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Everything posted by DoctorDavinci
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What do you spend more time on, airplanes or rockets?
DoctorDavinci replied to έķ νίĻĻάίή's topic in KSP1 Discussion
What, no slot for F1 race cars? ... and what about Drag Racing? .... motorcycles? .... stock turbo prop engines? ... catapults? ... oh, and you can never go without a Bueller (Ferris Wheel ... completely vanilla stock) -
DAKAR 2020 concept open for suggestions
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
https://adventure.howstuffworks.com/outdoor-activities/off-roading/dakar-rally.htm -
DAKAR 2020 concept open for suggestions
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
@Triop ... So I did a thing and it is good 3 Short Track Racing challenges as well as your Dakar 2020 challenge are included in the download Read the linked post, methinks you're gonna like it ... Don't forget to read the first post as I updated it with some pretty pictures and additional information -
OrX Kontinuum v0.1.1.4777 NEW FEATURES OrX Craft Tuning ... gives you the ability to launch a vessel from the editor and tweak its various parts and save your changes to a separate craft file while in the flight scene - You can now test and adjust your vessel then save your best setup without having to jump in and out of the editor (and remembering what your changes were ) OrX Boost Flaps ... Adds the option to control the deploy state of elevons being used as Boost Flaps (no additional part required) - When a rover is in the air or all it's wheels are NOT touching the ground, the boost flaps will be deployed if the option has been enabled - Adjustable slider to control the deploy speed of the boost flaps ... can be adjusted on the fly while driving - Pitch, Yaw and Roll control will be automatically disabled if an elevon has been selected as a boost flap PLEASE NOTE: You must toggle any given elevon you intend to use as a boost flap to activated in it's part action window PLEASE ALSO NOTE: If you do not know what a boost flap is then please consult the first post of this thread in the Boost Flap section Dakar Racing challenge type is now available to be created and played ... Your times are saved to the scoreboad and are also available to be exported as a .scores file to be shared with other players Ability to view any challenge type HoloKron from within the editor by using the OrX Kontinuum Editor Menu (Short Track Racing, Dakar Racing and BD Armory challenges respectively) Implemented a 'Return to Start' function accessible from within the scoreboard menu after completing a race and the scoreboard is being viewed ... click on the button to have your craft automatically picked up and moved to the start position of the challenge Adjusted the tergeting reticle to be more asthetically pleasing... it will appear on screen when scanning for challenge HoloKrons or when competing in a challenge indication your next intended destination HoloKrons now open automatically when you are within 25 meters (100 meters for BD Armory challenges) OrX Kontinuum should work on any celestial body although this has yet to be tested ... All testing so far has been on Kerbin however the code was written with the intention of being able to create HoloKrons anywhere (even modded ones ) BD Armory challenge type is available to be created and played ... Detailed directions on how to create a BD Armory challenge will be coming in the near future (there's a lot of stuff in there so it might take a little while to get it all down in writing) PLEASE NOTE: In order to create or play a BD Armory challenge you obviously must have BD Armory Continued installed PLEASE ALSO NOTE: Physics range extender must be disabled or OrX Kontinuum will shut itself down and not allow access to any of the challenge features ... PRE isn't required for OrX Kontinuum to work with BD Armory however unless you relish the idea of seeing a big red and bold message diplsyed across your screen telling you that you need to install PRE then it's best to just leave it in and disable it from its menu (the Disable Mod button) - GEO-CACHE HOLOKRON SPECIFIC INFORMATION - - Geo-Caches are unable to be viewed until they have been found and only in their immediate location ... the description window will appear once the player comes within 25 meters of the HoloKron - When scanning for Geo-Caches a scanning menu will display the distance to the nearest Geo-Cache if there is one withn the current SOI (untested at further than 700 km) - There is a scan delay calculated off of the distance from the Geo-Cache location and the players craft ... Use the distance displayed in the menu after each scan to determine if you are getting closer (if the distance to target goes down each scan then you're heading in the general direction of a Geo-Cache) - Geo-Cache HoloKrons will spawn when you are within 5 km and will also display a targeting reticle on screen indicating its exact position as well as any craft saved into the HoloKron will be spawned and placed at their saved locations (save local vessels option selected while creating the Geo-Cache) Kind of a game of hide and seek - OUTLAW RACING CHALLENGE SPECIFIC INFORMATION - - To compete in an Outlaw Racing challenge a player must not be EVA - When a player starts a challenge their craft will be picked up, rotated to face the first stage gate (the finish gate in the case of Dakar racing) and then will be placed at the exact coordinates of the HoloKron ... Everyone starts a challenge from the exact same position and facing in the same direction - A menu will apear displaying the total challenge time, the previous stage time (if challenge is not Dakar racing) as well as the distance to the next checkpoint/stage gate ... times between checkpoint/stage gate are recorded to the scoreboard - After a challengers craft has been placed the brake action group will be enabled (aka the parking brake) ... Timer starts when the challenger starts moving (don't forget to disable the parking brake ) - Short Track racing challenges have a 4km range maximum during creation - Dakar racing challenges have a theoretical max distance of the radius of the celestial body the challenge is being created on - When competing in a Dakar challenge the stage gate for the finish line will spawn and be placed when you are within 800 meters as well as being rotated to face the challenger - Short Track racing stage gates have a fixed rotation that they face which is determined by the challenge creator and will be spawned then placed in that specific position and rotation (as placed when the challenge was created) if a challenger chooses to spawn the challenge - Outlaw Racing challenges do not require that you spawn the challenge (option for Short Track racing) however it is recommended - Stage gates are unable to be placed if you are within 25 meters of the challenge start location (the world position at which the challenge creation was started) - You can only place 1 stage gate when creating a Dakar racing challenge ... Dakar racing is a race from point A to point B - All stage gates spawned while creating a challenge will automatically phase out of existence after clicking on the save button - BD ARMORY CHALLENGE SPECIFIC FEATURES - - Earn salt by destroying parts on enemy craft ... The more parts you destroy the saltier you will be - Spend salt to buy craft while in battle if you need some extra firepower (salt is displayed as Kerb-Bucks ... it will cost the same amount of displayed salt as the cost of the vessel you wish to spawn) - Purchased craft will spawn including a pilot with the exception of any external command chairs ... this means if your craft is controlled by a kerbal in a command chair then it will be pilot-less (so don't use command chairs ) - Purchased craft will spawn and have their AI pilot activated and the guard mode turned on - Salt total (minus salt spent purchasing additional craft) is saved to scoreboard as well as other info such as mods in the players game, cheats enabled, kill count, player MIA count, player vessel count, enemy vessel count etc.... - 60 km spawn range for airborne enemy craft - 20 km spawn range for the HoloKron - 10 to 15km spawn range for landed vessels contained in HoloKron - Ability to fly under the radar by staying below the detection altitude displayed in the chaleenge menu - If flying under the radar the distance at which you become visible will determine the delay for enemy weapon manager activation (guard mode) ... Get the jump on your enemies (but don't wait too long or you might become overwhelmed ) - To finish a BD Armory challenge you must get to within 100 meters of the HoloKron at which point your current salt level and other information will be saved to the scoreboard and a detailed results window will appear displaying how many craft the player used (including purchased craft), how many enemies the player was up against and much more information about their challenge entry - if you do not have enough salt to purchase a craft then an on screen message will appear telling the player how much more salt they need to purchase the selected craft - When spawning craft using the OrX Kontinuum Spawn Craft feature during challenge creation, be sure to have the team set to 'A' as well as be sure that the weapon manager 'Guard Mode' is disabled ... OrX Kontinuum will automatically change the team to 'B' and turn on the guard mode as well as start the engines when the craft is spawned during a challenge (so don't start the engines ) - When spawning craft for a BD Armory challenge the Spawn Menu will appear with options to place the spawned craft, set the radar altitude of the craft (for airborne enemies), a slider to select the radar altitude to set a craft at (min of 2 km ... max of 8 km) and the option to kill the spawned craft (this will destroy the spawned craft and switch your focus back to your original craft) - Use the WASD keys to move spawned craft around and chose where you wish to place/set altitude - If you set the altitude of a spawned craft then the option to place the craft on the ground will no longer be available - Clicking on Hold Position after setting the altitude of a craft will hold that craft in that exact position until the HoloKron is saved - All craft spawned while creating a challenge will automatically phase out of existence after clicking on the save button (they are save inside the HoloKron ... imagine what that is like, locked in a box ) PLEASE NOTE: While competing in a challenge, when vessels spawn your focus will switch momentarily and vessel switching will be disabled ... if you're worried about crashing your vessel during the spawning then just enable the AI pilot via the BDA Vessel Switcher window (the 'P' button) until your focus switches back to your craft PLEASE ALSO NOTE: If you wish to be able to spawn a craft file while competing in a BD Armory challenge then that specific craft file must have been loaded into the editor and launched at