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Posts posted by DoctorDavinci
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So OrX Move Launch works just fine ..... Coming in the next update, just a few more things to tweak and we're done this round
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2 hours ago, Myxer said:
Hello everyone. I'm a noob here, but not in the KSP. After many vessels, and many Mods, a want to ask why i can't find a story Mod?
For example story about Protheans from MassEffect: In Career, after 1 month in game time you receive a message (or contract) : "Kerbal scientist, found something strange on Mun. Please go, and look..."
You fly to the Mun, and find something like Prothean beacon. You research them, and take " Oops, we didn't understand what that! But the patterns of lines looks like a Crater on Minmus (or another place)."
You fly to this place (it can be markered on map, or not for hardcore players) and found next puzzle.
After explore all bacons on many planets, satellites, an asteroids you combine the information, and take coordination far away from Kerbol, where you can find Mass Relays!
All objects not shown on map, before exploration, and each of them tell the part of Story about Kerbin evolution, and how Protheans breeding Kerbals from Cucumber
I don't know, maybe somebody want take a part in creating little interesting Mod, or tell me "this is impossible"...
P.S. Sorry for my English.
Most of this sort of idea has been set up in OrX Kontinuum ... Framework has been laid for creating your own stories within KSP and sharing those stories with other players although the story creation mode is still in development
Currently OrX K has a challenge creator that allows you to create a geocache on any planet, have that location saved as well as any local vessels within 1000 meters to a sharable file that any other KSP player that has OrX K installed can open and search for while in the flight scene
OrX K also has Short Track Racing and Dakar racing challenge types that can be created as well as a BD Armory challenge type for those who want to create BDAc Challenges
There's also Scuba Diving (including Nitrogen Narcosis and the Bends) and a sort of wind simulator in there too (both still need work)
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Just a quick update ....
Real life got in the way of the next release, however I am going to be diving back into it in the next day or so ... Only needs to be tested and some minor tweaks made and then it will be ready
Here's some of what is coming ......
OrX Move Launch
Originally created as an addition to Vessel Mover, it was never 'turned on' after I handed the working code over to the maintainer of VM so I have completely rewritten the code from the ground up and included it in OrX Kontinuum ...... Move Launch literally picks your craft up after loading and physically moves your craft to the location that was selected while using the Move Launch option in the OrX K editor menu ... it also automatically places your craft after the terrain has fully loaded
- Launch your craft from any created location on Kerbin
- Create Move Launch locations anywhere on Kerbin
- Launch to included locations such as the Pyramids or Baikerbanur
- Launch to various water launch locations included in OrX K
- Ability to share coordinate files with other players and have them show up in the GPS Creators list accessed through the OrX K editor menuI also have a bunch of fixes like the stop watch not running in step with warp (fixed) as well as the Dakar Racing stage gates not spawning
Anyways, I'll have that all worked out and tested in the next couple days so expect a release before the weekend
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On 1/12/2020 at 3:07 AM, Munar pilot said:
So I've gotten back into BDArmory, and I've seen that the KSPedia entries don't exist. Could you/someone fix it? I don't know enough about KSP modding to fix it myself.
On 1/13/2020 at 4:00 AM, jrodriguez said:You are right. KSPedia for BDArmory was done by @DoctorDavinci sometime ago and I think it needs to be recompiled used latest Unity2019. I will try to do it for next release.
Here's a drop box link to the Unity project for the BDAc KSPedia ... This is all I could find
I did this version back in the KSP v1.2 days so it definitely would need to be updated ... Note that I cheated and used Fireworks (old Macromedia software) to create .jpg's of each of the KSPedia pages and imported those into KSP so you may need to completely redo the images to update the information and add more pages
It's a lot of work and I'm not up to the task ... Took me over 100 hours to do the first version and then another 80 hours or so to update it and reduce the size on disk
Anyways, here's the link: https://www.dropbox.com/s/2vc1416rj9aiibc/BDAc KSPedia (KSP v1.2).zip?dl=0
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1 hour ago, IgorZ said:
Good! Now we can explore the depths.
