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Everything posted by canisin
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Hello All, It is usually very useful to collect and tabulate information about parts or experiments or other entities. For example, tabulating ISP's of engines or maybe masses of fuel tanks, or science values of experiments, etc. How does everyone collect this information? I do so by manually searching through config files or inspecting tooltips in the VAB. Is there a better way to do this? For example by typing some commands in the in game debug window or maybe some helper method that I can run in ModuleManager.dll? Can I maybe run a tiny executable to run ModuleManager.dll in the game folder and then write out a csv containing the values that I need? Edit: Actually what I am looking for is probably a way to parse the module manager cache. All the information that I want is probably in there but I would need it to be more easily queryable via linq in memory or csv/excel or something else.
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I am setting up the instruments with a Kerbal, leaving them on the planet, returning to Kerbin, and then once the experiments are completing I am switching to the central station and sending back the results. But when I do, it just starts transmitting and I never get to see the results So that's why I added the science container and use the method that I have described earlier.
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Hello you might want to mention this in the OP for non-CKAN users. For all others wondering here is the Animated Attachment mod by the same user:
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Hello @Snark, thanks for the lovely explanation and actually I quite agree with it. When adding mods to my game I go through a similar thought process and usually decide not to add "heavy" part packs for the same reason. Or sometimes I add a pack and then trim out parts from it. As for the .625 engine plate, I for one wouldn't be bothered by it, because even though it might not be that useful, I would allow it in my game base on precedent. That is, there already is a line up of engine plates and this would be a part of it and as such the scrutiny for its guilt, as you have put it, would be waived. ---- Why the hell does new line sometimes does not work in the post editor??!!? ---- Now, as for my silly sentence in my quoted post: It reads as: "the ant does not have a shroud" and "the .625 engine plate could also be useful for attaching parts above a mk1 parachute" Chalk it up to me not being a native speaker and failing at constructing a complicated sentence.
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Hello all, I have previously reported a problem about not being able to see the results of the experiments when i transmit science from a central station. So far I have been able to find a solution by adding a science container to the central station and collecting all experiment results into it so that I can review them and transmit them. For me this has been a good solution so I wanted to share it. Here is the patch that adds a science container to the central station. @PART[SEP_CentralStation]:FINAL { MODULE { name = ModuleScienceContainer canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } }
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Hey all, I don't wanna barge into an ongoing discussion but I just wanted to share my config. It is somewhat subdued, but you can notice most of the effects. It uses the neutral preset for color grading. It also uses the lens flares that were shared by Galileo in this thread. KS3P { Name = bud_neutral SETUP { Scene = MainMenu Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Bloom { Anti_Flicker = true Intensity = 0.89 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt01 Dirt_Intensity = 5 } } SETUP { Scene = KSC Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.2 Opacity = 1 Roundness = 1 Smoothness = 0.8 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } Bloom { Anti_Flicker = true Intensity = 0.89 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04 Dirt_Intensity = 5 } } SETUP { Scene = VAB Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Bloom { Anti_Flicker = true Intensity = 0.35 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = false } } SETUP { Scene = SPH Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Bloom { Anti_Flicker = true Intensity = 0.35 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = false } } SETUP { Scene = Scaled Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Bloom { Anti_Flicker = true Intensity = 0.35 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = false } } SETUP { Scene = Flight Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Depth_Of_Field { Focus_Distance = 10 Aperture = 25.7 Use_Camera_FOV = False Focal_Length = 150 Kernel_Size = 3 } Eye_Adaptation { Luminosity_Minimum = -6 Luminosity_Maximum = 14 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = False Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.2 Opacity = 1 Roundness = 1 Smoothness = 0.8 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } Bloom { Anti_Flicker = true Intensity = 0.89 Radius = 1.7 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt01 Dirt_Intensity = 5 } } SETUP { Scene = EVA Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Depth_Of_Field { Focus_Distance = 10 Aperture = 30 Use_Camera_FOV = False Focal_Length = 150 Kernel_Size = 3 } Eye_Adaptation { Luminosity_Minimum = -6 Luminosity_Maximum = 14 