Rodhern
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Everything posted by Rodhern
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Hi. I see from a vessel enumeration run in an almost new career game that there are some asteroids up there already. Are more asteroids spawned as the game progresses? Do they keep spawning? Are they ever removed? My intention is to 'identify' one or more asteroids as 'interesting' for contracts. I guess the contract could spawn the asteroid, but it seems like a cooler solution to pick one of the the already spawned ones, if there is a good one.
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[WIP][1.3.0] Kapoin – A career game mission (idea).
Rodhern replied to Rodhern's topic in KSP1 Mod Development
Hello. I have compiled some experimental work-in-progress code for KSP 1.3.0. It is listed as Kapoin ver. 0.1.0.3 at GitHub [was ver. 0.1.0.1]. There is no fun in playing this version (don't say I didn't warn you). But even so, I have noticed several players in other threads downloading and 'using' mods simply to help test and develop them. So, if you are one of those helpful souls, and you feel like installing yet another mod just for the sake of it, please go ahead! The code will occasionally/regularly (depending on your point of view) offer two simple contracts (titled "Take a Swim" and "North of Sixty"). One says fly to the east and land in the water, the other says fly to the north and land on dry land. As you can tell, not much enhancement of your gameplay there. To test Kapoin you need: Module Manager. The stock Kerbal solar system (i.e. Kerbin must be Kerbin). Preferably KCT, EditorTime and/or other means of making time go by. What to look for / be concerned about: Is Kapoin throwing exceptions or causing other serious errors? Are your log files getting spammed with an unreasonable amount of warnings and Kapoin log data? Kapoin should only show up in new campaign games, and only when the option is turned on in difficulty settings. So for sandbox games, science games, already started career games and new career games with the Kapoin option in difficulty settings turned off, it is a bug if Kapoin shows up in-game. The game objects are still in the game though and will still produce log messages, even when 'turned off'. Also, I would like to hear if for instance you play a lot and are never offered a Kapoin contract (in a new career game with Kapoin 'turned on'), or if for instance you keep rejecting the contracts and they just show up in droves anyway. Let us get started with a known issues list: By design the contracts don't care if you already are in position (east of and north of KSC respectively) when the contract is offered. You can use this 'feature' to farm contracts if you want. It is silly, but (IMO) it is not really a bug as such. It is much like e.g. the 'gather science from orbit of Kerbin' contracts (once you are in position you can keep completing these contracts easily). I can see in my KSP.log that this error, "[Rodhern/Kapoin] Contract system instance not availble.", shows up right after a scene change. There is even an error ('availble') in the error message. Somehow Kapoin progress information (stored in the persistence file) is lost when simulating with the KRASH mod. So far I think it may have to do with the order of scene change, scene load, persistence load and persistence save events, but I will have to investigate. - Rodhern -
Rockets Gently Rolling During Launch
Rodhern replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
First make sure you haven't forgotten about a game controller that is still connected. You wouldn't be the first to have a joystick or yoke somewhere in the corner that is still attached. Hehe. That is such an underrated technique. -
Launching to target inclination?
Rodhern replied to Jovus's topic in KSP1 Gameplay Questions and Tutorials
Maybe you could wait at the launch pad until the target orbit is directly overhead. -
Hello Drew Kerman. Your aircraft style is recognized from e.g. here I have a suggestion to improve the aircrafts. Switch the green and red navigation lights with each other. Please. It might make some Kerbal aircraft engineers and pilots jittery otherwise, you know. Not naming any names of course *innocent whistling*.
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Suggestions for obtaining the most current version of mods
Rodhern replied to PF45's topic in KSP1 Mods Discussions
I think the best method is to search the 'Add-on Releases' for the mods you use. -
You can copy the entire KSP folder to a new folder. Delete some mods in from the new folder, and check if the problem is still there, by running KSP_x64.exe from the new folder. That way you can 'check' say four mods at a time. Once you know which four, do the same thing again, this time removing only two of the four mods. Last time of course just remove one of the two that seems to give a problem.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Rodhern replied to nightingale's topic in KSP1 Mod Releases
I agree with you; the warning seems strange to me too. There is a list of the loaded CC assemblies, which is one item long. Possibly the log output was meant as a debug message only(?). and not a warning as such.- 5,206 replies
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Can you put mods into folders in GameData?