One question, why do you need KAS as a dependency? From what I see, KIS should be enough.
Scuba Kerb has been a thing for awhile now ... no dependencies, not even module manager
The video is from over a year ago when Scuba kerb was only usable with the Scuba tanks, now no tanks are needed
Even has the bends and nitrogen narcosis
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Just a quick update ....
So I messed up on the stop watch ... the stop watch was running fast during time warp
I also noticed that I messed up the spawning of stage gates for the Dakar Racing challenge type
I fixed both issues but also added in a feature for those who would like to launch a craft from the editor and have their craft literally picked up and automagically moved to a location of their choice (currently only hard coded locations are available such as the Pyramids, Baikerbanur, KSC Island Runway, KSC Beach (water launch), KSC Island Harbour, Kerbini Atol etc... ........ I will be adding user defined coordinates as well as the ability to save any user location to a config file in a the coming future)
Note to self: don't release an update to a mod when you're half asleep
I am just finishing up some testing and will release the fixes as well the OrX Move Launch feature later this evening or tomorrow
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4 hours ago, Mars-Bound Hokie said:
Thanks, @linuxgurugamer. I'll definitely check it out.
As for @DoctorDavinci, I downloaded OrX Kontinuum last night and I tried the stopwatch; that was all I needed, anyway. Unfortunately, I found a huge flaw.
- I started the engines ~7-8 seconds after the "Begin in 5 Seconds" alarm went off on Kerbal Alarm Clock.
- I also started the OrX stopwatch at (about) the same moment as the MET clock.
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Everything seems normal here, but that was when there was no warp.
- MET and OrX about the same, while the alarm clock stayed consistently stayed 7-8 seconds ahead (due to imperfect ignition sequence).
- This next screenshot will start to show the OrX flaw.
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As you can see, at Warp x3, time moves faster for OrX than it does in-game.
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MET: 2:56
- Alarm Clock: 3:04 (consistent lead)
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OrX: 4:48
- DIFFERENCE: 1 minute, 52 seconds.
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MET: 2:56
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Still at Warp x3, and the difference between the OrX and MET gets higher.
- 3 minutes, 19 seconds now.
- MET and KAC (alarm clock) still have a 7-8 second difference.
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Some time after I stopped the warp, I paid attention between the MET and the other two clocks.
- MET and KAC - still 7-8 seconds
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MET and OrX - 4 min, 46 seconds now
- I didn't stop the warp immediately after the last shot.
- No warps between the last shot and this one.
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Still a 4 min, 46 second difference between MET and OrX
- 7-8 second difference between the MET and KAC, as expected.
From what I've noted in the screenshots in the above spoiler, the OrX stopwatch works normally when the warp is not involved. When you do use the warp, the timer goes too fast to stay with the MET clock. Thanks anyway, @DoctorDavinci.
I guess I should refrain from releasing an update to a mod when I am half asleep ... fixed now
I'll be releasing an OrX K update this evening or tomorrow that will have the fix in it ... Just polishing up some more new features such as the ability to launch a vessel and have it picked up and moved to another location automagically and also the ability to create your own launch locations that are saved into a config file
You're probably better off just using @linuxgurugamer's new mod if you're not going to be using any of the other goodies in OrX K since all his mod does is run a timer ... There is a lot of stuff in OrX K with a whole lot more coming which could lead to some confusion over versions since OrX K is still in development
Anyways, thanx for getting back to me about my mistake ... I'll be sure to NOT release any updates unless I'm fully awake from now on
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9 minutes ago, Castille7 said:
Also will everyone be able to run these stages again for better times or is this a one shot deal?
Now that would be an @Triopquestion ... if you want to restart from the beginning then I'll update the scores but you must restart from the beginning
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7 hours ago, Labonnejournee said:
Hi Kerbonauts !
I have an issue since the 1.8 release, the ground texture of planets is shaking.
It's probably a problem create by graphic settings but I don't know what I can change to correct it.
If anyone has suggestions...
Thank you in advance for your answers.
