.Contains("<Crew->")) { var value = ""; if (vessel != null) { if (vessel.GetCrewCount() > 0) { value = string.Join(", ", vessel.GetVesselCrew().Select(item => item.name).ToArray()); } else { if (vessel.isCommandable) { value = "Unmanned"; } else { value = "N/A"; } } } text = text.Replace("<Crew>", value + " " + Vessel.GetSituationString(vessel)); text = text.Replace("<Crew->", value); }
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I really like this mod, it makes it so much easier to annotate my screenshots so I can remember what on Kerbin was going on when I took them - although entering custom text during the more 'hectic' moments (especially landing) isn't really an option unless I set it up before hand (not a criticism, I can't see any way this could possibly be avoided). I've been setting up my own custom layout and came across a couple of minor issues/omissions I'd like to point out: 1. Would it be possible to alter the <Crew> element to not include the situational text (e.g. Jebediah landed on Minmus), I'm already using custom situational text and the repetition is unneeded 2. Could you perhaps add a few more parameters in the vein of <Altitude> and <Speed> to cover Periapsis and Apoapsis (maybe inclination). I'd like to display situations like: "In a 100km x 98km orbit around Kerbin"
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aelfhe1m replied to Starwaster's topic in KSP1 Mod Releases
I thought that was probably the case. I look forward to seeing DRE updated, it's been an essential mod for me since I discovered it a few months ago. I'll continue using the 1.0.2 version of this save in the meantime and start a new DRE free sandbox game to test out 1.0.3 and see how the modified heat model works in stock.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aelfhe1m replied to Starwaster's topic in KSP1 Mod Releases
With the 1.0.3 update I'm now seeing my log being spammed with thousands of entries like: I can't even open KSP_Data\output_log.txt - Notepad++ tells me it's too big (284 Mb) Don't know if this is DRE's fault or a conflict with another mod (there's quite a few on my current save).- 5,917 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Aelfhe1m replied to nightingale's topic in KSP1 Mod Releases
Cheers. The speed you update is much appreciated. Yeah, trying to figure that one out myself. The mod-light copy of KSP I keep for Reddit challenges and general testing doesn't have this problem, but my mod-heavy career game does. As far as I can see the settings are the same between the two (except for ground scatter density which I turned down on the career build to reduce frame dropping while flying on Kerbin)- 469 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Aelfhe1m replied to nightingale's topic in KSP1 Mod Releases
I just had one like this offered for around Kerbin. CONTRACT { guid = 9e6e2b13-8192-48ef-beab-b540e41d999f type = ConfiguredContract prestige = 0 seed = -1045012585 state = Offered agent = Field Research Team deadlineType = None expiryType = Floating values = 83460,0,0,13741,0,0,3,0,5328458.72020129,0,0,0 subtype = FS_Experiment title = Field Research: Mystery gooâ„¢ observation experiments on Kerbin description = Wernher is especially excited to try some mystery gooâ„¢ observation experiments at various locations on Kerbin. We doubt the results will be much different from the last study Wernher commissioned... but he's the boss! synopsis = Run the mystery gooâ„¢ observation experiments on Kerbin. completedMessage = Yup, that's definitely a lot of mystery gooâ„¢ observation results. Just put the data in a spreadsheet and we'll look at it later. notes = hash = -1475984397 UNIQUE_DATA { uniqueCheck = String:Kerbin Mystery Gooâ„¢ Observation } PARAM { name = CollectScienceCustom id = CollectScience0 state = Incomplete disableOnStateChange = False values = 5126,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = allowStateReset = False targetBody = Kerbin biome = Highlands situation = SrfLanded experiment = crewReport recoveryMethod = Ideal PARAM { name = ParameterDelegate`1 id = Biome: Kerbin's Highlands state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Biome: Kerbin's Highlands notes = } PARAM { name = ParameterDelegate`1 id = Situation: Landed state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Situation: Landed notes = } PARAM { name = ParameterDelegate`1 id = Experiment: Crew Report state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Experiment: Crew Report notes = PARAM { name = ParameterDelegate`1 id = crewReportSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover or transmit state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Recovery: Recover or transmit notes = } } } PARAM { name = CollectScienceCustom id = CollectScience1 state = Incomplete disableOnStateChange = False values = 5587,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = allowStateReset = False targetBody = Kerbin biome = IceCaps situation = FlyingLow experiment = crewReport recoveryMethod = Ideal PARAM { name = ParameterDelegate`1 id = Biome: Kerbin's Ice Caps state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Biome: Kerbin's Ice Caps notes = } PARAM { name = ParameterDelegate`1 id = Situation: Flying low state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Situation: Flying low notes = } PARAM { name = ParameterDelegate`1 id = Experiment: Crew Report state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Experiment: Crew Report notes = PARAM { name = ParameterDelegate`1 id = crewReportSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover or transmit state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Recovery: Recover or transmit notes = } } } PARAM { name = CollectScienceCustom id = CollectScience2 state = Incomplete disableOnStateChange = False values = 5863,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = allowStateReset = False targetBody = Kerbin biome = Highlands situation = SrfLanded experiment = surfaceSample recoveryMethod = Ideal PARAM { name = ParameterDelegate`1 id = Biome: Kerbin's Highlands state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Biome: Kerbin's Highlands notes = } PARAM { name = ParameterDelegate`1 id = Situation: Landed state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Situation: Landed notes = } PARAM { name = ParameterDelegate`1 id = Experiment: Surface Sample state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Experiment: Surface Sample notes = PARAM { name = ParameterDelegate`1 id = surfaceSampleSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Recovery: Recover notes = } } } PARAM { name = CollectScienceCustom id = CollectScience3 state = Incomplete disableOnStateChange = False values = 5806,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = allowStateReset = False targetBody = Kerbin biome = Shores situation = SrfSplashed experiment = surfaceSample recoveryMethod = Ideal PARAM { name = ParameterDelegate`1 id = Biome: Kerbin's Shores state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Biome: Kerbin's Shores notes = } PARAM { name = ParameterDelegate`1 id = Situation: Splashed down state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Situation: Splashed down notes = } PARAM { name = ParameterDelegate`1 id = Experiment: Surface Sample state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Experiment: Surface Sample notes = PARAM { name = ParameterDelegate`1 id = surfaceSampleSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Recovery: Recover notes = } } } PARAM { name = CollectScienceCustom id = CollectScience4 state = Incomplete disableOnStateChange = False values = 5405,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = allowStateReset = False targetBody = Kerbin biome = Deserts situation = FlyingLow experiment = temperatureScan recoveryMethod = Ideal PARAM { name = ParameterDelegate`1 id = Biome: Kerbin's Deserts state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Biome: Kerbin's Deserts notes = } PARAM { name = ParameterDelegate`1 id = Situation: Flying low state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Situation: Flying low notes = } PARAM { name = ParameterDelegate`1 id = Experiment: Temperature Scan state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Experiment: Temperature Scan notes = PARAM { name = ParameterDelegate`1 id = temperatureScanSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = notes = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FS_Experiment title = Recovery: Recover notes = } } } }- 469 replies
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I thoroughly agree that the progression of available parts seems off. Simple planes and probes should be available from the start. The progression should be more about unlocking better parts and more variety of the fundamental "types" of craft - probe, plane, manned, rover (the parts for which are ridiculously deep in the tree). The thing I find most "grindy" about playing career on hard is the price of the building upgrades. It took me a while to realise that this was linked to the "Funds Penalties" slider since I'm careful about which contracts I accept and almost never end up getting a penalty.
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Same thing for me. But only the male Kerbals. Val's helmet (on the start screen) is clear. (1.0.2 Win 8.1) EDIT: correction - Val's helmet is clear only on start screen. Opaque white helmets for everyone in-game.