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Everything posted by Warezcrawler
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Surface height
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
Autorove http://forum.kerbalspaceprogram.com/index.php?/topic/129363-105autorove-autonomous-rovermovement-in-the-background/ I didn't think about reference the mod directly. Sorry. Well The mod is moving a rover in the background, so that you don't need to drive it manually. So maybe it is like spawning. It changes the coordinates of the vessel, and to do that it really needs the height to place it at. I will look at hyperedit again, but that one is not easy.... thanks. -
Surface height
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
I do get your confusion. The fact is that I'm looking at updating autorove mod, but if I cannot get it to work there is no point. Upon testing I ran into the issue, that the rover ended up underground, hence my question regarding surface height. I would like to remove this issye which I didn't notice in ksp 1.05. -
[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
This plugin does work as it is. It's very alike the stock one, just have a few additions. Therefore I would expect that it would work fine with other mods that enhances the engines/effects if it work with the stock switcher. I'm considering pulling all actual parts from the mod, and distribute it as a pure plugin, for other mods to use, like interstellar fuel switch. -
Hi I'm working on getting AutoRove to work again, and I think I have the core up and running. But the stock toolbar is playing a trick on me. I have succeeded in adding the button But when game scene load, the button keeps replicating. So the question is, how can I make sure that I'm not creating the button if it already exists, or at least have it removed before the scene changes or something? private static ApplicationLauncherButton appButton = null; private void createStockButton() { Texture icon = GameDatabase.Instance.GetTexture("AutoRove/appLauncherButton", false); ApplicationLauncher.AppScenes visibility = ApplicationLauncher.AppScenes.MAPVIEW | ApplicationLauncher.AppScenes.SPACECENTER | ApplicationLauncher.AppScenes.TRACKSTATION | ApplicationLauncher.AppScenes.FLIGHT; // registering the button if (ApplicationLauncher.Ready && appButton == null) { removeStockButton(); ApplicationLauncherButton appButton = ApplicationLauncher.Instance.AddModApplication(toggleAppLauncher, toggleAppLauncher, null, null, null, null, visibility, icon); } } private void callRemoveStockButton(GameScenes scene) { removeStockButton(); } private void removeStockButton() { if (appButton != null) { ApplicationLauncher.Instance.RemoveModApplication(appButton); appButton = null; } } void Start() { GameEvents.onGUIApplicationLauncherReady.Add(new EventVoid.OnEvent(createStockButton)); GameEvents.onGUIApplicationLauncherUnreadifying.Add(new EventData<GameScenes>.OnEvent(callRemoveStockButton)); DontDestroyOnLoad(this); } I found this, but it seems I'm missing something - /topic/78231-application-launcher-and-mods
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What is your purpose? I guess that if you somehow need it in code, then you can simply look through all resources, and maybe evaluate if they have mass. Otherwise look through the resources in the community resources. Additionally each modder may introduce thier own resources, I will in time introduce some on my own, which could be why you are asking like this.... So if you could elaborate on the purpose, then it might be easier to help.
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[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
[1.1.2] KSP Engine Switch 0.8-beta Specific actions 5-8 implemented various bug have been eliminated Tech tree integration is currently turned off pending a reimplementations since the one it has now is not good enough Current state has what stock has, plus it can handle N different engine configurations instead of only two. As stated, there is now 8 custom actions, which can switch to a predefined engine configuration, as well as next+previous. There is also the posibility of disabling switching of engine config mid air, if that is what is needed. Downloads 1.81 MBGTI_EngineSwitch_0.8-beta.zip -
[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
@FreeThinker I'm working on integration with the tech tree, but I'm not sure how I want to approach it, and was considering that you might have a suggestion. What I've done right now, and are not quite happy with, is to add a minimum required tech for each switch possibility, and a max tech. Minimum gives itself, and is just that you need a specific tech before the engine unlocks. Maximum is than when you reach a specific tech the engine config becomes obsolete. I'm considering adding cost for each configuration, but the fit is ambiguous. It seem overly complicated somehow.... So I'm not that happy about the design. What do you think? -
Ok... I know I haven't documented or anything, but can you explain all the error messages given by KRnD then? (they are not exceptions, so I guess you catch them or something). Next.... I've been looking a bit on your mod, because I want to have some tech functionality in my mod, and I find yours to be so great that I'm looking for inspiration right here I noticed that you are finding for example the engine by iterating module. You can do this In another way. Look here. You do this // Multi-Mode engines have multiple Engine-Modules which we return as a list. public static List<ModuleEngines> getEngineModules(Part part) { List<ModuleEngines> engines = new List<ModuleEngines>(); foreach (PartModule partModule in part.Modules) { if (partModule.moduleName == "ModuleEngines" || partModule.moduleName == "ModuleEnginesFX") { engines.Add((ModuleEngines)partModule); } } if (engines.Count > 0) return engines; return null; } Which I'm sure does the trick. While researching for my mod, I found this way of finding modules ModuleEngines = part.FindModulesImplementing<ModuleEngines>(); This simply returns all partmodule which uses ModuleEngines, incl. the one that inherit from it, i.e. ModuleEnginesFX - cool right Well I just wanted to let you know. It's up to your to decide to use it or not
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[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
Lol... Didn't know that. I've used winrar for so long now..... Just a FYI, 7zip (free) can unzip rar files just fine.... And I do believe that winzip can too.... But I will consider what you are saying the next time I release. Giv me a yell if this is an issue right now, then I will convert til zip before next release. -
Well, I have some log spamming with errors from KRnD. So I have uninstalled KRnD untill a fully stable on get's available.... I have had mayer stability issues since 1.1.2, and I can't say for sure that KRnD has any blame, but I've removed some mod's, incl. this one, and my game is much better now... But not perfect by any means. I actually am unaware if the UI was broken, since I have not actually used it actively in 1.1.2 before removing it.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Warezcrawler replied to FreeThinker's topic in KSP1 Mod Releases
That would be sweet indeed- 1,187 replies
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- fuel switching
- mesh switching
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Warezcrawler replied to FreeThinker's topic in KSP1 Mod Releases
Oh... I love when things integrate with the tech tree- 1,187 replies
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- fuel switching
- mesh switching
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[1.0.5]AutoRove - autonomous rovermovement in the background
Warezcrawler replied to Wotano's topic in KSP1 Mod Releases
Jep.... I noticed... However, this code sometimes results in vessels stuck underground... So how can we fix that, så that it does not happen?- 139 replies
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- rover
- automation
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Maybe you could create a change request in the bug tracker, and ask for an option in the settings menu, or maybe as part of the difficulty screen for this behavior?