Try turning down shadow cascades to 0 in the KSP settings ... There is a long time bug in Unity that causes this sort of thing which is caused by having the world space being as large as KSP has it set up to be
I may not completely be understanding what the issue is but it sure sounds like what I mentioned above ... here's a link to the Unity issue tracker regarding this
The only way I know of to fix this is to change the near clipping pane of the main camera .... this can be done by using Physics Range Extender (but be warned that PRE could cause other issues)
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I added a stopwatch to OrX Kontinuum, released it a few minutes ago (with some fixes) ... works great and also takes into account time warping and the pause menu
I think it is self explanatory how to use it ... click on reset to reset the timer back to 0
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OrX Kontinuum v 0.1.3.5694 [1.8.20]
Upgrades and Fixes
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Added a Stop Watch function accessible through the main menu
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Fixed Distance menu not displaying properly when scanning for HoloKrons
- Added a modifier to the timer that will compensate for warp
Additional minor upgrades
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Added a Stop Watch function accessible through the main menu
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15 minutes ago, Mars-Bound Hokie said:
That's exactly what I need, thank you. My original intention is to fly to a starting point, begin the stopwatch when I take off, and stop it after I land.
- A kerbal stopwatch is necessary for my upcoming (CLASSIFIED) challenge.
So OrX Kontinuum has a challenge builder and I am open to adding new challenge types
Currently there is 4 types of challenges:
Geo-Caching - Basically you have a base somewhere or even just a location, you go there and create a Geo-Cache and share the .orx file ... when a player starts scanning for Geo-Caches then a distance menu shows up telling the player how far away they are from the closest Geo-Cache ... when the player gets within 5 km then the HoloKron (Geo-Cache) will spawn as well as it will spawn any vessels that were saved into the holokron
Short Track Racing - As the name describes, it's short track racing ... place stage gates a player needs to drive through which records the time between each stage gate and saves it and other data to the scoreboard ... scores can be exported and shared with other people (they can import your score data directly into the scoreboard for that challenge)
Dakar Racing - Same as above, although there is only 1 stage gate (DAkar Racing is from point A to point B)
And my best so far is the BD Armory challenges which lets you build a BDAc challenge with weaponized craft ... OrX K takes care of the spawning and setting guard mode, the AI pilot etc... for battle when the craft contained in the HoloKron are spawned
I'd be interested in discussing the possibility of adding your challenge idea (whatever it is) to OrX K
As an aside, the timer is almost done ... I'm just setting up the menu to show the timer like in my post above and adding a start and stop button ... I'll make sure to check that the timer will stay in step with the warp time (the timer already pauses when the game is paused ... menu stays visible while paused also)
Should have something for you to test in the coming hour
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@Mars-Bound Hokie So something along the lines of this:
This is the challenge timer system that is in OrX Kontinuum ... It doesn't currently have the option to start or stop the timer when a player wants to but it is trivial to add that functionality
It will even tell you how fast you are traveling in kph or mph (it wouldn't take much to add in your speed measured via knots either)
Let me know if you're interested and I'll add the feature ... actually I probably will do it anyways as this is a really good idea
Here's a video showing part of OrX Kontinuum in action (Dakar Racing challenge type) ... It's first stage of the Kerbal Dakar 2020
EDIT: come to think of it you could easily just create a Dakar challenge and place the finish gate 30 meters or s behind where you are taking off and then just land near the gate which will record your time
There is a scoreboard built into OrX K ... looks like this although the scoreboard shown is for a Short Track racing challenge
Spoiler -
So I found Stage 2 to be not as rough as Stage 1 ... probably just the line I chose to take though
Seems that there is quite a bit of flat stretch to go all out on ... just got to be careful and pick your lines since doing 300 kph into a slight incline can have the effect of hitting a brick wall
Anyways, Here's my my Stage 2 report
START
FINISH
TIME: 8 minutes, 16.55 seconds
And as a bonus I recorded it for those who would like to see the route I took
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24 minutes ago, Castille7 said:
Stage 2 Complete @DoctorDavinci Time: 12:34
Stage 2 Start Time: 2:00
Stage 2 Finish Time: 14:34
Kinda zoomed past it....haha
Heads up, face your Vehicle from the front when you near the sign so you can get a picture closer then what I did.....aaah!!
