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Everything posted by MaxPeck
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I'm familiar with IR... I'm not looking to physically manipulate things, I can do that pretty well already. I'm envisioning more something that can take a part out of a KIS container and attach it to another part. Like a robotic part with Kerbal engineer skills. Think of it as a probe core that does engineer stuff instead of pilot stuff. Had I only the coding skills, I'd create it as a part that can be attached to a rover or space tug, that when you got close enough to a KIS container, could access it's inventory and pull parts out and attach them like an engineer would. It would use EC, so you'd need to supply batteries and a way to recharge it. You could even create multiple versions of it and graduate them on the tech tree, adding capability as you go (IE level 1 can do wrench-like attachments, level 2 can do screwdriver-like attachments, level 3 can manipulate parts >1T, and so forth. It wouldn't eliminate the need for engineers, but it would be handy if we could do some robotic manipulation prior to Kerbals arriving.
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For some reason, it's not showing up in AVC during load... not sure why. EL.version is there and the website is responding now. I'm not getting why it's not working.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
MaxPeck replied to Angelo Kerman's topic in KSP1 Mod Releases
In the field... tried it sitting on the launchpad and then also in orbit. No bueno either way.- 3,523 replies
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I was planning a munbase, and what I've been doing is shooting a rocket full of supplies and equipment, and then a rocket with a rover, and then kerbals. The first rocket lands, drop supplies via cargo boxes, which the rover then pre-positions until I can get some Engineers on the surface to unpack them and start building the base. That got me to thinking - it sure would be nice if the rover could manipulate KIS inventories and do some of the setup before my Kerbals arrive. I'm positive that such a thing is well beyond my skill level when it comes to coding, but I thought I'd just float the idea and see if someone wants to run with it. Basically, what I'm thinking is some kind of claw arm, like the one Angel came up with for Buffalo, but that is able to access KIS inventories and do attachments. You could attach it to a rover (or a space tug) and use it to position things remotely. Maybe even make it possible for the robotic arm to lift things that Kerbals can't, like set the max weight to 5 instead of 1 ton. You could even use it to make Kerbal forklifts and manipulators to help with large projects. It wouldn't eliminate the need for engineers, but I think would be a nice supplement to them. Any thoughts/takers?
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Not sure if this has been brought up, since I don't have the patience to read through 137 pages of posts, but the EL.version file that exists in the latest build appears to point to a website (http://taniwha.org/~bill/EL.version) that doesn't exist. I was wondering why there's a .version file yet it doesn't show up in AVC, I think this may be the reason.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
MaxPeck replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey Angel, I still can't inflate the Homestead IMM. I can change templates now, but the inflate option doesn't exist in the right-click menu. It's the only part from you that this happens with. It's also fully useable and can be occupied by 4 crew without being inflated, which seems wrong somehow. The only thing it can't do is hold any resources of its own, but otherwise it's fully useable. I was going to post logs, but being as how the option to inflate doesn't exist, so there's nothing in the log to show. I have the latest version of Pathfinder, Bufflo, and WildBlue tools. I also have the latest Module manager and community resource pack installed. Any idea what's going on?- 3,523 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
MaxPeck replied to rbray89's topic in KSP1 Mod Releases
I have a mid-2015 macbook pro w/retina. I can say without a question that it does. I've been able to turn my resolution back up to 1/2 (full res doesn't work ever) and the game has been much smoother, and crashes a lot less often. With ATM at 1/8 res, the game was playable, but now it's much more enjoyable. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
MaxPeck replied to rbray89's topic in KSP1 Mod Releases
@rbray89 for what it's worth, this works like a charm on my macbook. I don't have all the -force options that win users do, but for my money, this mod is a must have. I was able to unload ATM, so I can actually see flags and buttons again (!), and was able to turn textures from 1/8 to 1/2, so the game looks a lot more appealing. Crashes are less frequent, the game feels more responsive, my clothes are whiter and my hair is thicker and fuller. I can't go full-resolution on textures because it causes my machine to convulse for some reason, but half-res is still a lot better than 1/8. Thanks for all your work on this! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