least once ... If this has not been done then a message will appear on screen telling the player that the craft they chose to purchase is priceless ADDITIONAL NOTES - If player is missing mods listed in the .orx file then a warning menu will appear with a list of the missing mods as well as giving you the option to continue or cancel - Additional systems have been put in place for future plans such as downloading of .orx files directly from inside the game, creating a Kontinuum to connect players together within the OrX Kontinuum framework as well as laying the groundwork for more challenge types such as Naval Salvage, Hang Gliding, Scuba Kerb, W[ind/S] and more .... Beware Karmageddon - Sample Short Track racing challenges have been included in this release of ORX Kontinuum - - 1 Mile Drag Race ... simple straight line race down the KSC Runway - Start position is located at the KSC Runway spawning point - Ring Around the KSC ... Just what it sounds like, a race around the perimeter of the KSC - Start position is located beside the KSC Runway spawning point, about 100 meters to the right - Tracking Station Loop ... A race around the Tracking Station, through the RnD tunnel and then back to the runway - Start position is located at the KSC Runway spawning point In addition to the above, the Dakar 2020 challenge has also been included in this release courtesy of @Triop Have at it and keep your eyes open for the Dakar 2020 Challenge thread so you can post your scores and share your experience Download the latest release here: https://github.com/DoctorDavinci/OrX_Kontinuum/releases/tag/0.1.1.4777
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DAKAR 2020 concept open for suggestions
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
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DAKAR 2020 concept open for suggestions
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
@Triop you said to keep you posted I also set up a way to tune your vehicles in the flight scene and save them as a variant ... after tuning and saving your tuned craft, revert back to the editor and the variant will be available to be loaded ... After loading the variant (it will be saved as the craft name with 'Variant' plus whatever variant number ... you can save multiple variants with different tunings) it will load half in the floor of the SPH and with a weird rotation, you will need to hold down the 'SHIFT' button and left click on the craft to pick up the whole craft and have it's rotation reset You will also have to remove any kerbals that are in seats and delete them (yes, the variant saving saves kerbals in command chairs) ... they are parts so click on them like you would to remove a part and press 'DELETE' ... BE AWARE that having a kerbal loaded in the editor will spam your KSP.log with expression system errors and others so it is best to delete them immediately (the errors will not affect the game much while in the editor ... just a bit of lag from the log being written to) plus you're asking for massive errors if you try to launch a variant that was saved with a kerbal in a command chair and you leave the kerbal part in the chair so best to delete them as they're useless in the editor anyways The variants will be saved with whatever changes you made ... should work on any type of craft also so is useful for more than just KSP racing I also threw in a new Boost Flap Controller deal ... that's what is controlling the boost flaps in the video, it deploys an elevon if the craft is not landed and the elevon has been selected as a boost flap Release coming in a few days with the Dakar 2020 OrX files included along with a BD Armory challenge and a Short Track racing challenge -
Only problem with this is that OrX Kontinuum was built on KSP v1.8.1 so it won't work on any version but 1.8.1 (likely works fine on 1.8.0 too) The Unity engine change makes it that way as it would take me quite a bit of work to back port it and many of the features that I've put into OrX K rely on Unity 2019
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Yes, it does work ... without any DLC as well so there should be no problems for anyone using the save file (tested in KSP v1.8.1) I've already transferred the coords into an orx file for the Dakar 2020 and will include the challenge in OrX Kontinuum (with scoreboard integration as well) when I release the next version in a few days
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DAKAR 2020 concept open for suggestions
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
Fantastic ... I just updated my post with a spoiler that shows what the scoreboard looks like I'm sure there will be many to come -
DAKAR 2020 concept open for suggestions
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
I'd be interested in getting my hands on the coordinates as I've got the Dakar Racing challenge type working in OrX Kontinuum as well as the scoreboard working fantastically Gates spawn when within 1500 meters, distance to next stage gate is shown in custom menu, targeting reticle shows on screen telling you where the next stage gate is, airtime is also recorded to the scoreboard so you can tell if someone decided to fly the challenge instead of driving it, times for each stage are saved and also the mods the challenger has installed are recorded as well as whether the challenger had any cheats enabled (infinite fuel, unbreakable joints, no crash damage etc...) Scores can be exported to be shared and imported into another persons game as well as the ability to export the complete scoreboard as a file to be shared (you can only do this if you have the password ... only the creator of the challenge will know that) so a player can update their ingame scoreboard to the 'official' one being maintained by the challenge creator Works within 150km (haven't tested at a further distance) -