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = False Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.2 Opacity = 1 Roundness = 1 Smoothness = 0.8 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } Bloom { Anti_Flicker = true Intensity = 1.73 Radius = 2.1 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04 Dirt_Intensity = 5 } } SETUP { Scene = IVA Anti_Aliasing { Mode = FXAA Quality = 4 } Color_Grading { Preset = Neutral } Eye_Adaptation { Luminosity_Minimum = -6 Luminosity_Maximum = 14 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = False Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.2 Opacity = 1 Roundness = 1 Smoothness = 0.8 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } Bloom { Anti_Flicker = true Intensity = 1.73 Radius = 2.1 Soft_Knee = 0.78 Threshold = 1.13 Dirt_Enabled = true Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04 Dirt_Intensity = 5 } } }
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[1.4.x] Stock Antenna Balance - July-29-2018
canisin replied to WuphonsReach's topic in KSP1 Mod Releases
Hey @WuphonsReach, you might remember that i was a user of your mod. In your absence, afaik, i tweaked your antenna configurations a little bit, and here is what i have been using in my own career game. I planned to share these with you and when i did, i had a spread sheet to go along with, but it seems that i have lost it. I am not sure how useful the patch will be for you, but here it goes anyways. @CUSTOMBARNKIT:FINAL { @TRACKING { // Stock DSN1: 2,000,000,000 (2G) // Stock DSN2: 50,000,000,000 (50G) -> 10G // Stock DSN3: 250,000,000,000 (250G) -> 20G @DSNRange = 2000000000, 10000000000, 20000000000 } } @PART[SurfAntenna]:FINAL { //@title = Communotron 16-S //@mass = 0.015 //@TechRequired = engineering101 //@entryCost = 750 //@cost = 300 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT //@packetInterval = 0.6 //@packetSize = 2 //@packetResourceCost = 12 //@antennaPower = 500000 } } @PART[longAntenna]:FINAL { //@title = Communotron 16 //@mass = 0.005 //@TechRequired = engineering101 //@entryCost = 750 //@cost = 300 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT //@packetInterval = 0.6 //@packetSize = 2 //@packetResourceCost = 12 @antennaPower = 2000000 } } @PART[mediumDishAntenna]:FINAL { //@title = Communotron DTS-M1 //@mass = 0.05 //@TechRequired = precisionEngineering //@entryCost = 4900 //@cost = 900 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT //@packetInterval = 0.35 //@packetSize = 2 //@packetResourceCost = 12 @antennaPower = 100000000 } } //copy of HighGainAntenna5, equivalent of HighGainAntenna +PART[HighGainAntenna5]:FINAL { @name = HighGainAntenna5.Direct @title = Communotron HG-5D @mass = 0.075 @TechRequired = electronics @entryCost = 7500 @cost = 1200 @MODULE[ModuleDataTransmitter] { @antennaType = DIRECT @packetInterval = 0.3 @packetSize = 2 @packetResourceCost = 16 @antennaPower = 500000000 } } @PART[commDish]:FINAL { //@title = Communotron 88-88 //@mass = 0.1 //@TechRequired = automation //@entryCost = 20000 //@cost = 1500 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT @packetInterval = 0.2 @packetSize = 2 @packetResourceCost = 20 @antennaPower = 5000000000 } } @PART[jw1MDA]:FINAL { //@title = JW1 Medium Deployable Antenna //@mass = 0.35 //@TechRequired = largeUnmanned //@entryCost = 100000 //@cost = 9000 @MODULE[ModuleDataTransmitter] { //antennaType = DIRECT @packetInterval = 0.15 @packetSize = 2 @packetResourceCost = 24 @antennaPower = 20000000000 } } //copy of HighGainAntenna, equivalent of HighGainAntenna5 +PART[HighGainAntenna]:FINAL { @name = HighGainAntenna.Relay @title = HG-55R Antenna Relay @mass = 0.2 @TechRequired = basicScience @entryCost = 16000 @cost = 4500 @MODULE[ModuleDataTransmitter] { @antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 10000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 0.4 } } } @PART[RelayAntenna5]:FINAL { //@title = RA-2 Relay Antenna @mass = 0.45 //@TechRequired = precisionEngineering @entryCost = 45000 @cost = 18000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 75000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 2.5 } } } @PART[RelayAntenna50]:FINAL { //@title = RA-15 Relay Antenna @mass = 0.8 //@TechRequired = electronics @entryCost = 90000 @cost = 30000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 250000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 5 } } } @PART[RelayAntenna100]:FINAL { //@title = RA-100 Relay Antenna @mass = 1.1 //@TechRequired = automation @entryCost = 125000 @cost = 48000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 500000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 10 } } } @PART[ju1MDA]:FINAL { //@title = JU1 Medium Deployable Antenna @mass = 1.8 //@TechRequired = largeUnmanned @entryCost = 200000 @cost = 65000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 1000000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 15 } } } @PART[jx2LDA]:FINAL { //@title = JX2 Large Deployable Antenna @mass = 3.5 @TechRequired = artificialIntelligence @entryCost = 300000 @cost = 75000 @MODULE[ModuleDataTransmitter] { //antennaType = RELAY @packetInterval = 0.5 @packetSize = 1 @packetResourceCost = 250 @antennaPower = 2200000000000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 20 } } } !PART[HighGainAntenna]:FINAL { } !PART[HighGainAntenna5]:FINAL { } -
This sounds great! (No pun intended as I have not yet downloaded it.) Quick question, in vanilla scatterer, whenever I transmit science I hear the same SSTV sound for transmission. If add this addon, are the science transmission sounds, KW, going to be randomized?