Unless anyone has any objections I'll let it slide that you are still traveling at over 33 m/s and that you're 135 meters or so from the flag
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3 minutes ago, Triop said:
Some good news, looks like my adventures are not over yet, the doctors are kicking me out of the hospital this wednesday.
Looks like my meds are doing their job.
I still have a long way to go, but it feels like I'm recovering a bit.
I need to take it slow, but it feels good to be back.
Thanks for all the support guys.
Glad to hear it ... You'll be racing again in no time
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For those who are interested, here's a video showing the latest improvements and features for racing challenges
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3 hours ago, Castille7 said:
Maybe this evening I'll make it to stage 1....
I hear you on that one ... trying to go fast without big explosions was very difficult while running Stage 1
I managed to finally finish it without any damage ... I had to let go of the under 7 minute goal as now I realize that all the added fuel to do the whole course really changed how Bill's Big Bad Beaver performs (she's twice as heavy as when I did pull off under 7 minutes)
Anyways, so on to my entry for Stage 1 ......
I found it convenient that I set up an automatic screenshot deal in OrX Kontinuum since it allowed me to confirm that my math is right ... also the speedometer I put in was quite handy as it is easier to see than the speed on the navball and is also conveniently in kph (can be switched to mph at the click of a button )
Starting the challenge ... I started moving at 2 minutes on the mission clock exactly
Finish
For those who are observant you will notice a 2 second discrepancy with my time as calculated by OrX K vs using the mission clock and doing the math ... This falls right in line with when the finish screenshot is taken which is 2 seconds after the stage times are recorded (to allow for data to be processed and passed to the scoreboard)
And for those of you who would like to see exactly how I achieved this time, I made a video (it got a bit hairy in parts)
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10 minutes ago, Castille7 said:
I was planning to add some updates yesterday but I didn't realize how much a challenge this course was. It's not an easy one, my finger hurts and my hand is cramping. I've done many restarts because my Buggy isn't handling the landings after a jump very well. The jumps are nice and level but the bounce is too much. Overall this is a little embarrassing not to make it to the First Stage yet after so many attempts but yet so much fun. I'm catching a lot of air on those jumps and the course is a lot of fun so I'll be continuing the race.
On another note, I've been changing the Buggy's Design so that it can rollover and right itself up after a small roll and that worked.....once..haha. I've tried adding some landing gear to help roll it over when it's upside down but these little tweaks in the design are not really paying off, their too time consuming in a race and often they were getting destroyed. Also it may be better to have a wider Vehicle because we know wider is better.....in the RL but this could sacrifice the looks. Whatever works is the best design to go with. In all this...... and my Buggy is struggling
Here's a tip, I am taking my start photo at 25 seconds. This is giving me enough time to launch stop at the starting line then go at 25 sec. This is keeping me from taking so many photos for my start photo and keeping things honest. The photo is also showing the roll cage design tweaks I added recently. The curved cage has worked a few times and now I will see if these landing gear work if the time comes around to try them.
Setting up your suspension is key to being able to land hard and fast ... try lowering your spring strength and raising the damper strength (enable advanced tweakables to get at these settings)
Bill's Big Bad Beaver has the springs set to 0.85 on the front and 1.1 on the rear with damper strengths running from 1.35 on the rear and 1.25 on the front ... after doing this my landings became much softer (I may even increase the dampers so the suspension is a bit more spongy)
Friction control is a good thing to look at too ... I made my wheels somewhat slippy so I am able to take a turn on the ground at very high speeds (although this can cause an issue with braking as evidenced earlier in this thread)
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Now that OrX K is fixed I was able to get down to tuning Bill's Big Bad Beaver
Made a number of modifications and can manage well over 300 kph on a relatively flat surface ... the hard part was setting up the suspension to take the torture of the terrain
And then there was setting up the aerodynamics to keep her on the ground since she likes to be in the air
Set up the Boost Flaps and made sure my paint job looks good from behind
Then double checked my fuel (don't want to run out of gas ... paint job looks good from here too)
And then an epic crash and burn ... I guess I need to slow down for some of those rough patches
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3 hours ago, Pds314 said:
Most of the time if airborne my props are generating drag, not thrust. But I definitely can't just tell them to do nothing every time it hits a tiny convex piece of terrain. I'm not flying. The vehicle can't sustain powered flight rightside up, but I'm definitely not guaranteed never to generate forward lift in a jump over some steep ridge.