Rodhern replied to Zerxal's topic in KSP1 Mods Discussions
Most mods I have seen come in folders. I have seen a few that does not, but only a few. If your mod files end up in a big pile in (the root of) the GameData folder, you are probably doing something wrong. -
So, possibly you will spend time to build a catalog of other authors' mod ideas. It seems a bit wasteful to me. If you want to build a library of mod ideas, why would it have to be only ideas/mods that once existed and was abandoned? I am not necessarily against your idea. It is more that I am wondering if maybe your time is better used compiling an idea library (somehow).
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Kerbal Construction Time/StageRecovery Dev Thread
Rodhern replied to magico13's topic in KSP1 Mod Development
Hello PhoenixSpaceIndustries and welcome to the forums. If you are playing KSP v. 1.2.2. I think you need to go to magico13's build server to get the development builds. -
Kerbal Construction Time/StageRecovery Dev Thread
Rodhern replied to magico13's topic in KSP1 Mod Development
I think you can use Transform.Rotate in Unity with just a three dimensional parameter, if you don't want to study quaternions. -
I would treat no license as all rights reserved. But then, I may just be a grumpy old man.
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I think that makes sense too.
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I have a question about the mission notes in custom missions. I have had a look at this excellent thread: My (one and only) contract parameter has this code: cp.GetNotes () = "Param Notes." The benefit is that the note show in flight: The contract itself has this code: c.GetNotes () = "Mission Notes." But somehow both set of notes show up in the contract notes in the Mission Control building: Do you know why that is happening, or if there is a trick to avoid it?
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I notice that you can override 'GetActivation', but I don't think it makes any difference. As far as I can tell all vessels get a node in the persistence file to represent the vessel module as well. Should I consider those nodes negligible bloat, or is it best to stay clear of vessel modules for 'everyday vessel tracking'? Sarbian mentioned "disable the object"; how would I do that?
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Rodhern replied to nightingale's topic in KSP1 Mod Releases
Is this a good thread to ask for contract implementation hints? Or is there another thread that is better suited for that? I played around with Config Configurator for the first time, and have added two contracts to the game. One contract is "C60"/"North of Sixty", which is independent of Config Configurator (it is in its own dll). The other contract is "The Kapoin POC Contract Group"/"Kapoin POC North Sixty", which is a Config Configurator one defined in a .cfg file. I start a new career and get this screen in the mission control building: Questions: I see my "C60" contract is given its own group. Fair enough. Is the image there a generic one, or is it something I can control? The Contract Configurator "Kapoin POC North Sixty" contract says it has its prerequisites met yet it is not offered. Is that a common occurrence? Do you have a good idea how that is fixed? I didn't find an answer on the Wiki, so any links with more information is appreciated.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Rodhern replied to nightingale's topic in KSP1 Mod Releases
Hi, did you figure out how this happened? It is happening to me too. edit: I downloaded the source. In my case the list of assemblies found is actually of length "1". Maybe the warning text is just inaccurate.- 5,206 replies
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I was wondering how best to do stuff that is not time critical. Maybe I got a bit carried away. I haven't got any code yet. The example that I was playing with was to detect when difficulty settings are changed, and then update some mod variables (or maybe disable the mod). If the player changes settings and it takes a few seconds before it is detected that is just fine. So I imagined some sort of loop (or more specifically to the above case, monitor every game unpause), and then the trick would be to run the loop when the rest of the game is least busy. A more useful scenario may be to check if some contract is fulfilled yet. Let us say the contract is to make sure you have 6 satellites in a particular constellation relative to each other. Let us say to determine if the condition is satisfied requires 'heavy calculation'. Let us also assume that it is not important to detect contract success right away, if we can mange to check once a minute that is fine. Since the last post I peeked at the Contract Configurator code, and there it seemed some of the trick is to run a bit of code in Update, but only every 20th frame. (if I read it correctly). Is that how you would do it? Count frames?
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Is there an easy way to tell how busy Unity is? Over at this thread I was told about a good idea, that if I monitor when the game unpauses, I can check for changes in the difficulty settings (e.g. to enable and disable an add-on). The unpause thing also happens (sometimes) when the scene changes e.g. the transition from Space Center scene to Main Menu scene. I thought I would like to delay the processing until the scene change was done, so I did a Unity '.Invoke ("name", 1.0)' to postpone my handler code for a second. To my surprise Unity is quite keen on doing a good job timing-wise and one second later, (less than) halfway through the scene change, my handler is invoked. Ok, so it sounds silly to complain that I got what it said on the tin! Still, what I was aiming for wasn't quite to delay execution for only half a scene change. I guess I could explicitly monitor say 'GameEvents.onGameSceneLoadRequested' and 'GameEvents.onLevelWasLoaded'. Is that a terrible idea? Is there a better way?