Coder Request - KAS(no-EVA+VAB) or animated attachment nodes
DoctorDavinci replied to bcink's topic in KSP1 Mods Discussions
BD Armory has some of what you are looking for https://github.com/PapaJoesSoup/BDArmory/blob/master/BDArmory/Modules/ModuleMovingPart.cs The above is part of the turret attach node deal that allows for mounting parts to a turret (machine guns etc...) and having them rotate with the turret ... not sure where the other code snippets are but they should be somewhere in BD Armory Continued Hope this helps -
@Xyphos so I don't really know anything about interfacing with the science system, however I do know a thing or two about depleting resources Here's a link to the Active Camouflage in DCK FutureTech ... check line 188 down (resources region), it should help you along your way with depleting ec as the scan is running https://github.com/DoctorDavinci/DCK-Future-Tech/blob/master/DCK_FutureTech_Plugin/Modules/ModuleDCKACS.cs You can also look at the shields as they use EC over time and also are setup to auto shutdown if ec gets too low https://github.com/DoctorDavinci/DCK-Future-Tech/blob/master/DCK_FutureTech_Plugin/Modules/ModuleDCKShields.cs Hope this helps
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This would be due to the caretaker of Airplane Plus changing the texture names as there was no issue before KSP v1.4 Which Procedural parts version, there are a few versions by different modders out there ... DCK's compatibility with Proc Parts was from before KSP v1.4 so likely what has happened is whatever version of Proc Parts you are using has either had code changed, names changed etc..... I'm not seeing this problem ... what resolution is your game set up at? The textures in DCK show up quite nicely in 1080p
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- tires and rims
- part skins
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pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
Running multiple coroutines at once to handle everything will likely end up being somewhat convoluted but is doable ... although it would still take awhile Perhaps instead of doing the whole planet at once you could use the GPS pos of the satellite and give it a scanning radius from that point on the surface of the planet being scanned Coordinates are the same in orbit as on the surface, only difference is the altitude ... that and precision as the meters per degree of circumference increases with the radius of the sphere Here's some code that will let you calculate how many meters are in a degree of any given planet and then break that down into how many degrees are in a meter in relation to the current celestial body ... use it the same way as the PQS deal I showed you, just with a celestial body being passed instead of latitude and longitude It will give you how many degrees are in a meter at 0 meters in altitude (the radius of the celestial body) ... you can even add the current vessels altitude to get more precision if you're high in the sky or way out in orbit, but for your purposes it should do what you would need Use the above to get how many degrees are in a meter at 0 altitude and then multiply that by the scan radius you want (in meters) and then your max and min latitudes and longitudes just need to be corrected with the offset before you start the scan -
pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
@Xyphos So took a look and I would approach it is as follows: Add in a min latitude and longitude and set them to -180 ... set the max to 180 or you can just have a local variable in DoScan that you add 0.001 to and when it reaches 360 DoScan ends In the button function that triggers DoScan set those values again to be -180 (this is to force them to reset back to the starting values before the scan commences) Then iterate through the both of them in the DoScan coroutine like you are already doing This should solve your issue with little code needing to be changed .. That is unless I am misunderstanding what the problem is -
pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
The coordinate system goes from -180 to 180 for latitude and longitude I'll take a look at your source when I next sit down at my system ... shouldn't be too hard to figure out what is wonky -
pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
So how I am figuring out wind and updraft direction is by taking the current gps point of the active vessel (the glider) and then checking 8 gps points (N, NW, W, SW, S, SE, E, NE) around that gps point to get the terrain altitude at each of them (I plan to increase the amount of scan points to 68 or more) I then take those altitudes, calculate the highest and lowest points and through some math calculate a vector for the wind direction and any updrafts for the glider to rise on You could use the same idea for calculating how rough of a landing it would be based off of a bunch of terrain altitude calcs in the general area of the scanned gps coordinates your mod just ran in the DoScan coroutine Theoretically you could tell a player how rough the terrain is in that area Most of the code you would need to do this you already have -
pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