What if it's a prop? I mean, increasing the angle from my prop in mid air is borderline suicidal unless the goal is just to get back to the ground ASAP, since it causes the vehicle to nosedive, but at the same time, thrust or "lift" could vary from large negative values to slight positive ones during jumps.
Also a lot of the time I literally can't react to a jump in time to prevent it from continuing to accelerate mid-air via... some mechanism (like brake key??)
I'm just going off the rules as created by @Triop for the original Kerbal Dakar 2017
I actually created the Boost Flap Controller mod to control the thrust via boost flaps for the 2017 Dakar (now in OrX K with added functionality to control DLC turbofans etc.... via deploy)
There is a caveat to the no flying deal as mentioned which is what is reasonable for someone to react to, however outright flying isn't allowed as decreed by our esteemed challenge creator (not me ... I'm just a surrogate host, I don't make the rules)
This no flying rule is one of the reasons I put Total Air Time as one of the recorded details in the OrX K scoreboard (whenever your craft is not touching the ground that stat has the amount of time you were in the air added to it for each leg of a race)
In the end the Dakar is mostly about just finishing the race .... use your own judgement on whether you are flying or not but just remember that the Dakar is a race across the ground, not through the air
Jumps are good, epic airtime is good ... just no powered flight
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3 minutes ago, έķ νίĻĻάίή said:
Oh YEY. What I made was a panther powered land yacht thing?...
It hates even the slightest bump
Well as long as you don't fly the course you should be good
The general rule in regards to jet engine powered cars in the Dakar is that if you become airborne then you must shut down your engine or use Boost Flaps to block the thrust .... Basically no thrust or any force from engines is allowed while in the air
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20 hours ago, έķ νίĻĻάίή said:
Ok. I've got an idea of what I will use. @DoctorDavinci Is this legal...? It does have rover wheels
The only real solid rule about the Kerbal Dakar is you must drive across the ground
Jumps, airtime etc... is all allowed
Basically don't fly the course and you're good
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OrX Kontinuum v 0.1.2.1202 [1.5.20]
Upgrades and Fixes
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Fixed HoloKron spawning under the ground
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Fixed large craft being moved through the ground and exploding when starting a challenge
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Fixed scoreboard and details menu not showing up at the end of a race
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Changed the 'Stage' label in the detailed scoreboard menu to 'Gate' in order to better illustrate what that column represents
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Fixed timer disappearing if challenger is thrown from their command chair ... Thanx to @klond for raising this issue
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Fixed the distance check to the proper coordinate system ... note to self, use the right math
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Added speedometer that can be switched between kilometers per hour (kph) and miles per hour (mph) ... click on the 'kph' in the lower right hand corner of the menu to switch
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Next Stage Distance is now displayed in either kilometers or miles depending on the speedometer setting
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Added a 'DEPLOY CONTROL' button in the PAW of all Boost Flap controller parts (elevons and now DLC parts) ... This button will invert the deploy control to accommodate DLC turbo fans and those who would like to use them with the BFC module (@FleshJeb)
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BFC module added to DLC parts ... Module Manager is not required
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When crossing the finish line during a Dakar race the challenger must now come to a complete stop before their time is recorded
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Minor refactoring and menu adjustments
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Automatic Screenshots are taken when the timer starts and when the scoreboard menu appears after crossing the finish line as well as after coming to a complete stop in the case of Dakar Racing ... they can be found inside of the Screenshots folder named the HoloKron name plus '- START' and HoloKron name plus '- FINISH'
- A quicksave is automatically created when starting a challenge to better facilitate reloading and racing again after an accident ... it will be saved as the HoloKron name plus '- START'
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Fixed HoloKron spawning under the ground
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