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[1.4.x] Stock Antenna Balance - July-29-2018
canisin replied to WuphonsReach's topic in KSP1 Mod Releases
Hey there, welcome back. -
That's not the problem, the problem is i can't/don't want to create a new texture. I am not good at painting
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Yea, i could change the texture, but that would mean that i need a new texture, right? I was hoping that i would be able to get away with merely tinting the existing texture.
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Hello, sorry for being dense, i feel like i can use the information in the op to get at what i want, but i cannot wrap my head around it. I am writing a patch that clones the existing fuel cells to create monoprop fuel cells. I am simply writing a module manager patch that uses +PART to clone the fuel cell and then modifying the INPUT_RESOURCE nodes to use monoprop instead of lfo. Can I use the _COLOR variable to tint the existing texture so that my cloned part has a slightly different coloration? I feel like I can, but I am not sure if the syntax would be as simple as that. Would it work if i just added the following? TEXTURE { _COLOR = #FFD700 } Nope! Just tried it, didn't work. Edit2: Hm I have made a tiny bit of progress, but it does not seem to work still. I am thinking, judging by the screenshots on this thead, that the tinting works by tinting the white parts of the existing texture. The texture for the fuel cells have very little or no white in it, so the variant coloring just does not show up. Nope, that's not it. Looking closely, it does have some white parts and pieces, but they are not getting any tinting.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
canisin replied to IgorZ's topic in KSP1 Mod Releases
I just edited my post as you posted your reply. I have read the wiki and I am also reading around in the code. Right now I am trying to research whether the game api returns ActiveVessel.isEVA as true while you have a kerbal on an external command seat. Because it seems to me that singular check could be the only thing that prevents non-eva vessels to take KIS actions (within other limitations of course (one of which would be the inability to equip tools)). PS: I don't know if its you or the previous (inital?) mod make, but I love how you emphasize code style in your read me. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
canisin replied to IgorZ's topic in KSP1 Mod Releases
So setting internalAccess to true won't help? Because I am doing orbital construction rather than surface. Thanks, looks like it could be very useful in some situations. I will try it. I would like to ask some more questions if I may. How does ModuleKISPickup work? I understand that it is the module that lets kerbals do KIS actions like grab, detach, and attach. And also having vessels and kerbals with this module helps other kerbals do the same by contributing to their mass limit. But does this module allow non-eva vessels do the same? I hope it does, because I am planning to build a construction robot by adding this module to some parts! Or maybe something more like an exosuit by using an external command seat. I am very curious to test the interactions with this module. Of course with the external command seat the kerbal is also out there and able to interact with the world, so maybe with it I don't need the vessel to be able to do KIS things.... ah I guess I am rambling at this point. The gist of the question is, I know that if I am controlling an EVA kerbal then I am able to do KIS actions and that ModuleKISPickup interacts with these actions. But I am wondering whether an EVA kerbal is a hard coded requirement or if having said module on the current vessel would be enough. And if the special case of having a kerbal on an external command seat would change anything. Finally how does tools and allowPartAttach/allowStaticAttach/allowStackAttach interact? I intend to spend some time testing for the answers of these questions tonight, but I would not mind at all if you could help me out if you already know the answers! Thanks a lot in advance! PS: Line 528 in KISAddonPick.cs is sort of crushing my hopes for an orbital construction exo suit. if (HighLogic.LoadedSceneIsFlight && FlightGlobals.ActiveVessel.isEVA) { -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
canisin replied to IgorZ's topic in KSP1 Mod Releases