It's easier than you may think ... I just include an extension method you can hook into and OrX K will not need to be a dependancy for your mod Would probably need to put one into your mod as well so OrX K can talk to your mod but that is trivial, I can write one of those for you in a matter of minutes -
pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
That is actually a pretty good idea I assume you're using 1 offset GPS point per cardinal direction to calculate the highest of the 9 during scan and if this is the case you could easily add in a landing difficulty indicator based on the difference in altitude of each of the GPS points If you were to happen to do this then your mod would be the first mod that can utilize the challenge creator I made in OrX Kontinuum ... there already is short track racing and dakar racing built in with the BD Armory challenge builder going to be released in the next week or so Adding in a challenge type based on your mod idea would be fairly easy ... let me know if you're interested in discussing this further EDIT: I don't mean integrating your mod into OrX K, just a challenge deal that your mod can interface with -
pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
No problem ... Any other question you have feel free to ask as what you are doing with your mod is along the lines of what I've been doing in OrX Kontinuum, albeit your mods purpose, ie getting the highest altitude of a given point to be displayed to the user, is not part of it I'm doing the same sort of deal in W[ind/s] to simulate updrafts for hang gliding as well as ocean currents for Scuba Kerb ... scuba diving is a thing in KSP now -
pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
I suggest changing the yield return new waitforseconds(0.01f) in the DoScan coroutine to yield return new waitforfixedupdate(); This will allow for the scan to happen every physics tick instead of multiple times per physics tick ... it will also help with slower computers as the timing between each physics calc will change depending on if your using a potato vs a decent computer ... fixed update is tied to physics updates which are tied to the processing speed of the computer running the pickle (.dll ... dill ... dill pickle ) Hope this helps ...... -
pqsController.GetSurfaceHeight
DoctorDavinci replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
So unless you are getting into DOTS and able to rewrite some of the core of KSP to designate which thread is the main then you will have pauses as unity switches between threads Yes, Unity can utilize multithreading... no, it's not easy to get it to work ... and, like I mentioned above, unless you have access to the KSP code and able to rewrite portions of it you will continue to have the issue of KSP locking up since KSP has not been set up to be multithreaded (even though Squad has made this claim) The Unity project itself must be configured to utilize multithreading as well as having your code designated as usable in a separate thread EDIT: This might help ... https://docs.unity3d.com/Manual/JobSystemMultithreading.html -
Just an update on what is going on with OrX Kontinuum .... Next release is coming soon, check the Github download link for the latest version I have created a BDAc mission builder using the HoloKron system and have actually turned it into a decent game within KSP ... Here's a list of some of the features I have implemented - Dakar Racing challenge type is available - Short track racing type has a 4km radius maximum - Scoreboard automatic updating and ability to extract your scores for loading into another players scoreboard is functioning - File system changed to accommodate transferring of files via web interface - OrX files now contain all holokrons for that set ... Chaining of HoloKrons is working, add multiple challenges or geocaches - Creator mods list is saved to the .orx file created and a check is done to be sure a user of said HoloKron has the same mods installed - If player is missing mods listed in the .orx file then a warning menu will appear with a list of the missing mods as well as giving you the option to continue or cancel - Chaining of multiple challenges and holokrons together BD Armory Specific Features - Challenge creator working - Earn Salt by destroying parts on enemy craft - Spend Salt to buy craft while in battle if you need some extra help - Salt total saved to scoreboard as well as other info such as mods in the players game, cheats enabled, kill count, player MIA count, player vessel count, enemy vessel count etc.... - 100 km random spawn range ... This will spawn an enemy within 15 km of the active vessels position if enabled in the challenge creator and interceptors have been selected (max of 3 interceptor types can be included in challenge) - 60 km Regular spawn range for any airborne enemy craft - 20 km spawn range for the HoloKron - 10 to 15km spawn range for landed vessels contained in HoloKron - Ability to fly under the radar by staying below the detection altitude - If flying under the radar the distance at which you become visible will determine the delay for enemy weapon manager activation (guard mode) ... Get the jump on your enemies There's a whole ton more but that just gives you an idea of what I've been up to Github download link: https://github.com/DoctorDavinci/OrX_Kontinuum/releases Github issues link: https://github.com/DoctorDavinci/OrX_Kontinuum/issues Next release is coming soon so stay tuned to my github repo linked above