MaxPeck replied to Angelo Kerman's topic in KSP1 Mod Releases
So I downloaded and installed a new version from github. Same result. Everything else works flawlessly, but the homestead is functionless. Is there any information I can provide you that will help chase this down?- 3,523 replies
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There's a mod for that... https://kerbalstuff.com/mod/1156/Command%20Inventory
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
MaxPeck replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm on a Mac, so CKAN is too much of a pain for me. Plus, as I heard Roverdude say once, it just seems like a support issue spawner. I get everything from Kerbalstuff of Github. In my WildBlueIndustries folder, I have 4 subfolders: 000WildBlueTools, Buffalo, InterimWheel and Pathfinder. In AVC (which is my primary way of keeping my mods up to date, thanks for using that!) everything shows green. With versions 1.0.25 for Tools, 0.2.4 for Buffalo, and 0.9.5 for pathfinder. I'm going to try re downloading pathfinder from Github and see if that fixes the issue. I seriously love this mod - there's almost no point building planetary bases without it.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
MaxPeck replied to Angelo Kerman's topic in KSP1 Mod Releases
So the Homestead module isn't doing anything for me. It won't inflate, in fact the option is mission from the right-click menu in flight, and I can't convert it to a different type other than the foundry while in the VAB - when I try it says "no template found". Any idea what's going on? Logs don't show anything out of the ordinary.- 3,523 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
MaxPeck replied to rbray89's topic in KSP1 Mod Releases
Whatever you did here has resolved my problem. I was hanging up with or without ATM installed, but now it's all good. Thanks! -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
MaxPeck replied to rbray89's topic in KSP1 Mod Releases
okay, so I went and got SXT-25 from Lack's github page. Same basic result. This time the log went a little further, hopefully this can be of some use to you, it's all greek to me. [LOG 02:47:57.709] PartLoader: Compiling Part 'SXT/Parts/Command/Ke111/part/SXTke111' [LOG 02:47:57.843] PartLoader: Part 'SXT/Parts/Command/Ke111/part/SXTke111' has no database record. Creating. [LOG 02:47:57.893] DragCubeSystem: Creating drag cubes for part 'SXTke111' [LOG 02:47:57.981] PartLoader: Compiling Part 'SXT/Parts/Command/Kossak/Adaptor2/SXT25to375mKossak' [LOG 02:47:57.993] PartLoader: Part 'SXT/Parts/Command/Kossak/Adaptor2/SXT25to375mKossak' has no database record. Creating. [LOG 02:47:57.996] DragCubeSystem: Creating drag cubes for part 'SXT25to375mKossak' [LOG 02:47:58.004] DynamicTextureLoader: Unloading: SXT/Parts/Command/Ke111/part/SXTke111 [LOG 02:47:58.005] DynamicTextureLoader: Renderer: Cylinder_010 [LOG 02:47:58.005] DynamicTextureLoader: Renderer: Cylinder [LOG 02:47:58.005] DynamicTextureLoader: Renderer: Cylinder_011 [LOG 02:47:58.005] DynamicTextureLoader: Renderer: Cylinder_012 [LOG 02:47:58.005] DynamicTextureLoader: Renderer: Cylinder_013 [LOG 02:47:58.005] DynamicTextureLoader: Renderer: Cylinder_014 [LOG 02:47:58.005] DynamicTextureLoader: Renderer: Cylinder_015 [LOG 02:47:58.050] PartLoader: Compiling Part 'SXT/Parts/Command/Kossak/part/25mKossak' [ERR 02:47:58.066] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace' [LOG 02:47:58.148] PartLoader: Part 'SXT/Parts/Command/Kossak/part/25mKossak' has no database record. Creating. [LOG 02:47:58.165] DragCubeSystem: Creating drag cubes for part '25mKossak' [LOG 02:47:58.171] DynamicTextureLoader: Unloading: SXT/Parts/Command/Kossak/Adaptor2/SXT25to375mKossak [LOG 02:47:58.171] DynamicTextureLoader: Renderer: Cylinder_018 [LOG 02:47:58.220] DynamicTextureLoader: Unloading: SXT/Parts/Command/Kossak/part/25mKossak [LOG 02:47:58.221] DynamicTextureLoader: Renderer: Cylinder_006 [LOG 02:47:58.221] DynamicTextureLoader: Renderer: Cylinder_011 [LOG 02:47:58.222] PartLoader: Compiling Part 'SXT/Parts/Command/Lark/part/SXTmeadowlark' [EXC 02:47:58.234] NullReferenceException: Object reference not set to an instance of an object PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
MaxPeck replied to rbray89's topic in KSP1 Mod Releases
I don't know what happened there with that post. Anyway, I'll download the latest copy of SXT and install it and see if that matters. I just did a mod update for all my non-AVC mods, but I'll give it a shot anyway just to make sure. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
MaxPeck replied to rbray89's topic in KSP1 Mod Releases