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I don't know what to tell you..... According to the documentation, and my past experience using MM it should work. I've created and tested this cfg file, which works just fine. >>miniTEST.cfg<<. It is exactly what we talked about. I tested it against the stock sciencelab. Hope you are using a valid MM plugin. For KSP 1.1.2 it's currently 2.6.24. Highlights from documentation @PART[*]:HAS[@MODULE[ModuleEngines]] { ...(stuff) } @PART[SomePart] // Edit a PART node named "SomePart". { @mass = 0.625 // change SomePart's mass to 0.625 @description = SomePart: now uses Xenon! // Changes the value from the "description" item. In this case, a text. @MODULE[ModuleEngines] // Edit SomePart's node MODULE named "ModuleEngines" { @maxThrust = 2.25 // Changes maxThrust to 225 @PROPELLANT[LiquidFuel] // Edit SomePart's node PROPELLANT named "LiquidFuel" { @name = XenonGas // Changes the PROPELLANT node name from LiquidFuel to XenonGas. @ratio = 1.0 // Changes the ratio value. } @atmosphereCurve // Edit SomePart's node atmosphereCurve. Note that this node doesn't have a name. { @key,0 = 0 390 // Edits the FIRST "key" Key from the "atmosphereCurve" @key,1 = 1 320 // Edits the SECOND "key" Key from the "atmosphereCurve" property } !PROPELLANT[Oxidizer] {} // Removes the node PROPELLANT named "Oxidizer" from the PART. } RESOURCE // Creates a new node RESOURCE in the PART. { name = ElectricCharge // Adds a name to the node RESOURCE amount = 100 // Adds "amount" and its value to this node maxAmount = 100 Adds "maxAmount" and its value to this node } }
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Since the autorove mod is not updated, and it does not seem like it will happen soon, I'm considering assume maintenance. However, my first attempt in getting it to work in KSP 1.1.2 was only partially successfull. My first autorove ended up underground.... That's no good Currently the mod is calculating the height at which to place the rover, at a given latitude/longitude on a specific body like this. internal static double surfaceHeight(double latitude, double longitude, CelestialBody body) { Vector3d pqsRadialVector = QuaternionD.AngleAxis(longitude, Vector3d.down) * QuaternionD.AngleAxis(latitude, Vector3d.forward) * Vector3d.right; double altitude = body.pqsController.GetSurfaceHeight(pqsRadialVector) - body.pqsController.radius; return altitude; } Now my question is, what is the best way to calculate the height to put the vessel after moving it. There must be some robust way of determining where to spawn the vessel, I'm just not sure how. Can anybody help me figuring this out?
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[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
[1.1.2] KSP Engine Switch 0.7-beta Updated to KSP 1.1.2 Reimplementation of engine switching [GTI_EngineClassSwitch_2] Stock alike approach - thanks to sarbian and stupid_chris for suggestion and answering of questions Implementation availableInFlight and availableInEditor for engineswitch Implementation switching based on moduleEngines with specified engineID's Implementation of actions - next, previous, specific engine configuretations 1-4 Implementation of unified toggle, activate, shutdown - these now functions across all engine modules (applied to the active one) Updated module manager to 2.6.24 for KSP 1.1.2 Development of engines to go in the mod continues on the side of finishing the plugin itself -
[1.0.5]AutoRove - autonomous rovermovement in the background
Warezcrawler replied to Wotano's topic in KSP1 Mod Releases
Welll... I've tried to fix the mod, but I do get rover stuck underground, and it is not fixed by activating the craft I am looking for a good way to handle place the craft on the ground when loading.... What does stock do? does it take care of this, or are the values just in the save file?- 139 replies
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- rover
- automation
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Does this mod update all the time (every fixedupdate or something), or just when a flight scene is loaded? Or in other words how heavy is it on computations, and does it react if my crafts runs out of power in the middle of a reentry or something?
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[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
Exactly my point.... We are missing so much EDIT: Plus mine can be configured so that switching can be restricted to the VAB for example... I.e. no advanced mid air switching, if that is what you need. -
[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
Aim is more functionality. Rapier has two modes only, mine is for as many modes as you would want. No integration to tech tree, except on part level, I want modes to be dependant on the progress made in technology.... This makes it possible to get an engine early on in the game, which get better and more versatile in late game. Previously you would need multiple parts to achieve this. No additional cost for having switching possible... I am planning on putting additional cost on having multiple modes, just not sure how at this point. So for now it's just free, as with the rapier. Hopefully I will in time integrate with the research and development mod which I love. In that mod you can use science to improve parts. Great for late game when the tech tree is maxed out!!!! Not that I'm saying can all those things right now, especially now that I had to start all over to fix the effects thing.