Hey there, KIS is one of those mods that you just cannot live without. I have a question: I wonder if I am misusing the portable KIS container. I use it to carry around large items on EVA. But, I am not able to access its contents while my kerbal is wearing it. Because of this my work flow is as follows: - Open portable container inventory and place large item inside it. - Pick up portable container into kerbal inventory. - Pick up the container rack into kerbal inventory. - Go to destination. - Surface attach the rack at destination. - Mount the portable container on the rack. - Open portable container inventory to access the large item. - Pick back up the container into kerbal inventory. - Pick back up the the rack into kerbal inventory. - Return back to ship. - Reattach the rack. - Mount back the container. If I were able to access its contents while wearing it, I would be able to leave well alone the rack and do my thing with 6 less attachment operations, which always cause my game to stutter for a second. Long story short, I intend to patch it to allow internal access, like below. Would this be the proper way to do this? @PART[KIS_Container1]:FINAL { @MODULE[ModuleKISInventory] { @internalAccess = true } } PS: Now that I have written my idea down, I have found the downside of it. This will allow the contents of the inventory to be accessed from within the ship, which is somewhat immersion breaking. Hmm.. Can KIS somehow handle these situations differently? Also, what does the keyboard shortcut Y (re-dock) do? I have found the following explanation but I could not understand it. -
Well, the convenience of it is similar to the convenience provided by the experiment buttons, it would be easier to use the Science Alert window than to use the right click menu of the container. I agree that it would be low priority, but I will look at the code via github and see if I can propose some implementation of some kind. The big issue is selecting the container, but then again that also is similar to the experiments. I wonder what Science Alert currently does when there are, say, multiple thermometers on the same vessel.
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Hello lgg, I have a feature request if you would be so kind as to accept it. I play with a patch that adds science containers to all pods (well, actually they already have one, it just adds the capability to collect all data from the vessel, like a regular data box, it helps a lot with collecting biome specific and repeatable experiments without doing a little EVA dance every time). Would it be possible to add a collect all button to the Science Alert interface? Only problem is I am not sure how the destination container will be selected in the case where there are multiple containers on the vessel, which is not very unlikely. Maybe the one closest to the root? It could be a menu of all available containers, but that wouldn't be very elegant. A 'set as default' can be added to part action menus, but that would probably too much work for too little gain. If you do like the idea, I would love to contribute code.
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Hello @garwel is it intentional that the stock RTG does not cause any additional radiation? If not how much radiation would you suggest? Similarly I noticed that a bunch of nuclear engines and reactors from my mods do not have a kerbal health module for radiation and I am trying to write an mm patch for them. Can you share a balance guideline? EDIT: Checking out a few example configs you seem to have used heatProduction value for engines. Thanks in advance! Loving the mod!
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
canisin replied to K.Yeon's topic in KSP1 Mod Releases
Sorry for the late response and once again thanks a lot for taking your time to give me a detailed response. No, I did not install legacy. The ship had many cargo/hallow parts and it was built out of K parts, so it seems that it hits two items off your list. So no wonder it was draggy I guess -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
canisin replied to K.Yeon's topic in KSP1 Mod Releases
Thanks a lot for the detailed explanation. I really loved the beautiful new bodies introduced by OPT and how well they combine. Thanks again for your hard work in providing these configs to keep these lovely parts relevant. Last night I played around with them for a bit. But the first K-plane that I built did not seem to pick up speed as well as I expected it to and when I turned on the aero forces gui (f12), there were these huge red drag markers. When the engines kicked in after plane had picked up some initial speed, it reached (i think) mach 5 or 6, but after that it flipped terribly. I assumed that my design was not stable. But today, I read though the forum thread and saw some mention of drag problems. Can you explain what those problems are? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
canisin replied to K.Yeon's topic in KSP1 Mod Releases
Aaaah! That makes soo much sense now! Trying it out in SPH, I loved it when I finally got it! Thanks!