Okay... V1.41 is hanging up on Stock Extension parts - Lack's SXT mod. The loader hangs on a couple of the parts, if I remove DTL, it loads fine, if I rename the part.cfg to part.old, it loads fine, so it's definitely something in these parts that's causing the issue. The game also doesn't become unresponsive, it just sits there... when I go into "Force Quit", it's not showing as broken, and the sayings on the loading screen continue to cycle, it just doesn't do anything. I thought maybe it was just taking a while to load, so I let it go for a good half hour with no progress. For reference, I'm running on a Macbook pro 13" retina, KSP 1.0.5. Here are the relevant log sections: [LOG 19:30:28.650] PartLoader: Compiling Part 'SXT/Parts/Command/Ke111/part/SXTke111' [LOG 19:30:28.781] PartLoader: Part 'SXT/Parts/Command/Ke111/part/SXTke111' has no database record. Creating. [LOG 19:30:28.830] DragCubeSystem: Creating drag cubes for part 'SXTke111' [LOG 19:30:28.836] DynamicTextureLoader: Unloading: SXT/Parts/Command/HECS-Ranger/partProbe/SXTHECSRanger [LOG 19:30:28.836] DynamicTextureLoader: Renderer: Cylinder [LOG 19:30:28.836] DynamicTextureLoader: Renderer: Cylinder_001 [LOG 19:30:28.836] DynamicTextureLoader: Renderer: Cylinder_002 [LOG 19:30:28.836] DynamicTextureLoader: Renderer: Cylinder_003 [LOG 19:30:28.836] DynamicTextureLoader: Renderer: Torus [LOG 19:30:28.918] DynamicTextureLoader: Unloading: SXT/Parts/Command/Ke111/part/SXTke111 [LOG 19:30:28.918] DynamicTextureLoader: Renderer: Cylinder_010 -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
MaxPeck replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm not sure if this has been mentioned before, but I have a bug regarding the gaslight towers. If I link two of them together, or link them to the muncrete bases for the inflatable modules, and then I leave and come back to my base, there are multiple pipes suddenly leading between each tower/base. Sometimes they're plugged into separate ports, but sometimes I'll have two pipes going to one port and the game loses its mind when I unlink them to straighten it out. If I leave them alone, they don't seem to hurt anything, just looks weird.- 3,523 replies
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Okay... thanks for that. I didn't realize KAS was just parts and KIS was doing the heavy lifting. Same, thanks for pointing me to the answer.
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Not being all that versed at the ins and outs of writing the guts of mods, but just as a matter of speculation, how difficult would it be to create a small part that you attach to a satellite or other communications relay station that designates it to the network as a repeater station? Not to the exclusion of other antenna, but something that assigns priority within the network to that particular antenna? Maybe give a bonus to that satellite or station if it has multiple antenna, like a real repeater station would have... just a thought.
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So there I am... walking around on the Mun, when I suddenly notice my Kerbal is showing as suboptimal. He's outside my base, literally surrounded by antennas, both stock and from mods, mostly of the DTS . There are at least 3 communications relay satellites overhead, and all of them have a clear line of sight to Kerbin. Is there a way to manually designate relay stations, or would you consider adding such a thing? It seems to me that any one of the many antenna within line-of-sight, if not throwing distance from my guy walking around should have been sufficient to the task...
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Me too. As soon as I call something a base, State Funding just gives up. It still works, but the status window is blank. If I go into the Tracking Station and make the "base" into anything else, State Funding starts behaving again. I've also noticed that it's a little unforgiving of reverts... if you screw the pooch and have to revert to launch and try again, it counts the kernels killed and ships as destroyed anyway. I've had to edit the state funding conf file a few times now to undo things that "never happened". It also sometimes counts dropped stages as destroyed ships, not sure why.
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Simple question that I haven't been able to find an answer to - what is the difference between the wrench and the screwdriver? Is it purely aesthetics or do they have a different role? The reason I'm asking is that the last time I played, I had installed KAS after I already had enough tech to have the screwdriver, so that's all I've ever used. I started over with 1.0.5 and now I've gotten to the point where all I have is the wrench and I can't seem to be able to attach anything to anything else. I'm trying to build the buffalo rover from Pathfinder on the surface of Mun, and I can't get anything to attach to anything else. No surface attachments, no stack node attachment, nothing. And yes, I'm holding X and/or H when I try to connect pieces. Thanks!
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You know, the problem I've always had with this is that it's impossible to train Kerbals for a mission. Right now, the only way to level up your guys is to actually just do the missions, or to do a bunch of unrelated tasks. In real life, the more you do something, generally, the better you get at it - as you gain experience, you also gain skill. Granted the law of diminishing returns means that the amount of skill gained by training isn't infinite, but there's still something to be said for proficiency. I mean, imagine if the only way we could train the Apollo astronauts was to make them do a bunch of unrelated tasks, and then actually fly to the moon - instead they practiced flying to the moon. It would be like if they ran the simulator once, and then said "nope, already got all we can out of that, let's go plant a flag out back and see what that teaches us." They ran the simulators hundred of times and learned from it. If your guys to mission-essential things, they should get experience for it. Maybe less each time, down to a minimum value, but still something. I'd rather have my engineers repack chutes on Kerbal a bunch of times before trying it on Duna. Likewise, I wouldn't dream of trying to fly to Mun with a level 0 or 1 pilot - and how many people don't? They pack a probe core with more skills than their pilots have and bootleg having a level 3 pilot aboard. So why not have a mechanic where pilots can do training flights and increase their level? Successful completion of x number of flights yields xp. Ditto for scientists - successfully doing x number of science tasks yields a certain amount of xp. I have no idea how that would work with engineers outside of KAS, but there's probably something comparable they could do. Like someone else said - the current system is great as an achievement system, but I don't like having the Kerbal's skills tied to it. I'd rather see skills increase with use.
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They are, I realized afterwards that they were not not the best to use as an example. The main difference between them would be play asthetics - the CT32 is a mast, the Omni is a dome. Everything else in terms of range and transmission speed are identical. Bad choice on my part. Anyway, thanks for considering it. Just out of curiosity, is RoverDude's stuff that he's working on for 1.1 going to render this all moot?
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Bandwidth is the game's designation, not mine. I'm just rolling with that they provide. Oh, and I made a mistake, I was using the Communitron 32, not the communitron 16. Sorry about that. I do use amps in place of electriccharge just because it's easier to type. So it's not necessarily about the number of mits/second, it's about the number of packets/sec and the power required to blast them out. They are both capable of broadcasting the same 6.6 mits/sec, but the CT32's packet size is 2 mits to the Omni's 1. That means that in one second, the Omni can broadcast 6.6 packets to the CT32's 3.3. It's not about the amount of data sent, it's about the throughput of packets and the power used to send them. Maybe using two similar antenna was a bad example, let me use antenna with different specs, both from Lack's mod... Name Bandwidth Packet Size Packet xmit time Packets/sec Packet power Signal Strength Communitron 32 6.6 2 .30 3.3 15 49.5 Scanning Dish 20 20 1 1 85 85 So here, the scanning dish would have a greater range: it broadcasts 1 packet per second @ 85amps, and so it's broadcasting 85amps/sec, whereas the CT32 can broadcast up to 3.3 packets per second at 15 amps, but only puts out at most 49.5 amps per second. So the scanning dish is sending more power per second than the CT32, regardless of the amount of data being sent. Another example using stock antenna: Name Bandwidth Packet Size Packets xmit time Packets/sec Packet Power Signal Stregth Communitron 16 (The correct one this time) 3.3 2 .60 1.65 12 19.8 Communitron 88-88 20 2 .1 10 14.1 141 So here, the stock 88-88 uses 14.1 amps to send one packet, and can send up to 10 packets per second, so it's blasting out 141 amps/sec. the CT16, on the other hand, only sends 12 amps per packet and with the much lower throughput, can only send 1.65 packets per second, so it's only broadcasting 19.8 amps/sec. So it makes sense that the range you've assigned to the 88-88 (80,900 Mm) is much higher than what the CT16 can do (67.1 Mm). As for frequencies and such, I wouldn't neccesarily worry about that too much. Just assume everything transmits in the same band, and that band is universal. Call it subspace radio and thank Star Trek. Whatever. In this case, what your mod would have to do is recognize something as an antenna, read the bandwidth, packet size, and packet power, and use those to calculate the signal strength. You could then apply a set formula to translate signal strength into a nominal range. I don't enjoy calculus, but when I graphed it, it came out somewhat curve-ish, so someone better at math should be able to come up with a formula to figure it, or just make a linear formula that you like and re-assign the stock antenna according to it. Either way, nominal range would be a function of signal strength. I don't do c#, so unfortunately I can't do much more than have the idea, but there it is. Does that make more sense?